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		<title>Little Adhomai</title>
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		<updated>2026-03-17T10:53:12Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Places of Interest */ Updated President Hadii Living complex entry with a new sentence and link referencing a expansion to it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Little Adhomai&#039;&#039;&#039;, also known as the Imperial Plaza or District 6, is the home to most of Mendell City’s Tajaran population. A shady district with various dives, bars, and restaurants, as well as a high rate of crime. Domestic disturbances and break-ins are frequent, as are scrumptious streetfood vendors. What infrastructure was present has been gutted for phoron by black market salvagers. While it is by most definitions a slum, its location and presence sees infrequent traffic.&lt;br /&gt;
&lt;br /&gt;
District 6 is divided into several sections by its inhabitants, each of them being related to their place of origin and alignments; it is not uncommon for clashes to happen between supporters of the different Adhomian factions, and such conflicts might escalate into riots or further violence. This situation has deteriorated greatly since the Armistice due to the growing presence of governmental elements in the area. Tajaran intelligence agencies have begun clandestine operations in the area, supplying weapons and training to armed groups. Tensions are rising, as Little Adhomai becomes an increasingly important stage for a proxy war, and as the neglect of Biesel continues to throw the district further into disrepair.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
Before the migration of Tajara to Tau Ceti, the Imperial Plaza was a sparsely populated residential district. Biesellite administration and investors paid little attention to the location. With the end of the [[Tajaran History#The Uprisings|First Tajaran Civil war]] and the opening of the [[Adhomai]], the first wave of Adhomian migrants reached [[Mendell City]]. The low prices of District Six were attractive to Tajaran migrants, and as such the first communities of immigrants were created in that area of the city. Despite its growing population, the government neglected much of the district’s urban development. Crime and gang activity soon became serious problems in Little Adhomai.&lt;br /&gt;
&lt;br /&gt;
The lack of urban planning has transformed the Imperial Plaza into a maze. Apartments, shops, restaurants, and clubs pile upon each other. Many housing units are constructed in traditional PRA fashion: large square buildings hosting several families and built using cheap construction materials. Tunnels, hiding places, and bunkers can also be found in the underground of LIttle Adhomai.&lt;br /&gt;
&lt;br /&gt;
The [[Tajaran History#The Second Revolution|Second Tajaran Civil War]] caused a wave of factionalism between the inhabitants of the Imperial Plaza. Little Adhomai was divided into sectors supporting the different warring Adhomian nations. Gangs were recruited and supplied by the People’s Republic and the Liberation Army; these groups were used to further expand their influence in Mendell City. Riots became more common, with violence spilling into other districts. Biesellite police had little success in solving the delinquency problem in District Six, forcing the locals to create their own neighborhood watch squads. In recent events, District Six was the stage of heavy fighting between its warring factions in [[Tajaran Cold War Arc|2462]].&lt;br /&gt;
&lt;br /&gt;
As the galactic phoron shortage has become worse, and the treatment of Tajara has gone unaddressed, Little Adhomai continues its descent. Constant power outages from the gutting of phoronic infrastructure by black market dealers, riots making the streets all but unusable by vehicles, and overbearing gangs enact the will of Adhomian governments. The local Mendellian government in choosing to avoid the high-cost associated with wrangling the district back under control has chosen to simply cordon it off, allowing the district to collapse under its own divisions.&lt;br /&gt;
&lt;br /&gt;
= Demographics =&lt;br /&gt;
&lt;br /&gt;
Most inhabitants of District Six are Tajara. The [[People&#039;s Republic of Adhomai]] citizens are the majority. Since the end of the Tajaran Civil War, the presence of [[Democratic People&#039;s Republic of Adhomai]] and [[New Kingdom of Adhomai]] members has increased steadily. Humans that lived in the district before the first waves of Tajara immigration later left for Xinghua Prefecture and District Eleven. What few non-Tajara that live in D6 now don&#039;t last more than a few years at most. Tajara see them as little more than thrill seekers trying to find their own D6 experience to vlog, not people forced to live there out of prevailing xenophobia or poverty. Humans and other species are stonewalled by the community as a result. This feeling of isolation is made worse by the major gangs. Harassment from them is a regular occurrence as they believe that non-Tajara living in the district will eat away at their respective nation&#039;s influence.&lt;br /&gt;
&lt;br /&gt;
= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
Because of its relatively short existence, discrimination, and other barriers present in Tau Ceti, the Tajara of Little Adhomai still cling to their native culture. The first wave of migrants and their descendants had an easier time adapting their values to Biesel&#039;s culture. However, since the dawn of the Second Revolution and the Armistice, they have become a minority in Little Adhomai. With no effort directed at integration and the growing presence of the Adhomian-funded groups, the overall morals of Little Adhomai&#039;s population remain very similar to their homeworld.&lt;br /&gt;
&lt;br /&gt;
Tajara not employed by megacorporations will usually be engaged in Little Adhomai&#039;s informal economy. Due to the hands-off approach of the MCPD, illegal shops can operate with impunity. While some Tajara consider the opportunity to work for the corporations a blessing, others see Little Adhomai&#039;s situation as being directly caused by the corporate entities.&lt;br /&gt;
&lt;br /&gt;
Despite the high crime rates, Little Adhomai has an active nightlife. Bars and clubs stay open late, bustling with activity. Most restaurants specialize in serving Adhomian food, while other establishments have started to experiment with Tau Ceti’s cuisine, creating a unique blend of Biesellite and Tajaran flavors. The streets of the district are famous for their many street vendors and sidewalk displays. Each neighborhood often has a strong communal unity among the residents, something abused by the gangs at times.&lt;br /&gt;
&lt;br /&gt;
The Imperial Plaza is the birthplace of the subculture known as the “Greasers”. Formed by young Tajara disillusioned with life in Tau Ceti, they are characterized by a rebellious attitude, leather jackets, and an interest in Adhomian monowheels. They are often associated with delinquency, with some of them forming their own gangs or joining existing ones.&lt;br /&gt;
&lt;br /&gt;
The art of Little Adhomai revolves around the Tajaran condition and culture in Tau Ceti. The challenges of living in an alien world, the effects of the Tajaran civil war, discrimination, and employment under megacorporations are common themes in District Six’s cultural productions. Local artists are commonly sponsored by the Tajaran governments. Adhomian media is also frequently imported and consumed by the population of Little Adhomai.&lt;br /&gt;
&lt;br /&gt;
Little Adhomai is home to a notable concentration of homosexual and transgender Tajara. These Tajara left Adhomai in the hopes of finding more tolerable communities elsewhere. However, due to the presence of the gangs and the authorities of the Adhomian nations, it is still as difficult as it was back in their homeworld for them to be open about their sexuality. &lt;br /&gt;
&lt;br /&gt;
== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Biesel&#039;s climate, much of the traditional Tajaran food consumed in Mendell City is exported from Adhomai; however, small hydroponics farms allow the population to grow some Adhomian crops. This scarcity of homely flavors led the Tajara to adopt and adapt the local food into their meals. Chefs replace Adhomian ingredients with native substitutes, while others prepare human dishes using Tajaran alternatives. &lt;br /&gt;
&lt;br /&gt;
=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomian Pizza:&#039;&#039;&#039; while regular pizza flavors are already deeply appreciated by the Tajara, mainly due to their contact with the recipe in NanoTrasen&#039;s stations, some restaurants have tried to innovate the dish with Adhomian ingredients. Some combinations, such as the Zkah&#039;nkowa and Sarmikhir toppings, are considered a success. The existence of earthen-root pizza is a contentious subject.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Little Adhomai Avah:&#039;&#039;&#039; loosely inspired by the eponymous dish, the Little Adhomai Avah is N&#039;fri-hi batter fried into the shape of a sphere. The dish is then filled with human ingredients; chocolate, cow beef, and sugar are the most common options. Getmore products are usually used to prepare the filling. Little Adhomai Avah is sold by street merchants operating inside and outside of District Six.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biesellite Lunch:&#039;&#039;&#039; a cold dish composed of Adhomian Hardbread, earthen vegetables, and fruits generally served alongside jam or fat. The meal was created by the first wave of immigrants who needed a packed lunch. Since the only Tajaran food available at the time was the hardtack, they complimented the bread with locally made products. Despite the increase in importations and homegrown Adhomian foodstuff, the Biesellite Lunch is still a staple dish in Little Adhomai.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
[[File:Little Adhomai Stars.png|thumb|Two Little Tajaran Electro Swing stars posing for a Spurley magazine. Notorious for pushing the limits of Little Adhomian fashion trends, the vibrant colors and flashy accessories have come to define the Electro Swing scene in Little Adhomai.]]&lt;br /&gt;
&lt;br /&gt;
The District is the birthplace of &amp;quot;Little Tajaran Electro swing&amp;quot;, a Biesel-based variant of the classic Tajaran Electro swing known for its stronger focus on electronic dance music and Tau Ceti Basic lyrics. Traditional Tajaran music is still popular among the older Tajara and newer migrants to Biesel. Pirate radio stations, many of them working at the behest of whatever government they pledge allegiance to, operate in Imperial Plaza, bringing propaganda, music, and news to the population. Bloodstorm took residence in Little Adhomai after their ban from Adhomai. The presence of the band renewed the District&#039;s interest in Tajaran heavy metal.&lt;br /&gt;
&lt;br /&gt;
Because of the corporate control in Tau Ceti, most of the radio stations operating in Little Adhomai are unlicensed. Since they rely on outdated equipment, their broadcasting is limited to Mendell City. Stations in faction-controlled territories are subject to censorship, while ones in neutral gang areas are far freer to dictate their own broadcasts.&lt;br /&gt;
&lt;br /&gt;
=== Notable Radio Stations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomai-Ceti Connection:&#039;&#039;&#039; a radio station focused on news and general utilities. Created by Second Revolution migrants as a way to receive reliable information on the conflict, the Connection attempts to remain neutral and transmit all from all sides of the story. This attempt at neutrality is currently being challenged as factionalism ripples across Little Adhomai. Many staff members have already left to create their own faction-funded radio stations to transmit their &amp;quot;truths&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voice of Little Adhomai:&#039;&#039;&#039; the largest music-based radio station in Little Adhomai; it transmits both traditional music and Little Tajaran Electro Swing. The Voice of Little Adhomai is famous for broadcasting Adhomian war songs; to please all sides, one song from each faction is played at least once a day. The station also has a segment dedicated to local amateur musicians.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;D6 Citizen Radio:&#039;&#039;&#039; a pirate radio station in Little Adhomai. Its broadcast content is a mixture of anti-corporate propaganda, political commentary, and public utilities. Its main show, Mendell&#039;s Truth, is infamous for its Natediist tendencies; it urges the Tajara living in Tau Ceti to engage in sabotage against corporations. Despite the controversy, Citizen Radio is frequently used by the district&#039;s inhabitants because of its live reports on ongoing shootouts and police raids.&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
The literature in Little Adhomai is mostly focused on exploring the dilemmas and difficulties found in the life of Tajaran migrants. Longing for home, exploitation, discrimination, crime, and disillusion with the promises of wealth are the most common themes. Thanks to its anti-corporate motifs, District Six&#039;s literature never made it into mainstream media. However, Little Adhomai is home to printing shops adept in producing propaganda pieces and works of literature alike.&lt;br /&gt;
&lt;br /&gt;
Influenced by recent events and the growing interest in urban legends, Little Adhomai became the birthplace of Tajaran Otherworldly Literature. This literary genre combines aspects of fantasy, horror, and speculative fiction alongside Adhomian paranormal elements, frequently reimagining mythological creatures and events. Tajaran Otherworldly texts are usually published in magazines or on extranet sites.&lt;br /&gt;
&lt;br /&gt;
=== Notable Books ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unto an Alien Land:&#039;&#039;&#039; a novel describing the story of a Tajaran migrant family, told from the perspective of the youngest daughter Agashka. The Rhikaslav household migrated to Tau Ceti because of the Second Revolution; they settled in Little Adhomai under the promise of finding work with NanoTrasen. The book describes the poverty and discrimination that most of District Six&#039;s inhabitants face. The novel ends with the family disintegrating after the death of the father and two sons during a riot. A sequel is currently under production.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A Neverending Night:&#039;&#039;&#039; a book about a fictional Tajaran heist crew operating in Tau Ceti. The novel starts by describing the lives, motivations, and crimes perpetrated by the characters during their career. The narrative takes a different turn when the criminals involve themselves in a deep political conspiracy after they are hired to steal a Phoron shipment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outlandish Tales:&#039;&#039;&#039; a magazine specialized in publishing Tajaran Otherworldly Literature stories. The periodical features texts submitted by amateur and established writers alike. Since it is printed using cheap, recycled paper, Outlandish Tales is sold for a couple of credits on the streets of Little Adhomai. The magazine also has a section dedicated to exploring the urban legends and mysteries of Mendell City.&lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
&lt;br /&gt;
Cinema and holovideos are a thriving industry in Little Adhomai. Both professional and amateur studios are involved in the production of films. Popular genres include military dramas, period pieces, and crime thrillers. Arzjun Haurjuhrl is one of the most famous film-makers of District Six; he is notorious for the blockbuster “When Summer Came to Nazira”. Tajaran telenovelas are also widely popular, with an audience beyond District Six’s population, including the rest of Mendell City. Aired during the afternoon, they generally deal with daily life melodramas and historical romances.&lt;br /&gt;
&lt;br /&gt;
=== Notable Shows ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astray Spirits:&#039;&#039;&#039; a telenovela produced in Little Adhomai. It attempts to mimic the Adhomian format but uses Tau Ceti as its setting. The show follows the life of a migrant family and their attempts to succeed in Biesel. Astray Spirit is currently available via the extranet; the producers have been rejected by all major media outlets in the republic. Despite this, it became a hit with the Tajaran population.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Adventures of Captain Azzam:&#039;&#039;&#039; a low-budget comedy movie set during Nated&#039;s coup. The pictures tell the story of a dim-witted PRA army officer who thanks to his own confusion and a series of unfortunate events, ends up switching sides multiple times during the conflict; Captain Azzam ends up fighting for the Hadiist, Al&#039;mariist, and Royalist causing by accident in a span of a few days. Azzam then flees to Little Adhomai to avoid being purged by President Hadii for his disloyalty. The film ends with the protagonist accidentally saving Miranda Trasen from an assassination attempt.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloody Moon:&#039;&#039;&#039; a police thriller movie about an MCPD Tajara detective, Harun Dziri, involved in the investigation of Raskariim activities in Little Adhomai. Harun ends up uncovering a scheme involving the authorities and is forced to retire; the protagonist continues the investigation on his own. The picture was criticized for its cheap special effects and jump scares. However, Bloody Moon was praised for its commentary on police corruption and extremism within the Tajaran society.&lt;br /&gt;
&lt;br /&gt;
== Sports and Games ==&lt;br /&gt;
 &lt;br /&gt;
Because of District Six&#039;s urban nature, traditional Adhomian sports are limited by the few existing sporting avenues. However, the Tajara have created their own ways to entertain themselves in Tau Ceti. Besides street sports, Little Adhomai has an expressive video-game scene. Many arcades operate in the District. Due to hardware and monetary constraints, the Tajaran youth prefer older games over new ones. Independent titles have been created by D6 developers for both arcades and tabletop games. &lt;br /&gt;
 &lt;br /&gt;
=== Notable Games and Sports ===&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Rham&#039;nirr:&#039;&#039;&#039; a bat-and-ball game played on the streets. In Rham&#039;nirr, two pairs take opposite sides on the field, where they will take turns throwing and batting a ball. Behind each team, there is an item, usually a bottle or can, that the thrower can knock down for points. In case the batter manages to hit the ball, they can run between the wickets to score. The game ends when one of the teams has thirty points.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Baghrar&#039;zhir:&#039;&#039;&#039; developed by the first wave migrants, when guns were not common due to widespread smuggling, Baghrar&#039;zhir is an adaptation of the Adhomian martial art to the realities of District Six. Unlike the Adhomian versions, it allows hits below the waist and encourages the use of the claws for eye-gouging. Improvised weapons, such as chains and wrenches, have also been incorporated into the style.&lt;br /&gt;
&lt;br /&gt;
====Winter Quest====&lt;br /&gt;
Winter Quest is the first pen-and-paper role-playing game created by a Tajara. Its rules are known to favor interpretation over dice rolls. Combat encounters are notoriously deadly and short. Since character death is common, the tabletop has a fast character creation system. Winter Quest usually uses a fantasy world inspired by Adhomian mythology; however, other settings have been published using its rule set.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Creation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters are one of the most important parts to a Winter Quest game. The process of creating a character is fast as a result of the punishing combat.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Choose an Ethnicity&#039;&#039;&#039;&lt;br /&gt;
#*M&#039;sai, Zhan-Khazan, Hharar, or Njarir&#039;akhran&lt;br /&gt;
#&#039;&#039;&#039;Choose a Name&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Choose an Archetype&#039;&#039;&#039;&lt;br /&gt;
#*Hunter, Mystic, Warrior, Scholar, Outlaw, Noble, Priest, Laborer, Frontiersman, etc.&lt;br /&gt;
#&#039;&#039;&#039;Define Three Traits&#039;&#039;&#039;&lt;br /&gt;
#*Examples: Strong, Clever, Loyal or Silent, Quick, Cunning.&lt;br /&gt;
#&#039;&#039;&#039;Define One Flaw&#039;&#039;&#039;&lt;br /&gt;
#*Examples: Impulsive, Cowardly, Distrusted.&lt;br /&gt;
#&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
#*Each character begins with one weapon, one tool, and one personal item.&lt;br /&gt;
#&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
#*A one or two-sentence origin story.&lt;br /&gt;
#*Example: Raska, a silent M’sai hunter, is strong, patient, and loyal, but distrusted by the village. She carries a bow, a hunting knife, and her father’s Ma’ta’ke talisman.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Challenges&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Throughout the quest, the Story Master will provide challenges to the progress of the questers. These challenges must be resolved through &#039;&#039;&#039;resolutions&#039;&#039;&#039;. These resolutions are short answers as to how the equipment, archetype, and traits of your character are capable of conquering the challenge. The other players alongside the Story Master then examine this resolution to determine whether it solves the challenge, or is incapable of besting the test.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Story Master’s Question:&#039;&#039;&#039; The Story Master will present a challenge, then ask “How would your character conquer this challenge?”&lt;br /&gt;
*&#039;&#039;&#039;Player’s Answer:&#039;&#039;&#039; The player answers the Story Master with how their character’s traits, equipment, and archetype would solve the challenge.&lt;br /&gt;
**Other characters may assist if permitted by the Story Master.&lt;br /&gt;
*&#039;&#039;&#039;Judgement:&#039;&#039;&#039; The other players and Story Master determine if the answer is convincing. They may ask questions to clarify.&lt;br /&gt;
**Convincing: Success&lt;br /&gt;
**Weak/Contradictory: Failure&lt;br /&gt;
*&#039;&#039;&#039;Flaws matter:&#039;&#039;&#039; If a character flaw is relevant to a challenge, it may override the traits of a character and automatically fail the challenge.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Combat utilizes the same resolution system as normal [[Little Adhomai#Challenges|challenges]]. The order of combat is determined narratively. The first character or creature to attack goes first, followed by the defender, then other characters and creatures as determined by their traits. One of three outcomes may result from combat: Deathly blow, wounding blow, or shielded blow.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;First Strike:&#039;&#039;&#039; The initiator of combat narrates their attack, and how their traits and weapons support their action.&lt;br /&gt;
*&#039;&#039;&#039;Defender’s Retaliation:&#039;&#039;&#039; The defender uses their traits, equipment, and environment to explain how they survive the attack.&lt;br /&gt;
*&#039;&#039;&#039;Judgement:&#039;&#039;&#039; The other players and Story Master determine who has the advantage, and to what degree.&lt;br /&gt;
*&#039;&#039;&#039;The Verdict:&#039;&#039;&#039; One of three results may occur based on how high the advantage is for one side over the other.&lt;br /&gt;
**&#039;&#039;&#039;Fatal Blow:&#039;&#039;&#039; The defender dies.&lt;br /&gt;
**&#039;&#039;&#039;Wounding Blow:&#039;&#039;&#039; The defender survives, but is left with a new scar or permanent injury (new flaw).&lt;br /&gt;
**&#039;&#039;&#039;Shielded Blow:&#039;&#039;&#039; The defender survives successfully.&lt;br /&gt;
*&#039;&#039;&#039;Riposte:&#039;&#039;&#039; The defender may choose to either escape or counter attack.&lt;br /&gt;
**&#039;&#039;&#039;Escape:&#039;&#039;&#039; The defender runs from the confrontation. This may lead to a negative effect depending on context.&lt;br /&gt;
**&#039;&#039;&#039;Counter Attack:&#039;&#039;&#039; The defender becomes the attacker. The combat sequence resets.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Progress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Progress on a quest comes in many forms. Knuckles, items, and maybe even reputation. However, each character progresses in their own way on a quest. Following key events along one’s own winter quest, certain changes in a character may occur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Survival:&#039;&#039;&#039; Surviving strenuous events, and possible combat, can result in a new flaw.&lt;br /&gt;
*&#039;&#039;&#039;Success:&#039;&#039;&#039; Completing a quest or major event can result in a new trait.&lt;br /&gt;
*&#039;&#039;&#039;Change:&#039;&#039;&#039; Some story events may change a character. Replace a trait with a flaw.&lt;br /&gt;
&lt;br /&gt;
Remember, flaws are not a bad thing. Stories are best when a character overcomes their flaws to achieve great feats. Each character is defined by their traits and flaws that show their history, their battles, and their successes or failures. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Supplementals&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rredouane Mode&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In lieu of the narrative conflict system, the use of Suns and Moon dice can be included into standard Winter Quest play for an additional level of tension, conflict, and a little luck. All challenges and conflicts are no longer decided by table judgement, but rather the results of the dice.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#The Story Master presents a challenge or conflict.&lt;br /&gt;
#*Difficulty dictates the number of dice. Easy challenges have one die, but range up to 6 dice for the most difficult tasks.&lt;br /&gt;
#The Player is granted one to six dice based on their answer.&lt;br /&gt;
#*Much like a traditional challenge or conflict, the Player may use their character’s traits, equipment, and archetype to justify a higher dice count.&lt;br /&gt;
#The Story Master and Player roll their dice.&lt;br /&gt;
#*Any die with a number four or above is counted as a success.&lt;br /&gt;
#If the Player has more successes, the character succeeds. If the Story Master has more successes, the character loses.&lt;br /&gt;
*In conflicts, if the defender wins by one or two successes over the attacker, they receive a &#039;&#039;&#039;wounding blow&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Discipline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Discipline is a point that is awarded by the Story Master which may be used to change the outcome of a challenge or conflict. It is recommended to keep Discipline a rare resource handed out for especially daunting, heroic, or legendary actions.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Story Masters may hand out Discipline to a character.&lt;br /&gt;
**Recommended reasons are for heroic acts, cunning or creative answers, or completing major quests.&lt;br /&gt;
*Players may use Discipline to alter the outcome of a challenge or conflict.&lt;br /&gt;
**During a challenge, the outocme flips.&lt;br /&gt;
***I.E. A success becomes a failure, or a failure becomes a success.&lt;br /&gt;
**During conflict, the outcome improves by 1 level.&lt;br /&gt;
***I.E. A wounding blow imrpoves to shielded blow when a discpline point is used.&lt;br /&gt;
*In Rredouane Mode, Discipline adds one die to a player&#039;s dice pool.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Character Sheet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While not strictly necessary to play Winter Quest, a character sheet may be preferred to keep track of traits, flaws, and items. An example sheet is provided below.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;[table][cell][center][b]Winter Quest[/b]&lt;br /&gt;
[i]Character sheet[/i][/center][hr][b]Player:[/b] [field]&lt;br /&gt;
[b]Character:[/b] [field]&lt;br /&gt;
[b]Quest:[/b] [field]&lt;br /&gt;
[hr][b]Ethnicity:[/b] [field]&lt;br /&gt;
[b]Archetype:[/b] [field]&lt;br /&gt;
[b]Traits:[/b][list][field]&lt;br /&gt;
[/list][b]Flaws:[/b][list][field]&lt;br /&gt;
[/list][b]Equipment:[/b][list][field]&lt;br /&gt;
[/list][b]Background:[/b] [list][field][/list][/table]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crime ==&lt;br /&gt;
&lt;br /&gt;
As a result of poverty, segregation, governmental neglect, and social disorganization, crime is a major issue in Little Adhomai. Young Tajara without access to education or any meaningful employment options - besides dead-end corporate jobs - will commonly join gangs or turn to crime. Little Adhomai is also home to a massive black market; all kinds of contraband can be found in the district. As the government neglects to establish a meaningful presence in Imperial Plaza, the gangs have become a parallel state; the Adhomian-funded groups are seen as an extension of their nations in Little Adhomai. Mendell City Police only enter the area when extremely necessary or to beat the violence back into the district borders. Interestingly, due to the populace&#039;s general disinterest in doing so, crime reports in Little Adhomai have been on a gradual decline over the years. The Mendell City Police simply claim that the violence in the district is cooling down rather than investigating it further. &lt;br /&gt;
&lt;br /&gt;
One matter rarely left alone, however, is the rampant phoron theft and scavenging performed across the district. Much of the phoronic infrastructure built into the district has since been ripped out and scavenged with lackluster and very inadequate stop-gaps placed in by the local populace. As much of this equipment was corporate in origin, and has an effect on the overall Mendell city grid, it is not uncommon to see larger police operations performed against suspected phoron-possessing gangs. These confrontations are intense and result in multiple deaths on average, typically those of the scarcely armored Tajara than the well-equipped police.&lt;br /&gt;
&lt;br /&gt;
The crime in D6 is further complicated by criminals in the neighboring districts of Vega De Rosa and Eleven using Little Adhomai for their own purposes. It is not rare to see humans working with Tajaran crime groups when it benefits them. The district’s proximity to Flagsdale also brings its own issues. Anti-Vaurca sentiment in Little Adhomai runs deep, and skirmishes and reprisals between the Tajara here and their Vaurca neighbors are a monthly occurrence. These tensions reached their peak in 2460 when Vaurca Queen [[Zoleth, The Herald of Scars|Ta&#039;Akaix&#039;Zoleth’akeh Zo&#039;ra]] ordered the killings of several Tajara associated with criminal leadership after it was discovered that the bodies of Vaurca slain by Tajara were being smuggled away from the hive. &lt;br /&gt;
&lt;br /&gt;
=== Notable Criminals ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Little Adhomai Skinner:&#039;&#039;&#039; a semi-legendary serial killer known for skinning its victims. The first death attributed to Little Adhomai Skinner occurred in 2457 in Little Adhomai; later cases would be registered in 2459 and 2461. Despite having a low body count, the Skinner became infamous for its method: strangulation followed by masterfully removing the entire fur pelt from the body. Some speculate that the murderer collects the skins to manufacture Tajaran coats for eccentric billionaires buyers. The identity of the Little Adhomai Skinner is still a mystery.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Klyuch and Yana:&#039;&#039;&#039; a Hharar criminal couple who were active with their gang in the 2450s. They were famous for their heisters around Mendell City and its outskirts; the criminals preferred assaulting banks and corporate-owned stores. Klyuch was the team driver and planner, while his wife, Yana, was a skilled gunslinger. The couple was killed in a police operation in 2456. Their life history remains popular with the Tajara in Little Adhomai; works of fiction romanticizing their actions have become a hit with the younger generations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuray Triha&#039;dar:&#039;&#039;&#039; a robber notorious for taking part in one of the largest heists in Tau Ceti&#039;s history. Nuray and his gang ambushed a shuttle transporting phoron as it landed in Mendell City&#039;s spaceport in 2455. Overpowering the security team and its defenses through the use of pre-planted explosives, the criminals managed to hijack the ship and steal millions of credits worth of goods. Triha&#039;dar was the only gang member who avoided capture in the following years; he escaped to Adhomai in 2457. He now lives peacefully in Sren&#039;dul. Despite several requests by the Republic of Biesel, the Democratic People&#039;s Republic of Adhomai refuses to extradite him.&lt;br /&gt;
&lt;br /&gt;
=== Drug Trade ===&lt;br /&gt;
&lt;br /&gt;
Little Adhomai is one of the main targets of the Adhomian drug trade. Tajaran-made substances reach the district thanks to the efforts of the smugglers. Despite these imports, D6 also has its own local production; synthetic drugs are the specialty of Biesellite chemists. While all factions are involved with the trafficking to some degree, the Little Adhomai Liberators control most of the trade. Besides the typical drug houses, District Six has some establishments where users can consume drugs under the tutelage of the local gangs. Since the end of the Second Revolution, Vorothy has become one of the most sought-after substances.&lt;br /&gt;
&lt;br /&gt;
The Church of S&#039;rand&#039;marr and the local community work together to aid the victims of substance abuse. In public clinics, Tajaran doctors work alongside the Parivara to help recover the addicts. These hospitals run solely on donations and the clerical budget. Since the church is involved, the gangs do not interfere with these efforts&lt;br /&gt;
&lt;br /&gt;
==== Notable Drugs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raskara Dust:&#039;&#039;&#039; a synthetic drug created by Little Adhomai&#039;s chemists. When inhaled or injected, it causes a relaxing trance. It is infamous for being cheap and very addictive. However, it has highly corrosive properties. The flesh of the user&#039;s muzzle and face will begin to slowly disintegrate over time, leaving nothing but a gaping maw behind. While richer addicts will usually pay for treatment, poorer ones rely on masks or simple veils to hide this deformity. When injected, Raskara Dust is far more potent, but will slowly cause fatal damage to the heart. Rumors claim it is used by Raskariim during rituals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bistry:&#039;&#039;&#039; a substance made from modern medicine and traditional Adhomian herbs. When ingested, it induces a feeling of euphoria and provides a boost of energy for up to two days. After its effects fade, it causes lethargy and drowsiness. Bistry is frequently used by overworked corporation employees or gang members during prolonged periods of warfare.  It is commonly distributed in pill form for easier storage and consumption.&lt;br /&gt;
&lt;br /&gt;
== Extranet ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Mendell&#039;s highly developed infrastructure, the Extranet is easily accessible to the inhabitants of Little Adhomai. Personal computers and PDAs are ubiquitous, even if most can be some generations behind the newest models. The D6&#039;s online presence matches the Adhomian one in content and infighting between its factions. It is not uncommon for the Tajaran nations to outsource some of their website development to Little Adhomai&#039;s developers. Tajara living here have also been useful in providing electronics for the Tajaran smuggler vessels to bring to Adhomai’s markets.&lt;br /&gt;
&lt;br /&gt;
=== Notable Websites ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;D6Guide:&#039;&#039;&#039; a website that lists all of the current and future cultural events of Little Adhomai. Its schedule is updated on a weekly basis. Besides having the location and description of the festivals, it provides information regarding any possible ongoing violent conflict in the area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;OutwordlyTruth:&#039;&#039;&#039; a forum focused on esoterism, occultism, mysteries, conspiracy theories, and urban legends related to Adhomai and District Six. The website is infamous for having little to no moderation regarding its contents. Some rumors claim that OutworldlyTruth is used as a recruiting ground by Raskariim cultists in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CetianGarage:&#039;&#039;&#039; created by Adhomian migrants to bypass some of the economic restrictions present in Tau Ceti, this website serves as a platform to announce sales and trades of used goods. Since the CetianGarage makes no profit from the transactions - the method of payment and delivery is the responsibility of the parts involved in the deal - it is not technically considered a commercial site by the Bieselite law. The domain remains active thanks to donations.&lt;br /&gt;
&lt;br /&gt;
== Festivals ==&lt;br /&gt;
&lt;br /&gt;
Despite its shady reputation, Little Adhomai is home to many cultural events. As a way to remain in touch with their native culture, the Tajara in D6 have organized their own festivals to celebrate their roots. These fairs are one of the rare moments when the district receives a considerable flux of outsiders visiting. While security is still a concern during these times, the gangs usually take up the duties of keeping the party-goers safe; it is not uncommon for two feuding organizations to call a truce for a day or two to also celebrate.&lt;br /&gt;
&lt;br /&gt;
=== Notable Festivals ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;D6 Gastronomy Fair:&#039;&#039;&#039; held once every month, the D6 Gastronomy Fair brings together many restaurants, food street vendors, and amateur chefs to offer Tajaran dishes at an affordable price. The festival also hosts a drinking and eating competition; the winner is awarded a Zhan-sized tankard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dholmatyr:&#039;&#039;&#039; celebrated one week after the Dholma Festival, Dholmatyr is a mixture of Tajaran folklore and Halloween. On this day, Tajara carve Earthen-Roots with haunting and funny faces to place on their doorsteps; these charms supposedly help ghosts find their way to Messa due to their blue color. Younger Tajara will also dress in costumes and receive bottles of mead or soft drinks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Little Adhomai Spring:&#039;&#039;&#039; organized every two months, the Little Adhomai Spring is a music festival held in the Long Eclipse Club. The event allows professional and amateur musicians to play for the community and make connections. Corporate liaisons and Crevan moguls are also present in search of new talents.&lt;br /&gt;
&lt;br /&gt;
= Gangs and organizations of Little Adhomai =&lt;br /&gt;
[[File:Littleadhomai - urban update - landmarks.png|400px|thumb|A map of Little Adhomai]]&lt;br /&gt;
Organized crime in Little Adhomai is dominated by three major factions, affiliated and funded by the existing Tajaran governments. Several minor and unaligned gangs still exist, but they are being slowly absorbed or displaced by ones supported by Adhomian powers. Violent clashes between these groups are common.&lt;br /&gt;
&lt;br /&gt;
== Social Harmony Committee ==&lt;br /&gt;
&lt;br /&gt;
The largest and most powerful group is the &#039;&#039;&#039;Social Harmony Committee&#039;&#039;&#039;. They are funded by the [[People&#039;s Republic of Adhomai]], operating under the guise of a harmless neighborhood association. This organization has the mission of enforcing the principles of Hadiism on Little Adhomai, something done through mandatory classes, communal meetings, curfews, and the establishment of guidelines in controlled areas. Many apartments in District Six are under the control of this gang, forcing its families to pay fees and conform to their rules. Tajara that have openly opposed the Committee, criticized the People&#039;s Republic, or have blatantly ignored their laws while living in their territory have vanished without a trace during the night.&lt;br /&gt;
&lt;br /&gt;
Most members of this gang are hardline Hadiists or recent Adhomai-immigrants to Tau Ceti. Free housing, financial support, and honorary Party membership is granted to its associates. They operate under a rigid chain of command. A chairman, currently &#039;&#039;&#039;Tryahazkul Rhazikul&#039;&#039;&#039;, is quadrennially appointed by the People&#039;s Republic to lead the organization. Typical Republican fashion, such as three-piece suits, is worn by the affiliates of the Social harmony Committee. Extrajudicial killings and extortion are offenses commonly practiced by this gang.&lt;br /&gt;
&lt;br /&gt;
== Little Adhomai Liberators ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Little Adhomai Liberators&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Liberators&#039;&#039;&#039;, is the second most powerful gang in District Six. Pledging allegiance to the [[Democratic People&#039;s Republic of Adhomai]], they have emerged from the union of independent groups. They seek to increase the autonomy of the Tajara community in Biesel, combating the exploitation brought by the presence of megacorporations. Operating through the use of semi-independent cells and flexible command, they utilize guerrilla tactics and motorized warfare while engaging their adversaries. The Adhomai Liberation Army has supplied them with military advisors, allowing them to set up training camps similar to the ones used in Adhomai. Their main source of income is smuggling contraband into Mendell City. Due to its decentralized nature, infighting is not uncommon among its ranks.&lt;br /&gt;
&lt;br /&gt;
Most members of this gang are Tajara with criminal past or affiliations to the Adhomai Liberation Army. The Little Adhomai Liberators are known for their support of the Tajaran community in Mendell, hosting soup kitchens and other charity services. They are ruled by a council of gang representatives and ALA agents. Both traditional Adhomian and Biesellite fashion are worn by their associates. Smuggling and robbery are among the most common crimes practiced by this group.&lt;br /&gt;
&lt;br /&gt;
== House of Hamiyeh ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;House of Hamiyeh&#039;&#039;&#039;, called &#039;&#039;&#039;“The House”&#039;&#039;&#039; by its members, is a [[New Kingdom of Adhomai]] aligned mafia operating in Little Adhomai. It was established by a landless noble family, the Hamiyeh dynasty, residing in District Six. Taking advantage of the lack of police presence in the Imperial Plaza, they have created an expansive protection racket system in the region. Businesses in their areas are coerced, usually through threats and violence, into paying fees to remain safe. The offer of abusive and accessible loans also plays an important role in their business, several families find themselves held hostage to them due to debt. The gang organization is based around the loyalty of other families and individuals to the head of the ruling family; ascension within its ranks is only possible with the approval of the House’s head.&lt;br /&gt;
&lt;br /&gt;
Most members of this gang are Tajara affiliated with the New Kingdom and impoverished Adhomian nobility. Despite its illegal situation, the House is able to maintain order and solve most civil disputes that arise in their territory. &#039;&#039;&#039;Midhat Hamiyeh&#039;&#039;&#039; is the current head of the organization, inheriting his position after the violent demise of his father. Traditional Harr&#039;masir clothing is worn by the affiliates of this mafia. Protection rackets and loan sharking are crimes commonly practiced by this group&lt;br /&gt;
&lt;br /&gt;
== Society of the Hidden Dusk ==&lt;br /&gt;
[[File:Hiddendusksymbol.png|100px|thumb|right|The [[Tajaran Minor Religions#Notable Symbols|symbol]] of the Society of the Hidden Dusk.]]&lt;br /&gt;
The &#039;&#039;&#039;Society of the Hidden Dusk&#039;&#039;&#039;, originally the Organization for the Study of Tajaran Past, is a secret society operating within Tau Ceti. Funded by Tajaran intellectuals and nobles after the first contact with humanity was made, it had the mission of exploring the Adhomian history in search of ways to combat the alien threat. Despite realizing expeditions across all Adhomai, the organization obtained no success. The Society fell into irrelevance after the end of the First Revolution. The remaining scientific interest was replaced by occultism and [[Tajaran Minor Religions#Ancient Tajara Theory|discredited theories]]; the outlandish belief that the Tajaran antiquity still held a mystic key to great power and fortune. Its members used the Nal’tor Museum of Mystery for their meetings, pretending to be a harmless circle of friends to avoid raising suspicions. Relying on the black market of relics and what little influence they had left, they continued their mission.&lt;br /&gt;
&lt;br /&gt;
The ascension of President Njadrasanukii Hadii spelled doom for the Society. Branded as a subversive element, many of its members were arrested. Those who escaped fled to Tau Ceti. The organization established itself in Little Adhomai. Their ambitions are not limited to Adhomian artifacts this time; they seek to collect any object or occult knowledge available.  Working alongside smugglers introduced the Society of the Hidden Dusk into the crime scene of Mendell. Theft and forgery are among their most common illegal activities. The organization also hires non-Tajara to act as their agents outside of District Six.&lt;br /&gt;
&lt;br /&gt;
With the end of the Second Civil War, the Society has begun to slowly return to Adhomai; its current ties with Olokun Curios give them some influence in the city of [[Crevus]]. Besides buying stolen artifacts, it is unknown what else they plan to do with their new foothold.&lt;br /&gt;
&lt;br /&gt;
== Raging Ha&#039;rron Club ==&lt;br /&gt;
&lt;br /&gt;
Posing as a monowheel club, the &#039;&#039;&#039;Raging Ha’rron Club&#039;&#039;&#039; is the last non-aligned gang that holds any considerable power in Little Adhomai. Formed exclusively by Greasers, they embody the subculture&#039;s rebellious ethos by maintaining their independence from the Adhomian factions. One of their main characteristics is their fascination with monowheels; all members must own at least one before joining. Illegal street races are commonly held by the club as one of their main activities. Due to its emphasis on freedom, the leadership is heavily decentralized and decisions are usually made through a general consensus.&lt;br /&gt;
&lt;br /&gt;
Regardless of the Club&#039;s attempts to resist the outside influence, their power is rapidly diminishing. Unable to compete with the gangs backed up by the Adhomian powers, they frequently lose members and territory to better-equipped and prepared gangs. The Club’s future is bleak; their neutrality has doomed them in the ever-polarizing atmosphere of the Tajaran Cold War.&lt;br /&gt;
&lt;br /&gt;
== Kazarrhaldiye Operations Group ==&lt;br /&gt;
&lt;br /&gt;
The end of the Second Revolution brought about a wave of de-militarization for Tajaran society. Most fighters who left the armies returned to live as civilians. Some sought to use their new skills to earn fast credits. A group of now-unemployed veterans came together in Little Adhomai to form Kazarrhaldiye Solutions. This was an illegal mercenary group that would be hired by [[Valkyrie#Crime|unsavory elements]] in Tau Ceti for various jobs. Smash and grabs, arson and sabotage, assassination and targeted bombings were available for the right buyer with the right credits. Kazarrhaldiye Solutions was disinterested in the gang warfare and refused to operate within Little Adhomai, even going as far as to separate the mercenary groups by citizenship. &lt;br /&gt;
&lt;br /&gt;
While Kazarrhaldiye began its operations, the Tajara under the EPMC had established themselves as accomplished fighters in their own right. However, there existed issues that caused these Tajara to become dissatisfied with their employers. Discrimination, low pay, and conflicts with humans created a growing split among some Tajara and their co-workers. A trio of EPMC veterans who held sway among their fellows took note of this. When the [[PMCG]] had formed, they reached out to Kazarrhaldiye with a proposition: To legitimize the group as a PMCG company. Thus, Kazarrhaldiye Solutions became &#039;&#039;&#039;Kazarrhaldiye Operations Group&#039;&#039;&#039;. This trio would go on to become its leaders. &lt;br /&gt;
&lt;br /&gt;
KOG-G-P (Motorheads) is the PRA division, KOG-G-D (Last Chancers) is the DPRA’s division, and KOG-G-N (Starry Knights) recruits from the NKA. KOG-G-P’s specialization lies in motorized warfare, utilizing armored vehicles to provide rapid response over vast distances. KOG-G-D focuses on sabotage and explosives, blasting apart the enemy after infiltrating in the dead of night. KOG-G-N focuses on fortifying areas against various sorts of enemies with extensive datasets on various armed organizations around the spur. It is believed this dataset was stolen from Eagle Corp after its leader had left, which is vehemently denied by the KOG. The divisions are made to avoid conflicts due to differing loyalties among the Tajara. KOG-G-M (Messa’s Men) is the KOG’s medical corps. Separate from the field medics the other groups have, the KOG-G-M was made to capitalize on the number of doctors the Second Revolution produced and lucrative medical contracts.&lt;br /&gt;
&lt;br /&gt;
KOG members typically refer to themselves as “kogs”, an inside joke that refers to them as cogs in the warmachine. The KOG retains some presence in D6 to recruit from the Tajara in the district. Their neutrality is maintained with their singular planetary office being located on neutral grounds in Little Adhomai. The KOG’s station is the KOGSS Saba Yarra, formerly a NanoTrasen industrial station, modified with defensive weaponry and plates of armouring. The station can be moved through the attachment of the KOG’s fleet which consists of a handful of old destroyers. Saba Yarra is considered generally unpleasant to be on thanks to its cramped interior and faulty air conditioning. The destroyers are kept in pristine condition despite their age. They are designed to move KOG troops quickly and rapidly, and are built for speed and stealth. &lt;br /&gt;
&lt;br /&gt;
The Three Generals of the KOG are referred to as the Triples by its workers. The triumvirate structure prevents one political side from overriding the other, ensuring stability in leadership and preventing a schism. The wizened Bokrum Koril leads KOG-G-P and is the most senior Triple, having fought on both sides of the First Revolution as a mercenary. He has received extensive augmentation to continue leading his battalion. Sani’ka Mirjoka is KOG-G-D’s vicious leader and received her first taste of war as a liberator under Rrhaza-Akhran Alexeii K’marr. Firahir Dis’merrut is KOG-G-N’s hot headed leader, a former cavalry officer who only fought a single year in the Second Revolution before leaving for Eagle Corp.&lt;br /&gt;
&lt;br /&gt;
== Little Adhomai Horticultural Society ==&lt;br /&gt;
&lt;br /&gt;
Originally a front for homosexual and transgender Tajara to organize in society, the Horticultural Society is becoming a force for gradual change in Little Adhomai. The group is built around mutual benefit and trying to assist Tajara in navigating their non-heteronormative life as peacefully as possible. The society meets often in dive bars, backrooms, and closed-off urban gardens. It is an open secret now as to the Horticultural Society&#039;s true purpose as they gradually build to becoming a force for social change in Little Adhomai. For now, their efforts of increasing awareness of their identities have had low success. While not directly involved in the ongoing gang dispute, the organization is forced to pay protection fees to the warring factions of District Six.&lt;br /&gt;
&lt;br /&gt;
= Places of Interest =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;President Hadii Living Complex:&#039;&#039;&#039; the tallest building in all of Little Adhomai, a large concrete square in the center of the neighborhood. Built in the Hadiist architectural style, the President Hadii Living Complex has more than two thousand apartments. Most of the construction was financed by the People’s Republic. It is home to countless families and businesses, both legal and illegal. Higher flats have better accommodations; those are usually reserved for Party members and individuals with the right connections. A neighbouring block is under construction for an [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/7/#findComment-183522 expansion] to the living complex. The complex is controlled by the Social Harmony Committee; it also serves as their headquarters and main recruiting grounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Plaza Warehouse:&#039;&#039;&#039; a warehouse constructed before the migration of Tajara into district six, it was abandoned shortly after the rate of crimes started to rise. The deposit was shortly turned into a market by the locals, hosting many shops and street vendors. Alien, Adhomian, legal and illegal goods can be found in this location. The bazaar is under the control of the Little Adhomai Liberators; the place is commonly used for meetings and selling smuggled cargo. Other gangs, as long as they do not bring weapons, are allowed to browse in the warehouse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Sleeping Cannon Pub:&#039;&#039;&#039; a renowned pub in the New Kingdom-aligned area, serving as a community gathering center. The bar is named after an old Adhomian naval cannon displayed in the lounge of the building. The owners claim that the gun is just a display piece, as it is supposedly unable to fire. Mead and traditional Tajaran cuisine are served daily. This public house is under the control of the House of Hamiyeh; it is used for congregations and initiations rituals of the mafia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Eclipse Club:&#039;&#039;&#039; a nightclub that operates in the typical Tau Ceti fashion; it is open all night. Adhomian and Biesellite drinks are available. Little Tajaran Electro swing is usually played by its DJs. The club resides in an area controlled by a non-aligned gang, sometimes serving as a neutral zone for the three major groups fighting over Little Adhomai. Rumors claim that the Raskariim uses the Long Eclipse as a meeting point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bochonok Brewery:&#039;&#039;&#039; the leading producer and distributor of alcoholic beverages in District Six. Outside of manufacturing its own drinks, they also export Adhomian products to Tau Ceti. Established by the first wave of Tajaran immigrants, they are one of the most respected industries in Little Adhomai. The Brewery lies in a Republican-aligned area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wild Rafama Garage:&#039;&#039;&#039; an automobile workshop specialized in repairing and modifying Adhomai vehicles. It is a popular gathering point for Greasers; a place where they can tune and fix their monowheels. It serves clients of any faction, as the administration attempts to stay uninvolved during gang conflicts. This building lies in a neutral area controlled by unaligned gangs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blessed Suns Temple:&#039;&#039;&#039; the first S&#039;rendarr and Messa temple outside of Adhomai. It was founded by the first Tajaran migrants moving to Tau Ceti. Found at the historical center of the District, the temple is regarded as neutral grounds for the members of the warring factions. Fighting in the vicinity of the building is taboo and doing so might is certain to draw the wrath of the gangs. Rumors claim that the Temple&#039;s basement is used as a meeting point for members of the Kin of S&#039;rendarr.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Little Adhomai Crime Museum:&#039;&#039;&#039; a privately-owned museum dedicated to the history of crime in District Six and Adhomai. It started as a private collection until the owner acquired its current location, a house that was supposedly used by the Odin Killer. Several items and stories are on display for a small entry fee. The museum is considered rather controversial due to its dedication to cataloging the life and crimes of Drea Mirmtar, the Odin Killer.&lt;br /&gt;
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= Urban Legends =&lt;br /&gt;
&lt;br /&gt;
Owing to the Tajaran rich folklore and mythology, Little Adhomai has given birth to multiple urban legends. These tales mix Adhomian figures with the realities of Tau Ceti; the shadows of Adhomai serve as the dressing for the new fears found in Mendell. These stories are the subject of books, movies, songs, and all kinds of cultural manifestations. Gangs are also known to make use of these legends to sow fear among the district&#039;s inhabitants.&lt;br /&gt;
&lt;br /&gt;
== Notable  Urban Legends ==&lt;br /&gt;
*&#039;&#039;&#039;Sewer Geist:&#039;&#039;&#039; rumors talk of a Cavern Geist that dwells in the deepest sewer and tunnels of District Six; brought to Mendell as a pup by the Raskariim, smugglers, or some eccentric collector. It later escaped captivity or was released into the depths of the district. The creature supposedly feeds upon anyone wandering the underground.&lt;br /&gt;
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*&#039;&#039;&#039;Night Cars:&#039;&#039;&#039; an urban legend that refers to unmarked black trucks or Adhomian cars that are allegedly used to kidnap Tajara during the night. According to different sources, the cars are driven by the PSIS, Raskaren, ALA terrorists, or even a manifestation of Raskara. But all versions agree that anyone who is taken away by them will never be seen again. While used to scare children, this story has its ounce of truth based on the actions of the Hadiist secret police in Adhomai.&lt;br /&gt;
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*&#039;&#039;&#039;Phantom Radio:&#039;&#039;&#039; among all radio stations of Little Adhomai, one known as the Phantom Radio has become the subject of much speculation and interest. It broadcasts a non-stop buzzing sound; these transmissions are commonly interrupted by random words spoken in Siik’maas. Despite several attempts, the location and purpose of the station are currently unknown. Theories about the Phantom Radio speculate that the frequency is used by smugglers, spies, undercover police agents, or even NanoTrasen for a myriad of purposes. &lt;br /&gt;
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*&#039;&#039;&#039;Cursed Mirror:&#039;&#039;&#039; a story about a wall mirror that mysteriously appears inside one’s home, usually caused by ignoring a chain message sent via the PDA or extranet. The appearance of the object heralds a series of tragedies for the occupants of the house, including their own death. The curse can be avoided by covering the mirror or giving it away as a gift. Other variants of the legend imply that the mirror is used as a gateway for Raskariim and other Moon creatures to invade someone’s residence.&lt;br /&gt;
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*&#039;&#039;&#039;Bayonet Hand:&#039;&#039;&#039; a tale about a Tajara serial killer with a bayonet for a hand that stalks District Six. Born after a streak of unsolved murders in 2457, the legend says that the murderer kills his victims by slashing their throats with his deadly prosthesis. While the most common versions depict the Bayonet Hand as nothing but a crafty assassin - others claim that he is a vengeful ghost who hunts down those who left Adhomai to escape the law. The legend exploded in popularity after a [[Ghosts of War Arc|series of crimes in 2463]], and his eventual death at the hands of Biesellite police with assistance from NanoTrasen employees.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Little_Adhomai&amp;diff=36568</id>
		<title>Little Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Little_Adhomai&amp;diff=36568"/>
		<updated>2025-08-05T06:30:54Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Kazarrhaldiye Operations Group */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
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&#039;&#039;&#039;Little Adhomai&#039;&#039;&#039;, also known as the Imperial Plaza or District 6, is the home to most of Mendell City’s Tajaran population. A shady district with various dives, bars, and restaurants, as well as a high rate of crime. Domestic disturbances and break-ins are frequent, as are scrumptious streetfood. Although not an outright slum, it is not widely trafficked by those who reside outside of the district. &lt;br /&gt;
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District 6 is usually divided into several sections by its inhabitants, each of them being related to their place of origin and alignments; it is not uncommon for clashes to happen between supporters of the different Adhomian factions, and such conflicts might escalate into riots or further violence. This situation has deteriorated greatly since the Armistice due to the growing presence of governmental elements in the area. Tajaran intelligence agencies have begun clandestine operations in the area, supplying weapons and training to armed groups. Tensions are rising, Little Adhomai is now another theater for the Adhomian cold war.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
= History =&lt;br /&gt;
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Before the migration of Tajara to Tau Ceti, the Imperial Plaza was a sparsely populated residential district. Biesellite administration and investors paid little attention to the location. With the end of the [[Tajaran History#The Uprisings|First Tajaran Civil war]] and the opening of the [[Adhomai]], the first wave of Adhomian migrants reached [[Mendell City]]. The low prices of District Six were attractive to Tajaran migrants, and as such the first communities of immigrants were created in that area of the city. Despite its growing population, the government neglected much of the district’s urban development. Crime and gang activity soon became serious problems in Little Adhomai.&lt;br /&gt;
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The lack of urban planning has transformed the Imperial Plaza into a maze. Apartments, shops, restaurants, and clubs pile upon each other. Many housing units are constructed in traditional PRA fashion: large square buildings hosting several families and built using cheap construction materials. Tunnels, hiding places, and bunkers can also be found in the underground of LIttle Adhomai.&lt;br /&gt;
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The [[Tajaran History#The Second Revolution|Second Tajaran Civil War]] caused a wave of factionalism between the inhabitants of the Imperial Plaza. Little Adhomai was divided into sectors supporting the different warring Adhomian nations. Gangs were recruited and supplied by the People’s Republic and the Liberation Army; these groups were used to further expand their influence in Mendell City. Riots became more common, with violence spilling into other districts. Biesellite police had little success in solving the delinquency problem in District Six, forcing the locals to create their own neighborhood watch squads. In recent events, District Six was the stage of heavy fighting between its warring factions in [[Tajaran Cold War Arc|2462]].&lt;br /&gt;
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= Demographics =&lt;br /&gt;
&lt;br /&gt;
Most inhabitants of District Six are Tajara. The [[People&#039;s Republic of Adhomai]] citizens are the majority. Since the end of the Tajaran Civil War, the presence of [[Democratic People&#039;s Republic of Adhomai]] and [[New Kingdom of Adhomai]] members has increased steadily. Humans that lived in the district before the first waves of Tajara immigration later left for Xinghua Prefecture and District Eleven. What few non-Tajara that live in D6 now don&#039;t last more than a few years at most. Tajara see them as little more than thrill seekers trying to find their own D6 experience to vlog, not people forced to live there out of prevailing xenophobia or poverty. Humans and other species are stonewalled by the community as a result. This feeling of isolation is made worse by the major gangs. Harassment from them is a regular occurrence as they believe that non-Tajara living in the district will eat away at their respective nation&#039;s influence.&lt;br /&gt;
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= Culture and Society =&lt;br /&gt;
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Because of its relatively short existence, discrimination, and other barriers present in Tau Ceti, the Tajara of Little Adhomai still clings to their native culture. The first wave of migrants and their descendants had an easier time adapting their values to Biesel&#039;s culture. However, since the dawn of the Second Revolution and the Armistice, they have become a minority in Little Adhomai. With no effort directed at integration and the growing presence of the Adhomian-funded groups, the overall morals of Little Adhomai&#039;s population remain very similar to their homeworld.&lt;br /&gt;
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Tajara not employed by megacorporations will usually be engaged in Little Adhomai&#039;s informal economy. Due to the spotty presence and rampant corruption of the police agents assigned to District Six, illegal shops can operate with impunity. While some Tajara consider the opportunity to work for the corporations a blessing, others see Little Adhomai&#039;s situation as being directly caused by the corporate entities.&lt;br /&gt;
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Despite the high crime rates, Little Adhomai has an active nightlife. Bars and clubs stay open until late, bustling with activity. Most restaurants specialize in serving Adhomian food, while other establishments have started to experiment with Tau Ceti’s cuisine, creating a unique blend of Biesellite and Tajaran flavors.&lt;br /&gt;
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The Imperial Plaza is the birthplace of the subculture known as the “Greasers”. Formed by young Tajara disillusioned with life in Tau Ceti, they are characterized by a rebellious attitude, leather jackets, and an interest in Adhomian monowheels. They are often associated with delinquency, with some of them forming their own gangs or joining existing ones.&lt;br /&gt;
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The art of Little Adhomai revolves around the Tajaran condition and culture in Tau Ceti. The challenges of living in an alien world, the effects of the Tajaran civil war, discrimination; and employment under megacorporations are common themes in District Six’s cultural productions. Local artists are commonly sponsored by the Tajaran governments. Adhomian media is also frequently imported and consumed by the population of Little Adhomai.&lt;br /&gt;
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Little Adhomai is home to a notable concentration of homosexual and Transgender Tajara. These Tajara left Adhomai in the hopes of finding more tolerable communities elsewhere. However, due to the presence of the gangs and the authorities of the Adhomian nations, it is still as difficult as it was back in their homeworld for them to be open about their sexuality or gender identity. &lt;br /&gt;
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== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Biesel&#039;s climate, much of the traditional Tajaran food consumed in Mendell City is exported from Adhomai; however, small hydroponics farms allow the population to grow some Adhomian crops. This scarcity of homely flavors led the Tajara to adopt and adapt the local food into their meals. Chefs replace Adhomian ingredients with native substitutes, while others prepare human dishes using Tajaran alternatives. &lt;br /&gt;
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=== Notable Dishes ===&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Pizza:&#039;&#039;&#039; while regular pizza flavors are already deeply appreciated by the Tajara, mainly due to their contact with the recipe in NanoTrasen&#039;s stations, some restaurants have tried to innovate the dish with Adhomian ingredients. Some combinations, such as the Zkah&#039;nkowa and Sarmikhir toppings, are considered a success. The existence of earthen-root pizza is a contentious subject.&lt;br /&gt;
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*&#039;&#039;&#039;Little Adhomai Avah:&#039;&#039;&#039; loosely inspired by the eponymous dish, the Little Adhomai Avah is N&#039;fri-hi batter fried into the shape of a sphere. The dish is then filled with human ingredients; chocolate, cow beef, and sugar are the most common options. Getmore products are usually used to prepare the filling. Little Adhomai Avah is sold by street merchants operating inside and outside of District Six.&lt;br /&gt;
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*&#039;&#039;&#039;Biesellite Lunch:&#039;&#039;&#039; a cold dish composed of Adhomian Hardbread, earthen vegetables, and fruits generally served alongside jam or fat. The meal was created by the first wave of immigrants who needed a packed lunch. Since the only Tajaran food available at the time was the hardtack, they complimented the bread with locally made products. Despite the increase in importations and homegrown Adhomian foodstuff, the Biesellite Lunch is still a staple dish in Little Adhomai.&lt;br /&gt;
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== Music ==&lt;br /&gt;
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The District is the birthplace of &amp;quot;Little Tajaran Electro swing&amp;quot;, a Biesel-based variant of the classic Tajaran Electro swing known for its stronger focus on electronic dance music and Tau Ceti Basic lyrics. Traditional Tajaran music is still popular among the older Tajara and newer migrants to Biesel. Pirate radio stations, many of them working at the behest of whatever government they pledge allegiance to, operate in Imperial Plaza, bringing propaganda, music, and news to the population. Bloodstorm took residence in Little Adhomai after their ban from Adhomai. The presence of the band renewed the District&#039;s interest in Tajaran heavy metal.&lt;br /&gt;
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Because of the corporate control in Tau Ceti, most of the radio stations operating in Little Adhomai are unlicensed. Since they rely on outdated equipment, their broadcasting is limited to Mendell City. Stations in faction-controlled territories are subject to censorship, while ones in neutral gang areas are far freer to dictate their own broadcasts.&lt;br /&gt;
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=== Notable Radio Stations ===&lt;br /&gt;
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*&#039;&#039;&#039;Adhomai-Ceti Connection:&#039;&#039;&#039; a radio station focused on news and general utilities. Created by Second Revolution migrants as a way to receive reliable information on the conflict, the Connection attempts to remain neutral and transmit all from all sides of the story. This attempt at neutrality is currently being challenged as factionalism ripples across Little Adhomai. Many staff members have already left to create their own faction-funded radio stations to transmit their &amp;quot;truths&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;Voice of Little Adhomai:&#039;&#039;&#039; the largest music-based radio station in Little Adhomai; it transmits both traditional music and Little Tajaran Electro Swing. The Voice of Little Adhomai is famous for broadcasting Adhomian war songs; to please all sides, one song from each faction is played at least once a day. The station also has a segment dedicated to local amateur musicians.&lt;br /&gt;
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*&#039;&#039;&#039;D6 Citizen Radio:&#039;&#039;&#039; a pirate radio station in Little Adhomai. Its broadcast content is a mixture of anti-corporate propaganda, political commentary, and public utilities. Its main show, Mendell&#039;s Truth, is infamous for its Natediist tendencies; it urges the Tajara living in Tau Ceti to engage in sabotage against corporations. Despite the controversy, Citizen Radio is frequently used by the district&#039;s inhabitants because of its live reports on ongoing shootouts and police raids.&lt;br /&gt;
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== Literature ==&lt;br /&gt;
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The literature in Little Adhomai is mostly focused on exploring the dilemmas and difficulties found in the life of Tajaran migrants. Longing for home, exploitation, discrimination, crime, and disillusion with the promises of wealth are the most common themes. Thanks to its anti-corporate motifs, District Six&#039;s literature never made it into mainstream media. However, Little Adhomai is home to printing shops adept in producing propaganda pieces and works of literature alike.&lt;br /&gt;
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Influenced by recent events and the growing interest in urban legends, Little Adhomai became the birthplace of Tajaran Otherworldly Literature. This literary genre combines aspects of fantasy, horror, and speculative fiction alongside Adhomian paranormal elements, frequently reimagining mythological creatures and events. Tajaran Otherworldly texts are usually published in magazines or on extranet sites.&lt;br /&gt;
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=== Notable Books ===&lt;br /&gt;
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*&#039;&#039;&#039;Unto an Alien Land:&#039;&#039;&#039; a novel describing the story of a Tajaran migrant family, told from the perspective of the youngest daughter Agashka. The Rhikaslav household migrated to Tau Ceti because of the Second Revolution; they settled in Little Adhomai under the promise of finding work with NanoTrasen. The book describes the poverty and discrimination that most of District Six&#039;s inhabitants face. The novel ends with the family disintegrating after the death of the father and two sons during a riot. A sequel is currently under production.&lt;br /&gt;
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*&#039;&#039;&#039;A Neverending Night:&#039;&#039;&#039; a book about a fictional Tajaran heist crew operating in Tau Ceti. The novel starts by describing the lives, motivations, and crimes perpetrated by the characters during their career. The narrative takes a different turn when the criminals involve themselves in a deep political conspiracy after they are hired to steal a Phoron shipment.&lt;br /&gt;
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*&#039;&#039;&#039;Outlandish Tales:&#039;&#039;&#039; a magazine specialized in publishing Tajaran Otherworldly Literature stories. The periodical features texts submitted by amateur and established writers alike. Since it is printed using cheap, recycled paper, Outlandish Tales is sold for a couple of credits on the streets of Little Adhomai. The magazine also has a section dedicated to exploring the urban legends and mysteries of Mendell City.&lt;br /&gt;
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== Television ==&lt;br /&gt;
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Cinema and holovideos are a thriving industry in Little Adhomai. Both professional and amateur studios are involved in the production of films. Popular genres include military dramas, period pieces, and crime thrillers. Arzjun Haurjuhrl is one of the most famous film-makers of District Six; he is notorious for the blockbuster “When Summer Came to Nazira”. Tajaran telenovelas are also widely popular, with an audience beyond District Six’s population, including the rest of Mendell City. Aired during the afternoon, they generally deal with daily life melodramas and historical romances.&lt;br /&gt;
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=== Notable Shows ===&lt;br /&gt;
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*&#039;&#039;&#039;Astray Spirits:&#039;&#039;&#039; a telenovela produced in Little Adhomai. It attempts to mimic the Adhomian format but uses Tau Ceti as its setting. The show follows the life of a migrant family and their attempts to succeed in Biesel. Astray Spirit is currently available via the extranet; the producers have been rejected by all major media outlets in the republic. Despite this, it became a hit with the Tajaran population.&lt;br /&gt;
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*&#039;&#039;&#039;The Adventures of Captain Azzam:&#039;&#039;&#039; a low-budget comedy movie set during Nated&#039;s coup. The pictures tell the story of a dim-witted PRA army officer who thanks to his own confusion and a series of unfortunate events, ends up switching sides multiple times during the conflict; Captain Azzam ends up fighting for the Hadiist, Al&#039;mariist, and Royalist causing by accident in a span of a few days. Azzam then flees to Little Adhomai to avoid being purged by President Hadii for his disloyalty. The film ends with the protagonist accidentally saving Miranda Trasen from an assassination attempt.&lt;br /&gt;
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*&#039;&#039;&#039;Bloody Moon:&#039;&#039;&#039; a police thriller movie about an MCPD Tajara detective, Harun Dziri, involved in the investigation of Raskariim activities in Little Adhomai. Harun ends up uncovering a scheme involving the authorities and is forced to retire; the protagonist continues the investigation on his own. The picture was criticized for its cheap special effects and jump scares. However, Bloody Moon was praised for its commentary on police corruption and extremism within the Tajaran society.&lt;br /&gt;
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== Sports and Games ==&lt;br /&gt;
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Because of District Six&#039;s urban nature, traditional Adhomian sports are limited by the few existing sporting avenues. However, the Tajara have created their own ways to entertain themselves in Tau Ceti. Besides street sports, Little Adhomai has an expressive video-game scene. Many arcades operate in the District. Due to hardware and monetary constraints, the Tajaran youth prefer older games over new ones. Independent titles have been created by D6 developers for both arcades and tabletop games. &lt;br /&gt;
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=== Notable Games and Sports ===&lt;br /&gt;
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*&#039;&#039;&#039;Rham&#039;nirr:&#039;&#039;&#039; a bat-and-ball game played on the streets. In Rham&#039;nirr, two pairs take opposite sides on the field, where they will take turns throwing and batting a ball. Behind each team, there is an item, usually a bottle or can, that the thrower can knock down for points. In case the batter manages to hit the ball, they can run between the wickets to score. The game ends when one of the teams has thirty points.&lt;br /&gt;
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*&#039;&#039;&#039;Baghrar&#039;zhir:&#039;&#039;&#039; developed by the first wave migrants, when guns were not common due to widespread smuggling, Baghrar&#039;zhir is an adaptation of the Adhomian martial art to the realities of District Six. Unlike the Adhomian versions, it allows hits below the waist and encourages the use of the claws for eye-gouging. Improvised weapons, such as chains and wrenches, have also been incorporated into the style.&lt;br /&gt;
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*&#039;&#039;&#039;Winter Quest:&#039;&#039;&#039; the first pen-and-paper role-playing game created by a Tajara. Its rules are known to favor interpretation over dice rolls. Combat encounters are notoriously deadly and short. Since character death is common, the tabletop has a fast character creation system. Winter Quest usually uses a fantasy world inspired by Adhomian mythology; however, other settings have been published using its rule set.&lt;br /&gt;
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== Crime ==&lt;br /&gt;
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As a result of poverty, segregation, governmental neglect, and social disorganization, crime is a major issue in Little Adhomai. Young Tajara without access to education or any meaningful employment options - besides dead-end corporate jobs - will commonly join gangs or turn to crime. Little Adhomai is also home to a massive black market; all kinds of contraband can be found in the district. As the government fails to establish a meaningful presence in Imperial Plaza, the gangs have become a parallel state; the Adhomian-funded groups are seen as an extension of their nations in Little Adhomai. Mendell City Police only enter the area when extremely necessary or to extract their share of the profit. Interestingly, due to the populace&#039;s general disinterest in doing so, crime reports in Little Adhomai have been on a gradual decline over the years. The Mendell City Police simply claim that the violence in the district is cooling down rather than investigating it further. &lt;br /&gt;
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The crime at D6 is further complicated by criminals in the neighboring districts of Vega De Rosa and Eleven using Little Adhomai for their own purposes. It is not rare to see humans working with Tajaran crime groups when it benefits them. The district’s proximity to Flagsdale also brings its own issues. Anti-Vaurca sentiment in Little Adhomai runs deep, and skirmishes and reprisals between the Tajara here and their Vaurca neighbors are a monthly occurrence. These tensions reached their peak in 2460 when Vaurca Queen [[Zoleth, The Herald of Scars|Ta&#039;Akaix&#039;Zoleth’akeh Zo&#039;ra]] ordered the killings of several Tajara associated with criminal leadership after it was discovered that the bodies of Vaurca slain by Tajara were being smuggled away from the hive. &lt;br /&gt;
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=== Notable Criminals ===&lt;br /&gt;
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*&#039;&#039;&#039;Little Adhomai Skinner:&#039;&#039;&#039; a semi-legendary serial killer known for skinning its victims. The first death attributed to Little Adhomai Skinner occurred in 2457 in Little Adhomai; later cases would be registered in 2459 and 2461. Despite having a low body count, the Skinner became infamous for its method: strangulation followed by masterfully removing the entire fur pelt from the body. Some speculate that the murderer collects the skins to manufacture Tajaran coats for eccentric billionaires buyers. The identity of the Little Adhomai Skinner is still a mystery.&lt;br /&gt;
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*&#039;&#039;&#039;Klyuch and Yana:&#039;&#039;&#039; a Hharar criminal couple who were active with their gang in the 2450s. They were famous for their heisters around Mendell City and its outskirts; the criminals preferred assaulting banks and corporate-owned stores. Klyuch was the team driver and planner, while his wife, Yana, was a skilled gunslinger. The couple was killed in a police operation in 2456. Their life history remains popular with the Tajara in Little Adhomai; works of fiction romanticizing their actions have become a hit with the younger generations.&lt;br /&gt;
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*&#039;&#039;&#039;Nuray Triha&#039;dar:&#039;&#039;&#039; a robber notorious for taking part in one of the largest heists in Tau Ceti&#039;s history. Nuray and his gang ambushed a shuttle transporting phoron as it landed in Mendell City&#039;s spaceport in 2455. Overpowering the security team and its defenses through the use of pre-planted explosives, the criminals managed to hijack the ship and steal millions of credits worth of goods. Triha&#039;dar was the only gang member who avoided capture in the following years; he escaped to Adhomai in 2457. He now lives peacefully in Sren&#039;dul. Despite several requests by the Republic of Biesel, the Democratic People&#039;s Republic of Adhomai refuses to extradite him.&lt;br /&gt;
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=== Drug Trade ===&lt;br /&gt;
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Little Adhomai is one of the main targets of the Adhomian drug trade. Tajaran-made substances reach the district thanks to the efforts of the smugglers. Despite these imports, D6 also has its own local production; synthetic drugs are the specialty of Biesellite chemists. While all factions are involved with the trafficking to some degree, the Little Adhomai Liberators control most of the trade. Besides the typical drug houses, District Six has some establishments where users can consume drugs under the tutelage of the local gangs. Since the end of the Second Revolution, Vorothy became one of the most sought-after substances.&lt;br /&gt;
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The Church of S&#039;rand&#039;marr and the local community work together to aid the victims of substance abuse. In public clinics, Tajaran doctors work alongside the Parivara to help recover the addicts. These hospitals run solely on donations and the clerical budget. Since the church is involved, the gangs do not interfere with these efforts&lt;br /&gt;
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==== Notable Drugs ====&lt;br /&gt;
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*&#039;&#039;&#039;Raskara Dust:&#039;&#039;&#039; a synthetic drug created by Little Adhomai&#039;s chemists. When inhaled or injected, it causes a relaxing trance. It is infamous for being cheap and very addictive. However, it has highly corrosive properties. The flesh of the user&#039;s muzzle and face will begin to slowly disintegrate over time, leaving nothing but a gaping maw behind. While richer addicts will usually pay for treatment, poorer ones rely on masks or simple veils to hide this deformity. When injected, Raskara Dust is far more potent, but will slowly cause fatal damage to the heart. Rumors claim it is used by Raskariim during rituals.&lt;br /&gt;
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*&#039;&#039;&#039;Bistry:&#039;&#039;&#039; a substance made from modern medicine and traditional Adhomian herbs. When ingested, it induces a feeling of euphoria and provides a boost of energy for up to two days. After its effects fade, it causes lethargy and drowsiness. Bistry is frequently used by overworked corporation employees or gang members during prolonged periods of warfare.  It is commonly distributed in pill form for easier storage and consumption.&lt;br /&gt;
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== Extranet ==&lt;br /&gt;
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Thanks to Mendell&#039;s highly developed infrastructure, the Extranet is easily accessible to the inhabitants of Little Adhomai. Personal computers and PDAs are ubiquitous, even if most can be some generations behind the newest models. The D6&#039;s online presence matches the Adhomian one in content and infighting between its factions. It is not uncommon for the Tajaran nations to outsource some of their website development to Little Adhomai&#039;s developers. Tajara living here have also been useful in providing electronics for the Tajaran smuggler vessels to bring to Adhomai’s markets.&lt;br /&gt;
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=== Notable Websites ===&lt;br /&gt;
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*&#039;&#039;&#039;D6Guide:&#039;&#039;&#039; a website that lists all of the current and future cultural events of Little Adhomai. Its schedule is updated on a weekly basis. Besides having the location and description of the festivals, it provides information regarding any possible ongoing violent conflict in the area.&lt;br /&gt;
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*&#039;&#039;&#039;OutwordlyTruth:&#039;&#039;&#039; a forum focused on esoterism, occultism, mysteries, conspiracy theories, and urban legends related to Adhomai and District Six. The website is infamous for having little to no moderation regarding its contents. Some rumors claim that OutworldlyTruth is used as a recruiting ground by Raskariim cultists in Tau Ceti.&lt;br /&gt;
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*&#039;&#039;&#039;CetianGarage:&#039;&#039;&#039; created by Adhomian migrants to bypass some of the economic restrictions present in Tau Ceti, this website serves as a platform to announce sales and trades of used goods. Since the CetianGarage makes no profit from the transactions - the method of payment and delivery is the responsibility of the parts involved in the deal - it is not technically considered a commercial site by the Bieselite law. The domain remains active thanks to donations.&lt;br /&gt;
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== Festivals ==&lt;br /&gt;
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Despite its shady reputation, Little Adhomai is home to many cultural events. As a way to remain in touch with their native culture, the Tajara in D6 have organized their own festivals to celebrate their roots. These fairs are one of the rare moments when the district receives a considerable flux of outsiders visiting. While security is still a concern during these times, the gangs usually take up the duties of keeping the party-goers safe; it is not uncommon for two feuding organizations to call a truce for a day or two to also celebrate.&lt;br /&gt;
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=== Notable Festivals ===&lt;br /&gt;
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*&#039;&#039;&#039;D6 Gastronomy Fair:&#039;&#039;&#039; held once every month, the D6 Gastronomy Fair brings together many restaurants, food street vendors, and amateur chefs to offer Tajaran dishes at an affordable price. The festival also hosts a drinking and eating competition; the winner is awarded a Zhan-sized tankard.&lt;br /&gt;
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*&#039;&#039;&#039;Dholmatyr:&#039;&#039;&#039; celebrated one week after the Dholma Festival, Dholmatyr is a mixture of Tajaran folklore and Halloween. On this day, Tajara carve Earthen-Roots with haunting and funny faces to place on their doorsteps; these charms supposedly help ghosts find their way to Messa due to their blue color. Younger Tajara will also dress in costumes and receive bottles of mead or soft drinks.&lt;br /&gt;
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*&#039;&#039;&#039;Little Adhomai Spring:&#039;&#039;&#039; organized every two months, the Little Adhomai Spring is a music festival held in the Long Eclipse Club. The event allows professional and amateur musicians to play for the community and make connections. Corporate liaisons and Crevan moguls are also present in search of new talents.&lt;br /&gt;
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= Gangs and organizations of Little Adhomai =&lt;br /&gt;
[[File:Littleadhomai - urban update - landmarks.png|400px|thumb|A map of Little Adhomai]]&lt;br /&gt;
Organized crime in Little Adhomai is dominated by three major factions, affiliated and funded by the existing Tajaran governments. Several minor and unaligned gangs still exist, but they are being slowly absorbed or displaced by ones supported by Adhomian powers. Violent clashes between these groups are common.&lt;br /&gt;
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== Social Harmony Committee ==&lt;br /&gt;
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The largest and most powerful group is the &#039;&#039;&#039;Social Harmony Committee&#039;&#039;&#039;. They are funded by the [[People&#039;s Republic of Adhomai]], operating under the guise of a harmless neighborhood association. This organization has the mission of enforcing the principles of Hadiism on Little Adhomai, something done through mandatory classes, communal meetings, curfews, and the establishment of guidelines in controlled areas. Many apartments in District Six are under the control of this gang, forcing its families to pay fees and conform to their rules. Tajara that have openly opposed the Committee, criticized the People&#039;s Republic, or have blatantly ignored their laws while living in their territory have vanished without a trace during the night.&lt;br /&gt;
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Most members of this gang are hardline Hadiists or recent Adhomai-immigrants to Tau Ceti. Free housing, financial support, and honorary Party membership is granted to its associates. They operate under a rigid chain of command. A chairman, currently &#039;&#039;&#039;Tryahazkul Rhazikul&#039;&#039;&#039;, is quadrennially appointed by the People&#039;s Republic to lead the organization. Typical Republican fashion, such as three-piece suits, is worn by the affiliates of the Social harmony Committee. Extrajudicial killings and extortion are offenses commonly practiced by this gang.&lt;br /&gt;
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== Little Adhomai Liberators ==&lt;br /&gt;
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The &#039;&#039;&#039;Little Adhomai Liberators&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Liberators&#039;&#039;&#039;, is the second most powerful gang in District Six. Pledging allegiance to the [[Democratic People&#039;s Republic of Adhomai]], they have emerged from the union of independent groups. They seek to increase the autonomy of the Tajara community in Biesel, combating the exploitation brought by the presence of megacorporations. Operating through the use of semi-independent cells and flexible command, they utilize guerrilla tactics and motorized warfare while engaging their adversaries. The Adhomai Liberation Army has supplied them with military advisors, allowing them to set up training camps similar to the ones used in Adhomai. Their main source of income is smuggling contraband into Mendell City. Due to its decentralized nature, infighting is not uncommon among its ranks.&lt;br /&gt;
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Most members of this gang are Tajara with criminal past or affiliations to the Adhomai Liberation Army. The Little Adhomai Liberators are known for their support of the Tajaran community in Mendell, hosting soup kitchens and other charity services. They are ruled by a council of gang representatives and ALA agents. Both traditional Adhomian and Biesellite fashion are worn by their associates. Smuggling and robbery are among the most common crimes practiced by this group.&lt;br /&gt;
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== House of Hamiyeh ==&lt;br /&gt;
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The &#039;&#039;&#039;House of Hamiyeh&#039;&#039;&#039;, called &#039;&#039;&#039;“The House”&#039;&#039;&#039; by its members, is a [[New Kingdom of Adhomai]] aligned mafia operating in Little Adhomai. It was established by a landless noble family, the Hamiyeh dynasty, residing in District Six. Taking advantage of the lack of police presence in the Imperial Plaza, they have created an expansive protection racket system in the region. Businesses in their areas are coerced, usually through threats and violence, into paying fees to remain safe. The offer of abusive and accessible loans also plays an important role in their business, several families find themselves held hostage to them due to debt. The gang organization is based around the loyalty of other families and individuals to the head of the ruling family; ascension within its ranks is only possible with the approval of the House’s head.&lt;br /&gt;
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Most members of this gang are Tajara affiliated with the New Kingdom and impoverished Adhomian nobility. Despite its illegal situation, the House is able to maintain order and solve most civil disputes that arise in their territory. &#039;&#039;&#039;Midhat Hamiyeh&#039;&#039;&#039; is the current head of the organization, inheriting his position after the violent demise of his father. Traditional Harr&#039;masir clothing is worn by the affiliates of this mafia. Protection rackets and loan sharking are crimes commonly practiced by this group&lt;br /&gt;
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== Society of the Hidden Dusk ==&lt;br /&gt;
[[File:Hiddendusksymbol.png|100px|thumb|right|The [[Tajaran Minor Religions#Notable Symbols|symbol]] of the Society of the Hidden Dusk.]]&lt;br /&gt;
The &#039;&#039;&#039;Society of the Hidden Dusk&#039;&#039;&#039;, originally the Organization for the Study of Tajaran Past, is a secret society operating within Tau Ceti. Funded by Tajaran intellectuals and nobles after the first contact with humanity was made, it had the mission of exploring the Adhomian history in search of ways to combat the alien threat. Despite realizing expeditions across all Adhomai, the organization obtained no success. The Society fell into irrelevance after the end of the First Revolution. The remaining scientific interest was replaced by occultism and [[Tajaran Minor Religions#Ancient Tajara Theory|discredited theories]]; the outlandish belief that the Tajaran antiquity still held a mystic key to great power and fortune. Its members used the Nal’tor Museum of Mystery for their meetings, pretending to be a harmless circle of friends to avoid raising suspicions. Relying on the black market of relics and what little influence they had left, they continued their mission.&lt;br /&gt;
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The ascension of President Njadrasanukii Hadii spelled doom for the Society. Branded as a subversive element, many of its members were arrested. Those who escaped fled to Tau Ceti. The organization established itself in Little Adhomai. Their ambitions are not limited to Adhomian artifacts this time; they seek to collect any object or occult knowledge available.  Working alongside smugglers introduced the Society of the Hidden Dusk into the crime scene of Mendell. Theft and forgery are among their most common illegal activities. The organization also hires non-Tajara to act as their agents outside of District Six.&lt;br /&gt;
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With the end of the Second Civil War, the Society has begun to slowly return to Adhomai; its current ties with Olokun Curios give them some influence in the city of [[Crevus]]. Besides buying stolen artifacts, it is unknown what else they plan to do with their new foothold.&lt;br /&gt;
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== Raging Ha&#039;rron Club ==&lt;br /&gt;
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Posing as a monowheel club, the &#039;&#039;&#039;Raging Ha’rron Club&#039;&#039;&#039; is the last non-aligned gang that holds any considerable power in Little Adhomai. Formed exclusively by Greasers, they embody the subculture&#039;s rebellious ethos by maintaining their independence from the Adhomian factions. One of their main characteristics is their fascination with monowheels; all members must own at least one before joining. Illegal street races are commonly held by the club as one of their main activities. Due to its emphasis on freedom, the leadership is heavily decentralized and decisions are usually made through a general consensus.&lt;br /&gt;
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Regardless of the Club&#039;s attempts to resist the outside influence, their power is rapidly diminishing. Unable to compete with the gangs backed up by the Adhomian powers, they frequently lose members and territory to better-equipped and prepared gangs. The Club’s future is bleak; their neutrality has doomed them in the ever-polarizing atmosphere of the Tajaran Cold War.&lt;br /&gt;
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== Kazarrhaldiye Operations Group ==&lt;br /&gt;
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The end of the Second Revolution brought about a wave of de-militarization for Tajaran society. Most fighters who left the armies returned to live as civilians. Some sought to use their new skills to earn fast credits. A group of now-unemployed veterans came together in Little Adhomai to form Kazarrhaldiye Solutions. This was an illegal mercenary group that would be hired by [[Valkyrie#Crime|unsavory elements]] in Tau Ceti for various jobs. Smash and grabs, arson and sabotage, assassination and targeted bombings were available for the right buyer with the right credits. Kazarrhaldiye Solutions was disinterested in the gang warfare and refused to operate within Little Adhomai, even going as far as to separate the mercenary groups by citizenship. &lt;br /&gt;
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While Kazarrhaldiye began its operations, the Tajara under the EPMC had established themselves as accomplished fighters in their own right. However, there existed issues that caused these Tajara to become dissatisfied with their employers. Discrimination, low pay, and conflicts with humans created a growing split among some Tajara and their co-workers. A trio of EPMC veterans who held sway among their fellows took note of this. When the PMCG had formed, they reached out to Kazarrhaldiye with a proposition: To legitimize the group as a PMCG company. Thus, Kazarrhaldiye Solutions became &#039;&#039;&#039;Kazarrhaldiye Operations Group&#039;&#039;&#039;. This trio would go on to become its leaders. &lt;br /&gt;
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KOG-G-P (Motorheads) is the PRA division, KOG-G-D (Last Chancers) is the DPRA’s division, and KOG-G-N (Starry Knights) recruits from the NKA. KOG-G-P’s specialization lies in motorized warfare, utilizing armored vehicles to provide rapid response over vast distances. KOG-G-D focuses on sabotage and explosives, blasting apart the enemy after infiltrating in the dead of night. KOG-G-N focuses on fortifying areas against various sorts of enemies with extensive datasets on various armed organizations around the spur. It is believed this dataset was stolen from Eagle Corp after its leader had left, which is vehemently denied by the KOG. The divisions are made to avoid conflicts due to differing loyalties among the Tajara. KOG-G-M (Messa’s Men) is the KOG’s medical corps. Separate from the field medics the other groups have, the KOG-G-M was made to capitalize on the number of doctors the Second Revolution produced and lucrative medical contracts.&lt;br /&gt;
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KOG members typically refer to themselves as “kogs”, an inside joke that refers to them as cogs in the warmachine. The KOG retains some presence in D6 to recruit from the Tajara in the district. Their neutrality is maintained with their singular planetary office being located on neutral grounds in Little Adhomai. The KOG’s station is the KOGSS Saba Yarra, formerly a NanoTrasen industrial station, modified with defensive weaponry and plates of armouring. The station can be moved through the attachment of the KOG’s fleet which consists of a handful of old destroyers. Saba Yarra is considered generally unpleasant to be on thanks to its cramped interior and faulty air conditioning. The destroyers are kept in pristine condition despite their age. They are designed to move KOG troops quickly and rapidly, and are built for speed and stealth. &lt;br /&gt;
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The Three Generals of the KOG are referred to as the Triples by its workers. The triumvirate structure prevents one political side from overriding the other, ensuring stability in leadership and preventing a schism. The wizened Bokrum Koril leads KOG-G-P and is the most senior Triple, having fought on both sides of the First Revolution as a mercenary. He has received extensive augmentation to continue leading his battalion. Sani’ka Mirjoka is KOG-G-D’s vicious leader and received her first taste of war as a liberator under Rrhaza-Akhran Alexeii K’marr. Firahir Dis’merrut is KOG-G-N’s hot headed leader, a former cavalry officer who only fought a single year in the Second Revolution before leaving for Eagle Corp.&lt;br /&gt;
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== Little Adhomai Horticultural Society ==&lt;br /&gt;
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Originally a front for homosexual and transgender Tajara to organize in society, the Horticultural Society is becoming a force for gradual change in Little Adhomai. The group is built around mutual benefit and trying to assist Tajara in navigating their non-heteronormative life as peacefully as possible. The society meets often in dive bars, backrooms, and closed-off urban gardens. It is an open secret now as to the Horticultural Society&#039;s true purpose as they gradually build to becoming a force for social change in Little Adhomai. For now, their efforts of increasing awareness of their identities have had low success. While not directly involved in the ongoing gang dispute, the organization is forced to pay protection fees to the warring factions of District Six.&lt;br /&gt;
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= Places of Interest =&lt;br /&gt;
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*&#039;&#039;&#039;President Hadii Living Complex:&#039;&#039;&#039; the tallest building in all of Little Adhomai, a large concrete square in the center of the neighborhood. Built in the Hadiist architectural style, the President Hadii Living Complex has more than two thousand apartments. Most of the construction was financed by the People’s Republic. It is home to countless families and businesses, both legal and illegal. Higher flats have better accommodations; those are usually reserved for Party members and individuals with the right connections. The complex is controlled by the Social Harmony Committee; it also serves as their headquarters and main recruiting grounds.&lt;br /&gt;
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*&#039;&#039;&#039;Great Plaza Warehouse:&#039;&#039;&#039; a warehouse constructed before the migration of Tajara into district six, it was abandoned shortly after the rate of crimes started to rise. The deposit was shortly turned into a market by the locals, hosting many shops and street vendors. Alien, Adhomian, legal and illegal goods can be found in this location. The bazaar is under the control of the Little Adhomai Liberators; the place is commonly used for meetings and selling smuggled cargo. Other gangs, as long as they do not bring weapons, are allowed to browse in the warehouse.&lt;br /&gt;
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*&#039;&#039;&#039;The Sleeping Cannon Pub:&#039;&#039;&#039; a renowned pub in the New Kingdom-aligned area, serving as a community gathering center. The bar is named after an old Adhomian naval cannon displayed in the lounge of the building. The owners claim that the gun is just a display piece, as it is supposedly unable to fire. Mead and traditional Tajaran cuisine are served daily. This public house is under the control of the House of Hamiyeh; it is used for congregations and initiations rituals of the mafia.&lt;br /&gt;
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*&#039;&#039;&#039;Long Eclipse Club:&#039;&#039;&#039; a nightclub that operates in the typical Tau Ceti fashion; it is open all night. Adhomian and Biesellite drinks are available. Little Tajaran Electro swing is usually played by its DJs. The club resides in an area controlled by a non-aligned gang, sometimes serving as a neutral zone for the three major groups fighting over Little Adhomai. Rumors claim that the Raskariim uses the Long Eclipse as a meeting point.&lt;br /&gt;
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*&#039;&#039;&#039;Bochonok Brewery:&#039;&#039;&#039; the leading producer and distributor of alcoholic beverages in District Six. Outside of manufacturing its own drinks, they also export Adhomian products to Tau Ceti. Established by the first wave of Tajaran immigrants, they are one of the most respected industries in Little Adhomai. The Brewery lies in a Republican-aligned area.&lt;br /&gt;
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*&#039;&#039;&#039;Wild Rafama Garage:&#039;&#039;&#039; an automobile workshop specialized in repairing and modifying Adhomai vehicles. It is a popular gathering point for Greasers; a place where they can tune and fix their monowheels. It serves clients of any faction, as the administration attempts to stay uninvolved during gang conflicts. This building lies in a neutral area controlled by unaligned gangs.&lt;br /&gt;
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*&#039;&#039;&#039;Blessed Suns Temple:&#039;&#039;&#039; the first S&#039;rendarr and Messa temple outside of Adhomai. It was founded by the first Tajaran migrants moving to Tau Ceti. Found at the historical center of the District, the temple is regarded as neutral grounds for the members of the warring factions. Fighting in the vicinity of the building is taboo and doing so might is certain to draw the wrath of the gangs. Rumors claim that the Temple&#039;s basement is used as a meeting point for members of the Kin of S&#039;rendarr.&lt;br /&gt;
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*&#039;&#039;&#039;Little Adhomai Crime Museum:&#039;&#039;&#039; a privately-owned museum dedicated to the history of crime in District Six and Adhomai. It started as a private collection until the owner acquired its current location, a house that was supposedly used by the Odin Killer. Several items and stories are on display for a small entry fee. The museum is considered rather controversial due to its dedication to cataloging the life and crimes of Drea Mirmtar, the Odin Killer.&lt;br /&gt;
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= Urban Legends =&lt;br /&gt;
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Owing to the Tajaran rich folklore and mythology, Little Adhomai has given birth to multiple urban legends. These tales mix Adhomian figures with the realities of Tau Ceti; the shadows of Adhomai serve as the dressing for the new fears found in Mendell. These stories are the subject of books, movies, songs, and all kinds of cultural manifestations. Gangs are also known to make use of these legends to sow fear among the district&#039;s inhabitants.&lt;br /&gt;
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== Notable  Urban Legends ==&lt;br /&gt;
*&#039;&#039;&#039;Sewer Geist:&#039;&#039;&#039; rumors talk of a Cavern Geist that dwells in the deepest sewer and tunnels of District Six; brought to Mendell as a pup by the Raskariim, smugglers, or some eccentric collector. It later escaped captivity or was released into the depths of the district. The creature supposedly feeds upon anyone wandering the underground.&lt;br /&gt;
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*&#039;&#039;&#039;Night Cars:&#039;&#039;&#039; an urban legend that refers to unmarked black trucks or Adhomian cars that are allegedly used to kidnap Tajara during the night. According to different sources, the cars are driven by the PSIS, Raskaren, ALA terrorists, or even a manifestation of Raskara. But all versions agree that anyone who is taken away by them will never be seen again. While used to scare children, this story has its ounce of truth based on the actions of the Hadiist secret police in Adhomai.&lt;br /&gt;
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*&#039;&#039;&#039;Phantom Radio:&#039;&#039;&#039; among all radio stations of Little Adhomai, one known as the Phantom Radio has become the subject of much speculation and interest. It broadcasts a non-stop buzzing sound; these transmissions are commonly interrupted by random words spoken in Siik’maas. Despite several attempts, the location and purpose of the station are currently unknown. Theories about the Phantom Radio speculate that the frequency is used by smugglers, spies, undercover police agents, or even NanoTrasen for a myriad of purposes. &lt;br /&gt;
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*&#039;&#039;&#039;Cursed Mirror:&#039;&#039;&#039; a story about a wall mirror that mysteriously appears inside one’s home, usually caused by ignoring a chain message sent via the PDA or extranet. The appearance of the object heralds a series of tragedies for the occupants of the house, including their own death. The curse can be avoided by covering the mirror or giving it away as a gift. Other variants of the legend imply that the mirror is used as a gateway for Raskariim and other Moon creatures to invade someone’s residence.&lt;br /&gt;
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*&#039;&#039;&#039;Bayonet Hand:&#039;&#039;&#039; a tale about a Tajara serial killer with a bayonet for a hand that stalks District Six. Born after a streak of unsolved murders in 2457, the legend says that the murderer kills his victims by slashing their throats with his deadly prosthesis. While the most common versions depict the Bayonet Hand as nothing but a crafty assassin - others claim that he is a vengeful ghost who hunts down those who left Adhomai to escape the law. The legend exploded in popularity after a [[Ghosts of War Arc|series of crimes in 2463]].&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Little_Adhomai&amp;diff=36567</id>
		<title>Little Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Little_Adhomai&amp;diff=36567"/>
		<updated>2025-08-05T06:15:49Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Gangs and organizations of Little Adhomai */ Updates the KOG&amp;#039;s entry to expand on the company&amp;#039;s internal culture and origins.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
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&#039;&#039;&#039;Little Adhomai&#039;&#039;&#039;, also known as the Imperial Plaza or District 6, is the home to most of Mendell City’s Tajaran population. A shady district with various dives, bars, and restaurants, as well as a high rate of crime. Domestic disturbances and break-ins are frequent, as are scrumptious streetfood. Although not an outright slum, it is not widely trafficked by those who reside outside of the district. &lt;br /&gt;
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District 6 is usually divided into several sections by its inhabitants, each of them being related to their place of origin and alignments; it is not uncommon for clashes to happen between supporters of the different Adhomian factions, and such conflicts might escalate into riots or further violence. This situation has deteriorated greatly since the Armistice due to the growing presence of governmental elements in the area. Tajaran intelligence agencies have begun clandestine operations in the area, supplying weapons and training to armed groups. Tensions are rising, Little Adhomai is now another theater for the Adhomian cold war.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
= History =&lt;br /&gt;
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Before the migration of Tajara to Tau Ceti, the Imperial Plaza was a sparsely populated residential district. Biesellite administration and investors paid little attention to the location. With the end of the [[Tajaran History#The Uprisings|First Tajaran Civil war]] and the opening of the [[Adhomai]], the first wave of Adhomian migrants reached [[Mendell City]]. The low prices of District Six were attractive to Tajaran migrants, and as such the first communities of immigrants were created in that area of the city. Despite its growing population, the government neglected much of the district’s urban development. Crime and gang activity soon became serious problems in Little Adhomai.&lt;br /&gt;
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The lack of urban planning has transformed the Imperial Plaza into a maze. Apartments, shops, restaurants, and clubs pile upon each other. Many housing units are constructed in traditional PRA fashion: large square buildings hosting several families and built using cheap construction materials. Tunnels, hiding places, and bunkers can also be found in the underground of LIttle Adhomai.&lt;br /&gt;
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The [[Tajaran History#The Second Revolution|Second Tajaran Civil War]] caused a wave of factionalism between the inhabitants of the Imperial Plaza. Little Adhomai was divided into sectors supporting the different warring Adhomian nations. Gangs were recruited and supplied by the People’s Republic and the Liberation Army; these groups were used to further expand their influence in Mendell City. Riots became more common, with violence spilling into other districts. Biesellite police had little success in solving the delinquency problem in District Six, forcing the locals to create their own neighborhood watch squads. In recent events, District Six was the stage of heavy fighting between its warring factions in [[Tajaran Cold War Arc|2462]].&lt;br /&gt;
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= Demographics =&lt;br /&gt;
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Most inhabitants of District Six are Tajara. The [[People&#039;s Republic of Adhomai]] citizens are the majority. Since the end of the Tajaran Civil War, the presence of [[Democratic People&#039;s Republic of Adhomai]] and [[New Kingdom of Adhomai]] members has increased steadily. Humans that lived in the district before the first waves of Tajara immigration later left for Xinghua Prefecture and District Eleven. What few non-Tajara that live in D6 now don&#039;t last more than a few years at most. Tajara see them as little more than thrill seekers trying to find their own D6 experience to vlog, not people forced to live there out of prevailing xenophobia or poverty. Humans and other species are stonewalled by the community as a result. This feeling of isolation is made worse by the major gangs. Harassment from them is a regular occurrence as they believe that non-Tajara living in the district will eat away at their respective nation&#039;s influence.&lt;br /&gt;
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= Culture and Society =&lt;br /&gt;
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Because of its relatively short existence, discrimination, and other barriers present in Tau Ceti, the Tajara of Little Adhomai still clings to their native culture. The first wave of migrants and their descendants had an easier time adapting their values to Biesel&#039;s culture. However, since the dawn of the Second Revolution and the Armistice, they have become a minority in Little Adhomai. With no effort directed at integration and the growing presence of the Adhomian-funded groups, the overall morals of Little Adhomai&#039;s population remain very similar to their homeworld.&lt;br /&gt;
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Tajara not employed by megacorporations will usually be engaged in Little Adhomai&#039;s informal economy. Due to the spotty presence and rampant corruption of the police agents assigned to District Six, illegal shops can operate with impunity. While some Tajara consider the opportunity to work for the corporations a blessing, others see Little Adhomai&#039;s situation as being directly caused by the corporate entities.&lt;br /&gt;
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Despite the high crime rates, Little Adhomai has an active nightlife. Bars and clubs stay open until late, bustling with activity. Most restaurants specialize in serving Adhomian food, while other establishments have started to experiment with Tau Ceti’s cuisine, creating a unique blend of Biesellite and Tajaran flavors.&lt;br /&gt;
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The Imperial Plaza is the birthplace of the subculture known as the “Greasers”. Formed by young Tajara disillusioned with life in Tau Ceti, they are characterized by a rebellious attitude, leather jackets, and an interest in Adhomian monowheels. They are often associated with delinquency, with some of them forming their own gangs or joining existing ones.&lt;br /&gt;
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The art of Little Adhomai revolves around the Tajaran condition and culture in Tau Ceti. The challenges of living in an alien world, the effects of the Tajaran civil war, discrimination; and employment under megacorporations are common themes in District Six’s cultural productions. Local artists are commonly sponsored by the Tajaran governments. Adhomian media is also frequently imported and consumed by the population of Little Adhomai.&lt;br /&gt;
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Little Adhomai is home to a notable concentration of homosexual and Transgender Tajara. These Tajara left Adhomai in the hopes of finding more tolerable communities elsewhere. However, due to the presence of the gangs and the authorities of the Adhomian nations, it is still as difficult as it was back in their homeworld for them to be open about their sexuality or gender identity. &lt;br /&gt;
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== Cuisine ==&lt;br /&gt;
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Thanks to Biesel&#039;s climate, much of the traditional Tajaran food consumed in Mendell City is exported from Adhomai; however, small hydroponics farms allow the population to grow some Adhomian crops. This scarcity of homely flavors led the Tajara to adopt and adapt the local food into their meals. Chefs replace Adhomian ingredients with native substitutes, while others prepare human dishes using Tajaran alternatives. &lt;br /&gt;
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=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomian Pizza:&#039;&#039;&#039; while regular pizza flavors are already deeply appreciated by the Tajara, mainly due to their contact with the recipe in NanoTrasen&#039;s stations, some restaurants have tried to innovate the dish with Adhomian ingredients. Some combinations, such as the Zkah&#039;nkowa and Sarmikhir toppings, are considered a success. The existence of earthen-root pizza is a contentious subject.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Little Adhomai Avah:&#039;&#039;&#039; loosely inspired by the eponymous dish, the Little Adhomai Avah is N&#039;fri-hi batter fried into the shape of a sphere. The dish is then filled with human ingredients; chocolate, cow beef, and sugar are the most common options. Getmore products are usually used to prepare the filling. Little Adhomai Avah is sold by street merchants operating inside and outside of District Six.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biesellite Lunch:&#039;&#039;&#039; a cold dish composed of Adhomian Hardbread, earthen vegetables, and fruits generally served alongside jam or fat. The meal was created by the first wave of immigrants who needed a packed lunch. Since the only Tajaran food available at the time was the hardtack, they complimented the bread with locally made products. Despite the increase in importations and homegrown Adhomian foodstuff, the Biesellite Lunch is still a staple dish in Little Adhomai.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
The District is the birthplace of &amp;quot;Little Tajaran Electro swing&amp;quot;, a Biesel-based variant of the classic Tajaran Electro swing known for its stronger focus on electronic dance music and Tau Ceti Basic lyrics. Traditional Tajaran music is still popular among the older Tajara and newer migrants to Biesel. Pirate radio stations, many of them working at the behest of whatever government they pledge allegiance to, operate in Imperial Plaza, bringing propaganda, music, and news to the population. Bloodstorm took residence in Little Adhomai after their ban from Adhomai. The presence of the band renewed the District&#039;s interest in Tajaran heavy metal.&lt;br /&gt;
&lt;br /&gt;
Because of the corporate control in Tau Ceti, most of the radio stations operating in Little Adhomai are unlicensed. Since they rely on outdated equipment, their broadcasting is limited to Mendell City. Stations in faction-controlled territories are subject to censorship, while ones in neutral gang areas are far freer to dictate their own broadcasts.&lt;br /&gt;
&lt;br /&gt;
=== Notable Radio Stations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomai-Ceti Connection:&#039;&#039;&#039; a radio station focused on news and general utilities. Created by Second Revolution migrants as a way to receive reliable information on the conflict, the Connection attempts to remain neutral and transmit all from all sides of the story. This attempt at neutrality is currently being challenged as factionalism ripples across Little Adhomai. Many staff members have already left to create their own faction-funded radio stations to transmit their &amp;quot;truths&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voice of Little Adhomai:&#039;&#039;&#039; the largest music-based radio station in Little Adhomai; it transmits both traditional music and Little Tajaran Electro Swing. The Voice of Little Adhomai is famous for broadcasting Adhomian war songs; to please all sides, one song from each faction is played at least once a day. The station also has a segment dedicated to local amateur musicians.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;D6 Citizen Radio:&#039;&#039;&#039; a pirate radio station in Little Adhomai. Its broadcast content is a mixture of anti-corporate propaganda, political commentary, and public utilities. Its main show, Mendell&#039;s Truth, is infamous for its Natediist tendencies; it urges the Tajara living in Tau Ceti to engage in sabotage against corporations. Despite the controversy, Citizen Radio is frequently used by the district&#039;s inhabitants because of its live reports on ongoing shootouts and police raids.&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
The literature in Little Adhomai is mostly focused on exploring the dilemmas and difficulties found in the life of Tajaran migrants. Longing for home, exploitation, discrimination, crime, and disillusion with the promises of wealth are the most common themes. Thanks to its anti-corporate motifs, District Six&#039;s literature never made it into mainstream media. However, Little Adhomai is home to printing shops adept in producing propaganda pieces and works of literature alike.&lt;br /&gt;
&lt;br /&gt;
Influenced by recent events and the growing interest in urban legends, Little Adhomai became the birthplace of Tajaran Otherworldly Literature. This literary genre combines aspects of fantasy, horror, and speculative fiction alongside Adhomian paranormal elements, frequently reimagining mythological creatures and events. Tajaran Otherworldly texts are usually published in magazines or on extranet sites.&lt;br /&gt;
&lt;br /&gt;
=== Notable Books ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unto an Alien Land:&#039;&#039;&#039; a novel describing the story of a Tajaran migrant family, told from the perspective of the youngest daughter Agashka. The Rhikaslav household migrated to Tau Ceti because of the Second Revolution; they settled in Little Adhomai under the promise of finding work with NanoTrasen. The book describes the poverty and discrimination that most of District Six&#039;s inhabitants face. The novel ends with the family disintegrating after the death of the father and two sons during a riot. A sequel is currently under production.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A Neverending Night:&#039;&#039;&#039; a book about a fictional Tajaran heist crew operating in Tau Ceti. The novel starts by describing the lives, motivations, and crimes perpetrated by the characters during their career. The narrative takes a different turn when the criminals involve themselves in a deep political conspiracy after they are hired to steal a Phoron shipment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Outlandish Tales:&#039;&#039;&#039; a magazine specialized in publishing Tajaran Otherworldly Literature stories. The periodical features texts submitted by amateur and established writers alike. Since it is printed using cheap, recycled paper, Outlandish Tales is sold for a couple of credits on the streets of Little Adhomai. The magazine also has a section dedicated to exploring the urban legends and mysteries of Mendell City.&lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
&lt;br /&gt;
Cinema and holovideos are a thriving industry in Little Adhomai. Both professional and amateur studios are involved in the production of films. Popular genres include military dramas, period pieces, and crime thrillers. Arzjun Haurjuhrl is one of the most famous film-makers of District Six; he is notorious for the blockbuster “When Summer Came to Nazira”. Tajaran telenovelas are also widely popular, with an audience beyond District Six’s population, including the rest of Mendell City. Aired during the afternoon, they generally deal with daily life melodramas and historical romances.&lt;br /&gt;
&lt;br /&gt;
=== Notable Shows ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astray Spirits:&#039;&#039;&#039; a telenovela produced in Little Adhomai. It attempts to mimic the Adhomian format but uses Tau Ceti as its setting. The show follows the life of a migrant family and their attempts to succeed in Biesel. Astray Spirit is currently available via the extranet; the producers have been rejected by all major media outlets in the republic. Despite this, it became a hit with the Tajaran population.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Adventures of Captain Azzam:&#039;&#039;&#039; a low-budget comedy movie set during Nated&#039;s coup. The pictures tell the story of a dim-witted PRA army officer who thanks to his own confusion and a series of unfortunate events, ends up switching sides multiple times during the conflict; Captain Azzam ends up fighting for the Hadiist, Al&#039;mariist, and Royalist causing by accident in a span of a few days. Azzam then flees to Little Adhomai to avoid being purged by President Hadii for his disloyalty. The film ends with the protagonist accidentally saving Miranda Trasen from an assassination attempt.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloody Moon:&#039;&#039;&#039; a police thriller movie about an MCPD Tajara detective, Harun Dziri, involved in the investigation of Raskariim activities in Little Adhomai. Harun ends up uncovering a scheme involving the authorities and is forced to retire; the protagonist continues the investigation on his own. The picture was criticized for its cheap special effects and jump scares. However, Bloody Moon was praised for its commentary on police corruption and extremism within the Tajaran society.&lt;br /&gt;
&lt;br /&gt;
== Sports and Games ==&lt;br /&gt;
 &lt;br /&gt;
Because of District Six&#039;s urban nature, traditional Adhomian sports are limited by the few existing sporting avenues. However, the Tajara have created their own ways to entertain themselves in Tau Ceti. Besides street sports, Little Adhomai has an expressive video-game scene. Many arcades operate in the District. Due to hardware and monetary constraints, the Tajaran youth prefer older games over new ones. Independent titles have been created by D6 developers for both arcades and tabletop games. &lt;br /&gt;
 &lt;br /&gt;
=== Notable Games and Sports ===&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Rham&#039;nirr:&#039;&#039;&#039; a bat-and-ball game played on the streets. In Rham&#039;nirr, two pairs take opposite sides on the field, where they will take turns throwing and batting a ball. Behind each team, there is an item, usually a bottle or can, that the thrower can knock down for points. In case the batter manages to hit the ball, they can run between the wickets to score. The game ends when one of the teams has thirty points.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Baghrar&#039;zhir:&#039;&#039;&#039; developed by the first wave migrants, when guns were not common due to widespread smuggling, Baghrar&#039;zhir is an adaptation of the Adhomian martial art to the realities of District Six. Unlike the Adhomian versions, it allows hits below the waist and encourages the use of the claws for eye-gouging. Improvised weapons, such as chains and wrenches, have also been incorporated into the style.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Winter Quest:&#039;&#039;&#039; the first pen-and-paper role-playing game created by a Tajara. Its rules are known to favor interpretation over dice rolls. Combat encounters are notoriously deadly and short. Since character death is common, the tabletop has a fast character creation system. Winter Quest usually uses a fantasy world inspired by Adhomian mythology; however, other settings have been published using its rule set.&lt;br /&gt;
&lt;br /&gt;
== Crime ==&lt;br /&gt;
&lt;br /&gt;
As a result of poverty, segregation, governmental neglect, and social disorganization, crime is a major issue in Little Adhomai. Young Tajara without access to education or any meaningful employment options - besides dead-end corporate jobs - will commonly join gangs or turn to crime. Little Adhomai is also home to a massive black market; all kinds of contraband can be found in the district. As the government fails to establish a meaningful presence in Imperial Plaza, the gangs have become a parallel state; the Adhomian-funded groups are seen as an extension of their nations in Little Adhomai. Mendell City Police only enter the area when extremely necessary or to extract their share of the profit. Interestingly, due to the populace&#039;s general disinterest in doing so, crime reports in Little Adhomai have been on a gradual decline over the years. The Mendell City Police simply claim that the violence in the district is cooling down rather than investigating it further. &lt;br /&gt;
&lt;br /&gt;
The crime at D6 is further complicated by criminals in the neighboring districts of Vega De Rosa and Eleven using Little Adhomai for their own purposes. It is not rare to see humans working with Tajaran crime groups when it benefits them. The district’s proximity to Flagsdale also brings its own issues. Anti-Vaurca sentiment in Little Adhomai runs deep, and skirmishes and reprisals between the Tajara here and their Vaurca neighbors are a monthly occurrence. These tensions reached their peak in 2460 when Vaurca Queen [[Zoleth, The Herald of Scars|Ta&#039;Akaix&#039;Zoleth’akeh Zo&#039;ra]] ordered the killings of several Tajara associated with criminal leadership after it was discovered that the bodies of Vaurca slain by Tajara were being smuggled away from the hive. &lt;br /&gt;
&lt;br /&gt;
=== Notable Criminals ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Little Adhomai Skinner:&#039;&#039;&#039; a semi-legendary serial killer known for skinning its victims. The first death attributed to Little Adhomai Skinner occurred in 2457 in Little Adhomai; later cases would be registered in 2459 and 2461. Despite having a low body count, the Skinner became infamous for its method: strangulation followed by masterfully removing the entire fur pelt from the body. Some speculate that the murderer collects the skins to manufacture Tajaran coats for eccentric billionaires buyers. The identity of the Little Adhomai Skinner is still a mystery.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Klyuch and Yana:&#039;&#039;&#039; a Hharar criminal couple who were active with their gang in the 2450s. They were famous for their heisters around Mendell City and its outskirts; the criminals preferred assaulting banks and corporate-owned stores. Klyuch was the team driver and planner, while his wife, Yana, was a skilled gunslinger. The couple was killed in a police operation in 2456. Their life history remains popular with the Tajara in Little Adhomai; works of fiction romanticizing their actions have become a hit with the younger generations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuray Triha&#039;dar:&#039;&#039;&#039; a robber notorious for taking part in one of the largest heists in Tau Ceti&#039;s history. Nuray and his gang ambushed a shuttle transporting phoron as it landed in Mendell City&#039;s spaceport in 2455. Overpowering the security team and its defenses through the use of pre-planted explosives, the criminals managed to hijack the ship and steal millions of credits worth of goods. Triha&#039;dar was the only gang member who avoided capture in the following years; he escaped to Adhomai in 2457. He now lives peacefully in Sren&#039;dul. Despite several requests by the Republic of Biesel, the Democratic People&#039;s Republic of Adhomai refuses to extradite him.&lt;br /&gt;
&lt;br /&gt;
=== Drug Trade ===&lt;br /&gt;
&lt;br /&gt;
Little Adhomai is one of the main targets of the Adhomian drug trade. Tajaran-made substances reach the district thanks to the efforts of the smugglers. Despite these imports, D6 also has its own local production; synthetic drugs are the specialty of Biesellite chemists. While all factions are involved with the trafficking to some degree, the Little Adhomai Liberators control most of the trade. Besides the typical drug houses, District Six has some establishments where users can consume drugs under the tutelage of the local gangs. Since the end of the Second Revolution, Vorothy became one of the most sought-after substances.&lt;br /&gt;
&lt;br /&gt;
The Church of S&#039;rand&#039;marr and the local community work together to aid the victims of substance abuse. In public clinics, Tajaran doctors work alongside the Parivara to help recover the addicts. These hospitals run solely on donations and the clerical budget. Since the church is involved, the gangs do not interfere with these efforts&lt;br /&gt;
&lt;br /&gt;
==== Notable Drugs ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Raskara Dust:&#039;&#039;&#039; a synthetic drug created by Little Adhomai&#039;s chemists. When inhaled or injected, it causes a relaxing trance. It is infamous for being cheap and very addictive. However, it has highly corrosive properties. The flesh of the user&#039;s muzzle and face will begin to slowly disintegrate over time, leaving nothing but a gaping maw behind. While richer addicts will usually pay for treatment, poorer ones rely on masks or simple veils to hide this deformity. When injected, Raskara Dust is far more potent, but will slowly cause fatal damage to the heart. Rumors claim it is used by Raskariim during rituals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bistry:&#039;&#039;&#039; a substance made from modern medicine and traditional Adhomian herbs. When ingested, it induces a feeling of euphoria and provides a boost of energy for up to two days. After its effects fade, it causes lethargy and drowsiness. Bistry is frequently used by overworked corporation employees or gang members during prolonged periods of warfare.  It is commonly distributed in pill form for easier storage and consumption.&lt;br /&gt;
&lt;br /&gt;
== Extranet ==&lt;br /&gt;
&lt;br /&gt;
Thanks to Mendell&#039;s highly developed infrastructure, the Extranet is easily accessible to the inhabitants of Little Adhomai. Personal computers and PDAs are ubiquitous, even if most can be some generations behind the newest models. The D6&#039;s online presence matches the Adhomian one in content and infighting between its factions. It is not uncommon for the Tajaran nations to outsource some of their website development to Little Adhomai&#039;s developers. Tajara living here have also been useful in providing electronics for the Tajaran smuggler vessels to bring to Adhomai’s markets.&lt;br /&gt;
&lt;br /&gt;
=== Notable Websites ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;D6Guide:&#039;&#039;&#039; a website that lists all of the current and future cultural events of Little Adhomai. Its schedule is updated on a weekly basis. Besides having the location and description of the festivals, it provides information regarding any possible ongoing violent conflict in the area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;OutwordlyTruth:&#039;&#039;&#039; a forum focused on esoterism, occultism, mysteries, conspiracy theories, and urban legends related to Adhomai and District Six. The website is infamous for having little to no moderation regarding its contents. Some rumors claim that OutworldlyTruth is used as a recruiting ground by Raskariim cultists in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;CetianGarage:&#039;&#039;&#039; created by Adhomian migrants to bypass some of the economic restrictions present in Tau Ceti, this website serves as a platform to announce sales and trades of used goods. Since the CetianGarage makes no profit from the transactions - the method of payment and delivery is the responsibility of the parts involved in the deal - it is not technically considered a commercial site by the Bieselite law. The domain remains active thanks to donations.&lt;br /&gt;
&lt;br /&gt;
== Festivals ==&lt;br /&gt;
&lt;br /&gt;
Despite its shady reputation, Little Adhomai is home to many cultural events. As a way to remain in touch with their native culture, the Tajara in D6 have organized their own festivals to celebrate their roots. These fairs are one of the rare moments when the district receives a considerable flux of outsiders visiting. While security is still a concern during these times, the gangs usually take up the duties of keeping the party-goers safe; it is not uncommon for two feuding organizations to call a truce for a day or two to also celebrate.&lt;br /&gt;
&lt;br /&gt;
=== Notable Festivals ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;D6 Gastronomy Fair:&#039;&#039;&#039; held once every month, the D6 Gastronomy Fair brings together many restaurants, food street vendors, and amateur chefs to offer Tajaran dishes at an affordable price. The festival also hosts a drinking and eating competition; the winner is awarded a Zhan-sized tankard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dholmatyr:&#039;&#039;&#039; celebrated one week after the Dholma Festival, Dholmatyr is a mixture of Tajaran folklore and Halloween. On this day, Tajara carve Earthen-Roots with haunting and funny faces to place on their doorsteps; these charms supposedly help ghosts find their way to Messa due to their blue color. Younger Tajara will also dress in costumes and receive bottles of mead or soft drinks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Little Adhomai Spring:&#039;&#039;&#039; organized every two months, the Little Adhomai Spring is a music festival held in the Long Eclipse Club. The event allows professional and amateur musicians to play for the community and make connections. Corporate liaisons and Crevan moguls are also present in search of new talents.&lt;br /&gt;
&lt;br /&gt;
= Gangs and organizations of Little Adhomai =&lt;br /&gt;
[[File:Littleadhomai - urban update - landmarks.png|400px|thumb|A map of Little Adhomai]]&lt;br /&gt;
Organized crime in Little Adhomai is dominated by three major factions, affiliated and funded by the existing Tajaran governments. Several minor and unaligned gangs still exist, but they are being slowly absorbed or displaced by ones supported by Adhomian powers. Violent clashes between these groups are common.&lt;br /&gt;
&lt;br /&gt;
== Social Harmony Committee ==&lt;br /&gt;
&lt;br /&gt;
The largest and most powerful group is the &#039;&#039;&#039;Social Harmony Committee&#039;&#039;&#039;. They are funded by the [[People&#039;s Republic of Adhomai]], operating under the guise of a harmless neighborhood association. This organization has the mission of enforcing the principles of Hadiism on Little Adhomai, something done through mandatory classes, communal meetings, curfews, and the establishment of guidelines in controlled areas. Many apartments in District Six are under the control of this gang, forcing its families to pay fees and conform to their rules. Tajara that have openly opposed the Committee, criticized the People&#039;s Republic, or have blatantly ignored their laws while living in their territory have vanished without a trace during the night.&lt;br /&gt;
&lt;br /&gt;
Most members of this gang are hardline Hadiists or recent Adhomai-immigrants to Tau Ceti. Free housing, financial support, and honorary Party membership is granted to its associates. They operate under a rigid chain of command. A chairman, currently &#039;&#039;&#039;Tryahazkul Rhazikul&#039;&#039;&#039;, is quadrennially appointed by the People&#039;s Republic to lead the organization. Typical Republican fashion, such as three-piece suits, is worn by the affiliates of the Social harmony Committee. Extrajudicial killings and extortion are offenses commonly practiced by this gang.&lt;br /&gt;
&lt;br /&gt;
== Little Adhomai Liberators ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Little Adhomai Liberators&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Liberators&#039;&#039;&#039;, is the second most powerful gang in District Six. Pledging allegiance to the [[Democratic People&#039;s Republic of Adhomai]], they have emerged from the union of independent groups. They seek to increase the autonomy of the Tajara community in Biesel, combating the exploitation brought by the presence of megacorporations. Operating through the use of semi-independent cells and flexible command, they utilize guerrilla tactics and motorized warfare while engaging their adversaries. The Adhomai Liberation Army has supplied them with military advisors, allowing them to set up training camps similar to the ones used in Adhomai. Their main source of income is smuggling contraband into Mendell City. Due to its decentralized nature, infighting is not uncommon among its ranks.&lt;br /&gt;
&lt;br /&gt;
Most members of this gang are Tajara with criminal past or affiliations to the Adhomai Liberation Army. The Little Adhomai Liberators are known for their support of the Tajaran community in Mendell, hosting soup kitchens and other charity services. They are ruled by a council of gang representatives and ALA agents. Both traditional Adhomian and Biesellite fashion are worn by their associates. Smuggling and robbery are among the most common crimes practiced by this group.&lt;br /&gt;
&lt;br /&gt;
== House of Hamiyeh ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;House of Hamiyeh&#039;&#039;&#039;, called &#039;&#039;&#039;“The House”&#039;&#039;&#039; by its members, is a [[New Kingdom of Adhomai]] aligned mafia operating in Little Adhomai. It was established by a landless noble family, the Hamiyeh dynasty, residing in District Six. Taking advantage of the lack of police presence in the Imperial Plaza, they have created an expansive protection racket system in the region. Businesses in their areas are coerced, usually through threats and violence, into paying fees to remain safe. The offer of abusive and accessible loans also plays an important role in their business, several families find themselves held hostage to them due to debt. The gang organization is based around the loyalty of other families and individuals to the head of the ruling family; ascension within its ranks is only possible with the approval of the House’s head.&lt;br /&gt;
&lt;br /&gt;
Most members of this gang are Tajara affiliated with the New Kingdom and impoverished Adhomian nobility. Despite its illegal situation, the House is able to maintain order and solve most civil disputes that arise in their territory. &#039;&#039;&#039;Midhat Hamiyeh&#039;&#039;&#039; is the current head of the organization, inheriting his position after the violent demise of his father. Traditional Harr&#039;masir clothing is worn by the affiliates of this mafia. Protection rackets and loan sharking are crimes commonly practiced by this group&lt;br /&gt;
&lt;br /&gt;
== Society of the Hidden Dusk ==&lt;br /&gt;
[[File:Hiddendusksymbol.png|100px|thumb|right|The [[Tajaran Minor Religions#Notable Symbols|symbol]] of the Society of the Hidden Dusk.]]&lt;br /&gt;
The &#039;&#039;&#039;Society of the Hidden Dusk&#039;&#039;&#039;, originally the Organization for the Study of Tajaran Past, is a secret society operating within Tau Ceti. Funded by Tajaran intellectuals and nobles after the first contact with humanity was made, it had the mission of exploring the Adhomian history in search of ways to combat the alien threat. Despite realizing expeditions across all Adhomai, the organization obtained no success. The Society fell into irrelevance after the end of the First Revolution. The remaining scientific interest was replaced by occultism and [[Tajaran Minor Religions#Ancient Tajara Theory|discredited theories]]; the outlandish belief that the Tajaran antiquity still held a mystic key to great power and fortune. Its members used the Nal’tor Museum of Mystery for their meetings, pretending to be a harmless circle of friends to avoid raising suspicions. Relying on the black market of relics and what little influence they had left, they continued their mission.&lt;br /&gt;
&lt;br /&gt;
The ascension of President Njadrasanukii Hadii spelled doom for the Society. Branded as a subversive element, many of its members were arrested. Those who escaped fled to Tau Ceti. The organization established itself in Little Adhomai. Their ambitions are not limited to Adhomian artifacts this time; they seek to collect any object or occult knowledge available.  Working alongside smugglers introduced the Society of the Hidden Dusk into the crime scene of Mendell. Theft and forgery are among their most common illegal activities. The organization also hires non-Tajara to act as their agents outside of District Six.&lt;br /&gt;
&lt;br /&gt;
With the end of the Second Civil War, the Society has begun to slowly return to Adhomai; its current ties with Olokun Curios give them some influence in the city of [[Crevus]]. Besides buying stolen artifacts, it is unknown what else they plan to do with their new foothold.&lt;br /&gt;
&lt;br /&gt;
== Raging Ha&#039;rron Club ==&lt;br /&gt;
&lt;br /&gt;
Posing as a monowheel club, the &#039;&#039;&#039;Raging Ha’rron Club&#039;&#039;&#039; is the last non-aligned gang that holds any considerable power in Little Adhomai. Formed exclusively by Greasers, they embody the subculture&#039;s rebellious ethos by maintaining their independence from the Adhomian factions. One of their main characteristics is their fascination with monowheels; all members must own at least one before joining. Illegal street races are commonly held by the club as one of their main activities. Due to its emphasis on freedom, the leadership is heavily decentralized and decisions are usually made through a general consensus.&lt;br /&gt;
&lt;br /&gt;
Regardless of the Club&#039;s attempts to resist the outside influence, their power is rapidly diminishing. Unable to compete with the gangs backed up by the Adhomian powers, they frequently lose members and territory to better-equipped and prepared gangs. The Club’s future is bleak; their neutrality has doomed them in the ever-polarizing atmosphere of the Tajaran Cold War.&lt;br /&gt;
&lt;br /&gt;
== Kazarrhaldiye Operations Group ==&lt;br /&gt;
&lt;br /&gt;
The end of the Second Revolution brought about a wave of de-militarization for Tajaran society. Most fighters who left the armies returned to live as civilians. Some sought to use their new skills to earn fast credits. A group of now-unemployed veterans came together in Little Adhomai to form &#039;&#039;&#039;Kazarrhaldiye Solutions&#039;&#039;&#039;. This was an illegal mercenary group that would be hired by [[Valkyrie#Crime|unsavory elements]] in Tau Ceti for various jobs. Smash and grabs, arson and sabotage, assassination and targeted bombings were available for the right buyer with the right credits. Kazarrhaldiye Solutions was disinterested in the gang warfare and refused to operate within Little Adhomai, even going as far as to separate the mercenary groups by citizenship. &lt;br /&gt;
&lt;br /&gt;
While Kazarrhaldiye began its operations, the Tajara under the EPMC had established themselves as accomplished fighters in their own right. However, there existed issues that caused these Tajara to become dissatisfied with their employers. Discrimination, low pay, and conflicts with humans created a growing split among some Tajara and their co-workers. A trio of EPMC veterans who held sway among their fellows took note of this. When the PMCG had formed, they reached out to Kazarrhaldiye with a proposition: To legitimize the group as a PMCG company. Thus, Kazarrhaldiye Solutions became Kazarrhaldiye Operations Group. This trio would go on to become its leaders. &lt;br /&gt;
&lt;br /&gt;
KOG-G-P (Motorheads) is the PRA division, KOG-G-D (Last Chancers) is the DPRA’s division, and KOG-G-N (Starry Knights) recruits from the NKA. KOG-G-P’s specialization lies in motorized warfare, utilizing armored vehicles to provide rapid response over vast distances. KOG-G-D focuses on sabotage and explosives, blasting apart the enemy after infiltrating in the dead of night. KOG-G-N focuses on fortifying areas against various sorts of enemies with extensive datasets on various armed organizations around the spur. It is believed this dataset was stolen from Eagle Corp after its leader had left, which is vehemently denied by the KOG. The divisions are made to avoid conflicts due to differing loyalties among the Tajara. KOG-G-M (Messa’s Men) is the KOG’s medical corps. Separate from the field medics the other groups have, the KOG-G-M was made to capitalize on the number of doctors the Second Revolution produced and lucrative medical contracts.&lt;br /&gt;
&lt;br /&gt;
KOG members typically refer to themselves as “kogs”, an inside joke that refers to them as cogs in the warmachine. The KOG retains some presence in D6 to recruit from the Tajara in the district. Their neutrality is maintained with their singular planetary office being located on neutral grounds in Little Adhomai. The KOG’s station is the KOGSS Saba Yarra, formerly a NanoTrasen industrial station, modified with defensive weaponry and plates of armouring. The station can be moved through the attachment of the KOG’s fleet which consists of a handful of old destroyers. Saba Yarra is considered generally unpleasant to be on thanks to its cramped interior and faulty air conditioning. The destroyers are kept in pristine condition despite their age. They are designed to move KOG troops quickly and rapidly, and are built for speed and stealth. &lt;br /&gt;
&lt;br /&gt;
The Three Generals of the KOG are referred to as the Triples by its workers. The triumvirate structure prevents one political side from overriding the other, ensuring stability in leadership and preventing a schism. The wizened Bokrum Koril leads KOG-G-P and is the most senior Triple, having fought on both sides of the First Revolution as a mercenary. He has received extensive augmentation to continue leading his battalion. Sani’ka Mirjoka is KOG-G-D’s vicious leader and received her first taste of war as a liberator under Rrhaza-Akhran Alexeii K’marr. Firahir Dis’merrut is KOG-G-N’s hot headed leader, a former cavalry officer who only fought a single year in the Second Revolution before leaving for Eagle Corp.&lt;br /&gt;
&lt;br /&gt;
== Little Adhomai Horticultural Society ==&lt;br /&gt;
&lt;br /&gt;
Originally a front for homosexual and transgender Tajara to organize in society, the Horticultural Society is becoming a force for gradual change in Little Adhomai. The group is built around mutual benefit and trying to assist Tajara in navigating their non-heteronormative life as peacefully as possible. The society meets often in dive bars, backrooms, and closed-off urban gardens. It is an open secret now as to the Horticultural Society&#039;s true purpose as they gradually build to becoming a force for social change in Little Adhomai. For now, their efforts of increasing awareness of their identities have had low success. While not directly involved in the ongoing gang dispute, the organization is forced to pay protection fees to the warring factions of District Six.&lt;br /&gt;
&lt;br /&gt;
= Places of Interest =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;President Hadii Living Complex:&#039;&#039;&#039; the tallest building in all of Little Adhomai, a large concrete square in the center of the neighborhood. Built in the Hadiist architectural style, the President Hadii Living Complex has more than two thousand apartments. Most of the construction was financed by the People’s Republic. It is home to countless families and businesses, both legal and illegal. Higher flats have better accommodations; those are usually reserved for Party members and individuals with the right connections. The complex is controlled by the Social Harmony Committee; it also serves as their headquarters and main recruiting grounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Plaza Warehouse:&#039;&#039;&#039; a warehouse constructed before the migration of Tajara into district six, it was abandoned shortly after the rate of crimes started to rise. The deposit was shortly turned into a market by the locals, hosting many shops and street vendors. Alien, Adhomian, legal and illegal goods can be found in this location. The bazaar is under the control of the Little Adhomai Liberators; the place is commonly used for meetings and selling smuggled cargo. Other gangs, as long as they do not bring weapons, are allowed to browse in the warehouse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Sleeping Cannon Pub:&#039;&#039;&#039; a renowned pub in the New Kingdom-aligned area, serving as a community gathering center. The bar is named after an old Adhomian naval cannon displayed in the lounge of the building. The owners claim that the gun is just a display piece, as it is supposedly unable to fire. Mead and traditional Tajaran cuisine are served daily. This public house is under the control of the House of Hamiyeh; it is used for congregations and initiations rituals of the mafia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Eclipse Club:&#039;&#039;&#039; a nightclub that operates in the typical Tau Ceti fashion; it is open all night. Adhomian and Biesellite drinks are available. Little Tajaran Electro swing is usually played by its DJs. The club resides in an area controlled by a non-aligned gang, sometimes serving as a neutral zone for the three major groups fighting over Little Adhomai. Rumors claim that the Raskariim uses the Long Eclipse as a meeting point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bochonok Brewery:&#039;&#039;&#039; the leading producer and distributor of alcoholic beverages in District Six. Outside of manufacturing its own drinks, they also export Adhomian products to Tau Ceti. Established by the first wave of Tajaran immigrants, they are one of the most respected industries in Little Adhomai. The Brewery lies in a Republican-aligned area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wild Rafama Garage:&#039;&#039;&#039; an automobile workshop specialized in repairing and modifying Adhomai vehicles. It is a popular gathering point for Greasers; a place where they can tune and fix their monowheels. It serves clients of any faction, as the administration attempts to stay uninvolved during gang conflicts. This building lies in a neutral area controlled by unaligned gangs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blessed Suns Temple:&#039;&#039;&#039; the first S&#039;rendarr and Messa temple outside of Adhomai. It was founded by the first Tajaran migrants moving to Tau Ceti. Found at the historical center of the District, the temple is regarded as neutral grounds for the members of the warring factions. Fighting in the vicinity of the building is taboo and doing so might is certain to draw the wrath of the gangs. Rumors claim that the Temple&#039;s basement is used as a meeting point for members of the Kin of S&#039;rendarr.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Little Adhomai Crime Museum:&#039;&#039;&#039; a privately-owned museum dedicated to the history of crime in District Six and Adhomai. It started as a private collection until the owner acquired its current location, a house that was supposedly used by the Odin Killer. Several items and stories are on display for a small entry fee. The museum is considered rather controversial due to its dedication to cataloging the life and crimes of Drea Mirmtar, the Odin Killer.&lt;br /&gt;
&lt;br /&gt;
= Urban Legends =&lt;br /&gt;
&lt;br /&gt;
Owing to the Tajaran rich folklore and mythology, Little Adhomai has given birth to multiple urban legends. These tales mix Adhomian figures with the realities of Tau Ceti; the shadows of Adhomai serve as the dressing for the new fears found in Mendell. These stories are the subject of books, movies, songs, and all kinds of cultural manifestations. Gangs are also known to make use of these legends to sow fear among the district&#039;s inhabitants.&lt;br /&gt;
&lt;br /&gt;
== Notable  Urban Legends ==&lt;br /&gt;
*&#039;&#039;&#039;Sewer Geist:&#039;&#039;&#039; rumors talk of a Cavern Geist that dwells in the deepest sewer and tunnels of District Six; brought to Mendell as a pup by the Raskariim, smugglers, or some eccentric collector. It later escaped captivity or was released into the depths of the district. The creature supposedly feeds upon anyone wandering the underground.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Night Cars:&#039;&#039;&#039; an urban legend that refers to unmarked black trucks or Adhomian cars that are allegedly used to kidnap Tajara during the night. According to different sources, the cars are driven by the PSIS, Raskaren, ALA terrorists, or even a manifestation of Raskara. But all versions agree that anyone who is taken away by them will never be seen again. While used to scare children, this story has its ounce of truth based on the actions of the Hadiist secret police in Adhomai.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phantom Radio:&#039;&#039;&#039; among all radio stations of Little Adhomai, one known as the Phantom Radio has become the subject of much speculation and interest. It broadcasts a non-stop buzzing sound; these transmissions are commonly interrupted by random words spoken in Siik’maas. Despite several attempts, the location and purpose of the station are currently unknown. Theories about the Phantom Radio speculate that the frequency is used by smugglers, spies, undercover police agents, or even NanoTrasen for a myriad of purposes. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cursed Mirror:&#039;&#039;&#039; a story about a wall mirror that mysteriously appears inside one’s home, usually caused by ignoring a chain message sent via the PDA or extranet. The appearance of the object heralds a series of tragedies for the occupants of the house, including their own death. The curse can be avoided by covering the mirror or giving it away as a gift. Other variants of the legend imply that the mirror is used as a gateway for Raskariim and other Moon creatures to invade someone’s residence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bayonet Hand:&#039;&#039;&#039; a tale about a Tajara serial killer with a bayonet for a hand that stalks District Six. Born after a streak of unsolved murders in 2457, the legend says that the murderer kills his victims by slashing their throats with his deadly prosthesis. While the most common versions depict the Bayonet Hand as nothing but a crafty assassin - others claim that he is a vengeful ghost who hunts down those who left Adhomai to escape the law. The legend exploded in popularity after a [[Ghosts of War Arc|series of crimes in 2463]].&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Private_Military_Contracting_Group&amp;diff=36566</id>
		<title>Private Military Contracting Group</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Private_Military_Contracting_Group&amp;diff=36566"/>
		<updated>2025-08-05T06:00:13Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /*  Kazarrhaldiye Operations Group */ Updates KOG lore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Corporations}}&lt;br /&gt;
{{Infobox Corporation&lt;br /&gt;
|headercolor = #000000 &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 = Private Military Contracting Group&lt;br /&gt;
|logo = PMCGsmallogo&lt;br /&gt;
|headquarters = Eridani III, [[Epsilon Eridani]], Eridani Corporate Federation&lt;br /&gt;
|slogan = Always on guard, always on watch.&lt;br /&gt;
|languages = Sol Common, Tradeband, Tau Ceti Basic&lt;br /&gt;
|ceo = [[Notable Humans#Kubra Mobolaji|Kubra Mobolaji]]&lt;br /&gt;
|colors = &amp;lt;span style=&amp;quot;color:#b9bdcd&amp;quot;&amp;gt;White (#b9bdcd),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#99ccff&amp;quot;&amp;gt;blue (#99ccff),&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#3355ff&amp;quot;&amp;gt;dark blue (#3355ff),&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#363c43&amp;quot;&amp;gt;black (#363c43),&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#c4a56e&amp;quot;&amp;gt;gold (#c4a56e)&amp;lt;/span&amp;gt;&lt;br /&gt;
|founded = 2463&lt;br /&gt;
|founder = Kubra Mobolaji&lt;br /&gt;
|regions = &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Republic of Elyra]]&lt;br /&gt;
* [[Sol Alliance]]&lt;br /&gt;
* [[Republic of Biesel]]&lt;br /&gt;
* [[Coalition of Colonies]]&lt;br /&gt;
* [[Izweski Hegemony]]&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
A coalition of security and medical contractors in service of the [[Stellar Corporate Conglomerate]], the &#039;&#039;&#039;Private Military Contracting Group&#039;&#039;&#039; is one of the elements born from the necessity of protecting an ever-growing corporate empire. Gathering mercenaries from all across the spur, the Private Military Contracting Group deploys a diverse force to anywhere they are needed; from mere office buildings to outposts in the [[Corporate Reconstruction Zone]]. As the megacorporations expand, these contractors follow to secure their holdings.&lt;br /&gt;
&lt;br /&gt;
Unlike the other members of the [[Stellar Corporate Conglomerate]], the Private Military Contracting Group has few employees of its own. Only some liaisons and bureaucrats work behind the scenes to hire and manage the contractors. The rest of its members are in fact part of several organizations contracted to supply the Private Military Contracting Group. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Corporate Affairs ==&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Eridanian military contractors as a whole originate in the early 2200s, during the takeover of the Epsilon Eridani by its economic council. As residents of Eridani I (then known as Kamfulu) rioted and unionised against dangerous working conditions, low pay, and environmental destruction that was occurring on the planet, the Eridani Economic Council formed two loose coalitions of those willing to &amp;quot;restore order&amp;quot;; citizen militias wishing to earn a paycheck in an unstable climate, and ex-Solarian military personnel who were used to pacifying an unhappy populace. These coalitions were deployed en-masse against protestors; they broke strikes, disappeared the loudest dissenters, and restored iron-fisted order to Kamfulu.&lt;br /&gt;
&lt;br /&gt;
After the majority of social unrest was quelled, these militias and private military contractors were gradually adopted into the new Eridani Corporate Federation. The experienced ex-military personnel were established as &#039;&#039;&#039;Ringspire&#039;&#039;&#039;, marketed as highly-paid, highly-deadly mercenaries capable of being deployed in conflict zones just about everywhere. Meanwhile, those who had started out with security contracting in the riots were organised into the less-formal &#039;&#039;&#039;Eagle Corp.&#039;&#039;&#039;, who were eager to hire just about anyone and became a final option for the desperate all over Solarian space. These corporations would eventually fall under the umbrella of control for the Eridani Federation&#039;s chief of system security, essentially the commander-in-chief for any of Eridani&#039;s military forces.&lt;br /&gt;
&lt;br /&gt;
During the Interstellar War, these &amp;quot;EPMCs&amp;quot; grew to great renown as they were deployed alongside Solarian soldiers in ground forces and as strike teams alongside aerospace vessels. The news of their brutality was feared and loathed by the frontiersmen and Solarian allies alike. The Interstellar War also heralded the creation of &#039;&#039;&#039;Sekhmet Intergalactic&#039;&#039;&#039; in 2294, a medical contracting group; while Ringspire and Eagle Corp. had their own medical response divisions, Sekhmet&#039;s creation involved the recruitment of medical specialists, multi-pronged responses for both the groups, and an unscrupulous yet skilled and professional trauma response team to be sent out across the galaxy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;N4NL Incorporated&#039;&#039;&#039; was the fourth corporation to join the official umbrella of Eridani contractors in 2307, as the group branched into data security, electronic warfare, and digital asset protection. While Eridani&#039;s mass surveillance and data collection algorithms had always been vast, N4NL perfected it, creating the intricate network behind the ECF&#039;s employment records, banking, and punishing Extranet surveillance. Shortly after its official addition, the collective of Ringspire, Eagle Corp., Sekhmet, and N4NL became known as the Golden Fist for their incredible reputation for quality results across the Spur.&lt;br /&gt;
&lt;br /&gt;
The corporation that would become the &amp;quot;thumb&amp;quot; of the Golden Fist was founded in 2450 by Farhad al-Sharif, a former N4NL executive and &amp;quot;positronic enthusiast&amp;quot; who had the unusual reputation of purchasing IPCs only to allow them to operate relatively uninhibited. &#039;&#039;&#039;Index Security Solutions&#039;&#039;&#039; was al-Sharif&#039;s plan to make better use of what he viewed as the fascinating capabilities of IPCs, and so became the only EPMC that recruited self-owned IPCs in large quantity.&lt;br /&gt;
&lt;br /&gt;
The Golden Fist&#039;s reputation was such that in 2463, in the face of the growing instability brought on by the phoron scarcity and the Solarian Collapse, the executive board of the [[Stellar Corporate Conglomerate]] approached the Board of Five, Eridani&#039;s heads of government. The insurgency in the [[Corporate Reconstruction Zone]] had the Conglomerate envisioning an agency responsible for reinforcing the corporate security and medical ranks with hired contractors, in a similar fashion to how the Golden Fist was currently operated. It was proposed that Kubra Mobolaji, the chief of system security for the ECF, would be chief executive officer of this conglomerate within the conglomerate, and permit private contracting firms around the Spur to join the initiative.&lt;br /&gt;
&lt;br /&gt;
Thus, the Private Military Contracting Group was born, becoming an umbrella organization to coordinate several distinct contractor elements within the Conglomerate&#039;s structure. Its subsidiaries are tasked with providing adequate manpower, while the Private Military Contracting Group deploys them where it is necessary. While some may question the loyalty of the Group&#039;s employees, the credits fuelled into their contracts have been enough to secure their allegiance. &lt;br /&gt;
&lt;br /&gt;
The PMCG is currently tasked with supplementing the security and medical staff in SCC facilities, and was formerly tasked with supplementing the [[Tau Ceti Armed Forces]] during the Peacekeeper Mandate of [[Mictlan]]. When the megacorporation&#039;s lines become too thin due to the expansion of the conglomerate, the contractors from the Private Military Contracting Group are called to patch these holes. Despite their diverse backgrounds, all employees of the Group receive the necessary training to work in SCC facilities.&lt;br /&gt;
&lt;br /&gt;
=== Influence ===&lt;br /&gt;
The PMCG has managed to carve out a niche for itself within the greater [[Stellar Corporate Conglomerate]] framework. Previously unknown or latent PMC groups are suddenly filling the holes that exist in the intricate networks of the [[Stellar Corporate Conglomerate]] while drawing ire from some who may not wish to see the underworld of contractor work in their professional setting. It is not uncommon to see highly trained Eridani mercenaries flank loutish Frontier bounty hunters, or Unathite noble physicians among Tajaran pharmacists who have retired from biological warfare.  &lt;br /&gt;
&lt;br /&gt;
Nevertheless, the Group&#039;s wide-ranging talents and Kubra Mobolaji&#039;s tight management, as well as being carried by the massively profitable Golden Fist, ensure its permanence as long as the PMCG&#039;s methods remain effective. They also hold power as an independent organization, always holding at least some influence in any war-torn region of space, including the Sparring Sea or the Solarian Wildlands, as they have grown quite popular among those who quickly need an expendable force to do their bidding.&lt;br /&gt;
&lt;br /&gt;
== Executives and Branches ==&lt;br /&gt;
&#039;&#039;&#039;Chief Logistics Officer:&#039;&#039;&#039; Liang Wenqiang, b. 2410&lt;br /&gt;
&lt;br /&gt;
Liang Wenqiang is the current chief logistics officer of the PMCG as a whole and chief executive officer of the Wildlands Squadron, having himself entered the private sector after a prominent career in the Solarian Navy’s special operations branch. Like many of his peers, the Unity Station born career officer felt the despair of the slow but steady decline of the Alliance, accompanied by the infighting and corruption in the Navy, urging him to seek a more lucrative and potentially rewarding employment in the private sector. His plans came to fruition with the founding of a small group of like-minded marines and officers, receiving contracts for protection and convoy escort against pirate raids. The disbanding of the group shortly after four years was not a dissuading factor, Liang having gained a reputation as a competent and bold organiser with substantial combat and planning experience, qualities that, along with a significant network of connections, landed him an executive position in the Group.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Operating Officer:&#039;&#039;&#039; Diana Hakim, b. 2423&lt;br /&gt;
&lt;br /&gt;
Diana Hakim is known as the voice delivering contracts and assignments to the various paramilitary formations and companies that operate under the Group’s umbrella. An [[Eridani Federation| Eridanian]] native, her childhood friendship with Kubra Mobolaji has generated many silent accusations of nepotism amongst the elite. Such thoughts are vastly outclassed by the praise of her organisational skills however, Diana’s shadowy and smart handlings being the driving force behind the operational unity of the many PMCs, ensuring the smooth coexistence and the prevention of unhealthy competition. Having started her career in an unrelated shipping company, she was quick to realise the potential of the Group, being taken on in a junior secretarial position thanks to her friend and skyrocketing through the ranks thanks to merit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Erik Brandrsson, b. 2404&lt;br /&gt;
&lt;br /&gt;
Erik Brandrsson, a [[New Gibson| New Gibsonite]], is the risk assessment expert employed by the Group, having risen to the position after a series of promotions following the merging of his previous employer, Nexus Corporate Security, with the Group. The calm and calculating man, having always been seen by his colleagues as a voice of reason, can trace his beginnings in the PMC sector from a very young age. Upon graduation from his business-oriented studies, he was taken on by the Tau Ceti-dominating [[NanoTrasen]] and placed into a rather unremarkable bureaucratic position inside Nexus, slowly rising through displays of competency and fierce loyalty which he still retains.&lt;br /&gt;
&lt;br /&gt;
=== Major Branches ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eridani III, Epsilon Eridani, [[Eridani Federation|Eridani Corporate Federation]]:&#039;&#039;&#039; The PMCG has several operating branches within the Eridani Corporate Federation, but none are as expansive as the Triangle Complex rising above the barren surface of Eridani III. Nicknamed &amp;quot;The Cell&amp;quot; by the resident dreg population, each of its three towers manages a large portion of the planet’s private military forces, with one being devoted to monitoring naval/interstellar fleet operations, one being an additional training and management centre that specialises in prisoner management, riot control and policing for corporate security officers and mercenary soldiers, and the third being the headquarters of Eridani III’s extensive prison network. It is the managing branch of the PMCG’s operations within the Eridani Corporate Federation, as well as the [[Sol Alliance]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, [[Biesel]], [[Tau Ceti]]:&#039;&#039;&#039; The megacorporation’s branch located in Mendell’s District 10, a rare commercial plot in the district that was purchased and repurposed to serve as the Private Military Contracting Group&#039;s logistics headquarters, was built to hold much of its surplus equipment, the required administrative offices, and a recruitment centre to draw from Biesel’s diverse potential recruit pool. Nearby, a modest shuttle port is reserved for its exclusive usage. The majority of the PMCG contractors host staff within the Mendell branch, resulting in rife competition for contracts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hyperion Data Nexus, [[Valkyrie]], [[Tau Ceti]]:&#039;&#039;&#039; Originally founded by [[NanoTrasen]] and now under the umbrella of NT and the PMCG, the Hyperion Data Nexus is a massive sprawling complex on the moon of Valkyrie, serving as Nexus Corporate Security&#039;s headquarters and deployment for their Rapid Trauma Response Teams. The Data Nexus is also home to research and weapons development, which is usually sold from NanoTrasen to other contractors in the PMCG. A high clearance level is needed to enter the facility and only the most trusted are assigned there for work. Layoffs from the facility&#039;s R&amp;amp;D sector have abounded in the wake of the phoron scarcity, and there are ripplings of discontent and concern as [[Zavodskoi Interstellar]] begins to take over the Spur&#039;s weapons market.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nouvelle-Rochelle, [[Xanu Prime]], [[Coalition of Colonies|Xanu]]:&#039;&#039;&#039; The Nouvelle-Rochelle branch is primarily the headquarters of Xanu Defense Services, and is home to XDS&#039;s shuttleport and the majority of its fleet. This location handles rapid response and deployment across the Coalition of Colonies, and assists in the transportation and recruitment of Coalition citizens wishing to join EPMCs. Coalition Rangers are a common sight at this location, usually working alongside XDS.&lt;br /&gt;
&lt;br /&gt;
== Contractors ==&lt;br /&gt;
&#039;&#039;&#039;These companies are the only ones listed in the Private Military Contracting Group. Headcanon Contractors are not permitted for the Private Military Contracting Group. Your character can only be currently employed from the list below.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Eridani Private Military Contractors ===&lt;br /&gt;
&lt;br /&gt;
Note that all Eridani Private Military Contractors that are &#039;&#039;&#039;not&#039;&#039;&#039; Eridanian natives &#039;&#039;&#039;must&#039;&#039;&#039; undergo an acclimatisation period of at least one month in the [[Eridani_I#Work_Tourism|Eridani PMC Academy on Eridani I]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Ringspire ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; [[Notable Humans#Kubra Mobolaji|Kubra Mobolaji]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A company known for working with anyone with enough funding, Ringspire contractors can be seen on any side of a conflict or job with enough credits to pay them. This has given them a reputation as being little more than hired guns, leaving higher than usual casualties in their wake. The company is also well-known for its indiscriminate use of heavy weapons, ranging from simple rocket launchers to orbital artillery bombardments, in its assignments. It is often said in Eridani’s mercenary community that Ringspire operations zones are easy to identify: simply search for areas with high amounts of corpses, looted buildings, and shell craters.&lt;br /&gt;
&lt;br /&gt;
Ringspire’s most notable recent engagement was their involvement in the S&#039;rend&#039;marr Coalition on Adhomai. Hired by the People’s Republic of Adhomai to guard officials, flush out liberation army cells, they participated in the failed attempts to break through ALA lines on the Ras’nrr fronts and left a trail of devastation in its wake through its use of indiscriminate bombardments, autonomous combat equipment, and heavy amounts of looting by its mercenaries. While the S’rend’marr deployment is one of Ringspire’s most costly operations, company figures estimate that anywhere between fifteen and twenty-five tajara died for every Ringspire fatality. Despite this “kill ratio” (in Ringspire’s own terminology) the PRA opted not to renew the company’s contract.&lt;br /&gt;
&lt;br /&gt;
But for an enterprising commander, Adhomai’s peace led to a far more profitable venture. A small faction of Ringspire remains in the DPRA city of Crevus to lead the company known as Olokun Curios. This smuggling operation posing as an art dealership allies to Adhomai’s low-lifes and self-proclaimed “archaeologists” to locate, secure, and ship tajara artefacts to sell in Eridani. Tajara attempts to investigate Olokun Curios have discovered nothing illegal about the organization, and many investigators have “coincidentally” had fatal accidents during their investigations.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Eagle Corp ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; [[Notable_Humans#Commander_Filije_Thiaw|Filije Thiaw]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With enlisted ranks being filled by lower-class citizens drawn across human space, this company has a reputation for doggedly pursuing its goals no matter the effort required. As one of the more merit-based companies for promotion within the ranks, many officer positions are occupied by people from lower —questionable — backgrounds. The latter are often offered ‘new lives’ within the corporation, turning criminals about to meet the end of their careers into passable, and even valued operatives. The extensive training and ‘reintroduction’ programs sometimes employed in this process are viewed by some as a merciful second chance, and identity-destroying by others.&lt;br /&gt;
&lt;br /&gt;
Recently, the company has launched initiatives to appeal to an even wider base of employees, with advertisement campaigns targeting potential alien contractors all over the Spur. These hopeful (or desperate) recruits find themselves thrown into competitive or dangerous missions, either ending with their promotion or an untimely severing of contracts. Unathi and Vaurca employees have seen especially good rates within the company, as pragmatic and goal-oriented employees are valued greatly by the management.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Sekhmet Intergalactic ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Charité Efulu&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known for their wide reach and even wider history of assignments, Sekhmet Intergalactic has established itself as the premier provider of professional healthcare, no questions asked. It is made up of several smaller companies dedicated to cornering the ever-present market of medical aid and supplies. Though these corporations would get their starts on the advent of the Interstellar War they remained splintered and tied to other forces, located just about anywhere there were patients to save and profit to be generated.&lt;br /&gt;
&lt;br /&gt;
Nowadays, each company within the collective acts as a ‘branch’ on a respective frontline, extending the corporation’s presence to rival that of its peers. Due to this, and the propensity to extend morally dubious contracts, Sekhmet often comes into rivalry with the Interstellar Aid Corps. The IAC offers humanitarian relief with both health and rights considered; in contrast, Sekhmet entices customers with predatory, yet government-grade deals that are at times the only way out. Though many of their doctors, surgeons and front-line medics are happy to take a pretty bonus to their paycheck for a shady assignment, a considerable number of their employees are uncomfortable with this reputation and actively fight it with a consummate work ethic and heaps of experience from all around the Spur.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== N4NL Incorporated ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Farhad al-Sharif&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A company that had its start in meagre technical upkeep and insurance, N4NL Incorporated is nowadays better known for their cutting-edge augmentation and air-tight cyber security. Specializing in technological warfare, N4NL operatives are often augmented with the company’s own brand of technology to guard and operate high-tech equipment, frequently testing prototypes in the meanwhile. Officially the corporation is split between the departments of Asset Insurance and Asset Development, in practice, most employees are found in the former branch. Asset Insurance is famous for everything from contracting civilian employees out as telecommunications engineers or server network maintainers, to operating and testing electronic warfare equipment in the backline of many conflicts, to guarding and maintaining advanced cybersecurity apparatuses across the Orion Spur. N4NL Asset Insurance teams are perhaps the most widespread representatives of the Golden Fist, with most megacorporate facilities having at least a small team on-staff to combat and prevent data security issues. These teams were particularly common on [[Mictlan]] due to the planet’s history of intellectual property theft. Many conspiracy theorists speculate that N4NL Incorporated has had a hand in many “unfortunate accidents”&#039; that have befallen famous Mictlanian copyright violators, but the company has consistently denied these rumours; whether or not they were veracious, Mictlan expelled them from further operations within their borders in 2466.&lt;br /&gt;
&lt;br /&gt;
N4NL’s Asset Development is much less publicly visible than its Asset Insurance counterpart and is primarily concerned with finding new and powerful technologies the company can use for its own benefit. N4NL does their best to disguise this side venture from the view of the public and of their customers, and Asset Development agents are often “seeded” into Asset Insurance teams in order to conduct what the company refers to as “passive corporate observation” in order to discover emergent technologies of interest to the company. While not limited to the department, hefty bonuses are offered for investigating and securing new technologies found out on the field. Many of their contractors are also given experimental augments to field-test, and good performance often correlates with more personalized, high-quality cybernetics offered to an employee, thereby keeping them loyal and dependent. N4NL additionally employs many positronics, both free and company-owned, in its ranks due to the ease with which many modern IPCs can interface with electronic systems and accept new augments.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Index Security Solutions ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Akide Sulu&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Index Security Solutions is the newest addition to the Golden Fist, and one of the few military contractors to employ IPCs, which make up the majority of its employees. The company is known for its top-notch security contracting for both public and private facilities, as well as personal bodyguard detailing for high-level individuals. IPCs owned by this company receive high-quality maintenance and conditions, but operate under a permanent ownership contract, with freedom or transfer to another owner being impossible.&lt;br /&gt;
&lt;br /&gt;
The company’s reputation is quite polarizing thanks to several factors, one of which is Index’s very own ‘Advanced Threat Assessment’ (ATA) data pack which many of its employees come equipped with, allowing units to analyze and respond to potential threats in a nearly super-human capacity. Though a complex program to insert into a positronic, this development has been known to save the lives of many Eridanian officials; most famously preventing a shuttle-bombing targeting the former representative of Eridani I in 2436.&lt;br /&gt;
&lt;br /&gt;
This same tool is seen as oppressive and terrifying by others, particularly by Dregs, who have been personally targeted by harsh profiling algorithms that discriminate by acting on even slight transgressions. Index has mostly refused to comment on this, citing that their units are simply more sensitive than that of others in their field.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Other Private Military Contractors ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== [[NanoTrasen_Corporation#Nexus_Corporate_Security|Nexus Corporate Security]] ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Nexus Corporate Security is [[NanoTrasen|NanoTrasen&#039;s]] private civilian security division, specialising in guarding corporate VIPs and high-ranking cabinet members of the Republic of Biesel. While still owned by NanoTrasen, a share of the company is held by the Private Military Contracting Group, and contractors are listed as both NanoTrasen and PMCG employees. They are known for their distinct black, white, and blue uniforms.&lt;br /&gt;
&lt;br /&gt;
Nexus was founded by Xavier Trasen shortly after the establishment of Hyperion Data Nexus on [[Valkyrie]], in 2418. After NanoTrasen significantly downsized its security contracting division to distribute more funds to research and development, its service industry, and its medical divisions in the wake of the phoron scarcity, Nexus has become the &amp;quot;face&amp;quot; of the company&#039;s security forces. Many of NanoTrasen&#039;s security personnel have ended up employed with Nexus, if they weren&#039;t already poached by [[Idris Incorporated]] or [[Zavodskoi Interstellar]]. Mictlan&#039;s expulsion of N4NL Incorporated from the Sankta Tereza system has disinclined the top brass from attempting further operations on the planet, for now.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Xanu Defense Services ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
Xanu Defense Services is a military contractor focused on space operations, largely made up of bounty hunters, adventurers, and ex-military from across the Coalition of Colonies. It was originally founded after the Interstellar War to provide protection to ships traveling through the dangerous, uncharted parts of the frontier. Despite its name, XDS recruits from all over the Coalition, including alien and synthetic citizens. With the assistance of the relatively-new PMCG, XDS has expanded its services to Biesel and the Corporate Reconstruction Zone after the Solarian Collapse. There they take a mainly neutral stance, not assisting in curbing insurgency, but reclaiming assets, acting as escorts, and driving out piracy.&lt;br /&gt;
&lt;br /&gt;
XDS’s security personnel are specially trained in EVA and boarding drills. They own a sizable fleet of small and medium-size spacecraft, but only lend crew to the SCC. At the moment, most of its ships are busy aiding the Frontier Protection Bureau in securing national borders from dangerous elements.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Wildlands Squadron ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The Wildlands Squadron is a mercenary group made up of Solarian ex-military, unemployed law agents, and refugees from the instability, most from [[Solarian Reconstruction Mandates|minor colonies]] in the Middle Ring, as well as citizens from [[Visegrad]] and [[San Colette]]. As large swathes of territory changed hands during Sol&#039;s collapse, many Mictlani and Port Antilleans who wished to retain their Solarian citizenship joined the Squadron as well. The Squadron ranges in quality across its units, with personnel ranging from experienced ex-military to recruits barely out of their first months of police training when the Collapse hit. Their weaponry and armor is almost always outdated yet still very much functional and kept in good working order, though their vessels are few, mainly relying on the Golden Fist to secure them transport. While the majority of the Squadron is human, IPCs both free and owned are permitted membership, assuming they resided or worked with a former Solarian member-state.&lt;br /&gt;
&lt;br /&gt;
Because of its origins, the non-PMCG corporations are suspicious of the Wildlands Squadron. To avoid any possible collaboration in the [[Corporate Reconstruction Zone]], they are mainly stationed in space stations and ships.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Jackal Incorporated ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
Headquartered in Qamar Azraq, [[New Suez]], Jackal Incorporated is a military contractor specializing in escort and standby security, along with a limited specialised medical response team. They were founded in the aftermath of the Lii’draic Incursion, and joined the PMCG at Kubra Mobolaji’s behest in early 2465. A significant amount of their funding and contracts is provided to them by Elco, Elyra’s premier phoron-processing and R&amp;amp;D company. These contracts range from private security for Elco’s top executives, to being the largest contractor that works with Medina’s Phoron Bulletin. Its personnel are typically made up of Elyran Armed Forces veterans that range from young former conscripts looking for a payday to veterans of the Lii’draic Incursion. Jackal is unpopular among the Republican parliament for its unscrupulousness and what is seen as “luring away” ex-conscripts from their duty to the nation, but the EAF is known to occasionally purchase the company’s services in the Sparring Sea and the Badlands.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grupo Amapola ==== &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
The Grupo Amapola (“Poppy Group”) was founded in 2466 by Salvador Clemente, a former lieutenant of the Mictlan Defense Force and later the Samaritans. Like all Samaritans operating as officers, Clemente was paroled after the Peacekeeper Mandate, under the condition that he would never serve in any military or armed forces in the [[Republic of Biesel]]. This parole, however, did not forbid Clemente from joining a private security group. Amapola was founded from a select group of Clemente’s closest Samaritan subordinates, and spread from there to draw in other eager recruits from across the planet, including in alien communities and El Menaje, [[Mictlan|Mictlan&#039;s]] free synthetic community. As a result, Amapola is one of the rare military contractors that have no company-owned IPCs under their own name, with other corporations hesitant to lend them theirs thus far.&lt;br /&gt;
&lt;br /&gt;
In an ironic twist, Amapola’s first major contract may be with the Republic of Biesel itself, potentially curbing insurgency across the Corporate Reconstruction Zone and even chase overeager pirates into the Middle Ring’s Pustkowie region. Perhaps unsurprisingly, Amapola has a controversial reputation across Mictlan, especially among other former Samaritans.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Little Adhomai#Kazarrhaldiye Operations Group| Kazarrhaldiye Operations Group]] ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
[[File:Kazarrhaldiye flag.png|thumb|right|The logo of Kazarrhaldiye Operations Group, with its Siik&#039;maas name underneath.]]&lt;br /&gt;
Founded by a trio of Tajaran war veterans, the Kazarrhaldiye Operations Group is a private military company based on a space station which can move throughout Tau Ceti’s gravity well. The organization’s origins lie in the personal cliques of its founders, each being EPMC veterans, who then joined with a criminal organization of veterans in [[Little_Adhomai#Kazarrhaldiye_Operations_Group|Little Adhomai]]. Membership swelled in the years since as Second Revolution veterans and other Tajara interested in security work have joined up. Tajara who are inducted into the KOG are sorted into one of its three battalions based on citizenship. Medical workers are put into their own specific corps. It is an open secret that the KOG will deny the application of non-Tajara despite Tajara being allowed into other PMCG members. The KOG has developed a rivalry with Ringspire due to competing for the same low-paying contracts along with the fact some members have fought Ringspire during their [[Tajaran_Military_Structures#The_S&#039;rand&#039;marr_Coalition|Adhomai deployment]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Unathi_Guilds#Dagamur_Freewater_Private_Forces|Dagamuir Freewater Private Forces]] ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Between the high standards of the Kataphracts, the obliteration of the homes of many warriors, and the harsh realities in-between, many Unathi find that they are unable to compete with others for the highest titles warriors can get. Enter the Dagamuir Freewater Private Forces: originating from the country that gives it its namesake, they started as blaggards for centuries up until the disruption that was the Contact War. The PF was founded on Ouerea following much of its original tenets and hires anyone from destitute Wastelanders, former Iron Masks, Ouereans (which typically expands to resident humans, Skrell, and K&#039;laxan Vaurca), and even Aut&#039;akh regardless of their religion or station. They train these recruits (rumoured to be a brutal and arduous ordeal) into hardened mercenaries sold to the highest bidder. &lt;br /&gt;
&lt;br /&gt;
The Freewater Company follow their own beliefs on honour that, while largely true to the Warrior&#039;s Code, betrays the notion that there is such a thing as honourable combat. Underhanded tactics ranged combat, and other things usually appalling to Sinta are used without as much as a wag of the tail. Humans and Skrell that join the company, while not believing in the written tenets, typically agree with their intention and idealistic nature. Additionally, religious tolerance is taught and enforced within the company to keep the begrudging peace; anyone who acts against is liable to get demoted, suspended, or even fired— should they be caught and reported. While leased as contractors and security forces more often than not, they believe more typically in hard time sentencing than fines, quoting their current Black commander Akzazik Voizur, &amp;quot;Credits come and go, but time can never be bought back.&amp;quot; Those that prove themselves to be repeat offenders or especially egregious criminals, like Guwan, may find themselves in hotter water with these contractors around.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== [[Vaurca Organizations#Ve&#039;katak Phalanx|Ve&#039;katak Phalanx]] ==== &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Founded after the Flagsdale riots of 2464 by a [[Vaurca Organizations#Court of Queens|Court of Queens]] decree and made public early in 2465, the Ve&#039;katak Phalanx (Ve&#039;katak translating to &#039;Alliance&#039; in Basic) is a Zo&#039;rane-funded organization with pan-Vaurcaesian goals. Led by Queens [[Zoleth,_The_Herald_of_Scars|Zoleth]], [[Vedhra,_Princess_of_Configurations|Vedhra]] and [[Vytel,_The_Just_Queen|Vytel]] with oversight from [[Vaur,_The_Liminal_Queen|Vaur]]. The Phalanx is considered an independent company from the Court of Queens, though it is heavily influenced by it. The Ve&#039;katak Phalanx is empowered under the amended Court of Queens charter to &amp;quot;undertake action to promote or restore interstellar peace and security to the members of the Court when endangered by threats, external or internal&amp;quot;. This wide-reaching mission statement sees them serve as the de facto police of [[Flagsdale|Flagsdale]], having superseded the existing District 9 neighbourhood watch as well as additionally becoming a common sight patrolling various locations where Vaurcae are stationed. The reason behind this is not only to stop piracy and other forms of crime, but also to patrol for any attacks of Lii&#039;draic origin.&lt;br /&gt;
&lt;br /&gt;
When not deployed on the order of the Court of Queens, many of its members are rented out as private security to Court-approved buyers, mostly in and around [[Tau_Ceti|Tau Ceti]] and [[Uueoa-Esa|Hegemony]] space. While anti-Vaurca sentiment prevents widespread adoption, the skill and unyielding nature of Vaurca Warriors have seen them gain popularity in contested areas such as the [[Corporate_Reconstruction_Zone|Corporate Reconstruction Zone]], the [[The_Orion_Spur#Badlands|Badlands]], and the [[The_Orion_Spur#Sparring_Sea|Sparring Sea]]. They are sometimes seen patrolling these regions in small, rented patrol craft featuring retrofitted engines and drop-pods to support boarding action rather than drawn-out engagements or hitching rides as support for other PMCG vessels. The Ve&#039;katak Phalanx has been seen as a solution to the unemployment crisis of Warrior Vaurcae, who now after several years have a Vaurca employer to support them. Other species are welcome to join the company as long as they hold anti-Lii&#039;dra sentiments, but the entrance tests required are extremely gruelling for non-Vaurca, and those that do pass tend to find integration difficult due to the nature of the species.&lt;br /&gt;
&lt;br /&gt;
Recently, non-Vaurca recruits to the Ve&#039;katak Phalanx have begun a new experimental training program. This program makes extensive use of a secretive Virtual Reality system on Caprice known as the &amp;quot;Neural Simulation Training Environment&amp;quot;. More about this program can be read [[Virtual_Reality#Neural_Simulation_Training_Environment | here.]] &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=31489</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=31489"/>
		<updated>2024-01-14T21:57:52Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Biology */ adds nictitating membrane lore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. Sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
&lt;br /&gt;
To play as Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
&lt;br /&gt;
To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
&lt;br /&gt;
Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Executive Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
=== Coloration ===&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Hharar group, usual coloration:&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|thumb|left|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|thumb|left|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|thumb|left|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Zhan-Khazan group, usual coloration:&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Njarir&#039;Akhran group, usual coloration:&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!M&#039;sai group, usual coloration:&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
To the average human, the Tajara share many similarities with Earth&#039;s felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat efficiently. There are only a handful of areas where fur is not present, those being on the palm of their hands, the soles of their feet, and a number of various orifices as well as a small area around their eyes. Tajara have nictitating membranes, a transparent eyelid layer that assists in preventing snow blindness and keeping their eyes moist against the wind.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look, not unlike a terran lion. This hair tends to be much stronger and a great deal wirier than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 150 cm and 185 cm in height, while the mean body mass is between 65 kg and 100 kg. Females tend to range between 150 cm and 175 cm in height, with their own weight somewhere around 45 kg to 85kg. As such, both their body weight and height are roughly comparable to the average human. Height depends on a Tajara&#039;s ethnicity. Njarir&#039;akhran were bred to be taller, M&#039;sai are a more middle height, Hharar are typically shorter or of middle height, and Zhan-Khazan are usually the tallest of the races.  Any Tajara who falls out of this range is unusually tall or short which typically stems from a medical condition. A Tajaran fetus only takes six months to mature, and Tajaran children likewise mature rapidly, reaching the full extent of their growth by 15 or 16. This rapid maturation has a profound effect on the lifespan of Tajara, as only with modern medicine have Tajara reached ages above 70, with the oldest living Tajara being 84 years old. Most Tajara retire at age 60 when they are too old to work in any capacity.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role that they play in a society to which their biological inclinations make them more suited, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were. Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. The Hharar are the stereotypical &#039;worker&#039; Tajara, commonly described as loyal employees who are passionate and not afraid to voice their opinions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier body weight, they are well-suited to tasks requiring brute strength and heavy lifting. Due to their status as laborer they suffer discrimination and are usually regarded as less intelligent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the third most populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with a vision adapted to compensate for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however, they have a thin reflective layer that has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end to allow easy usage of standard human-based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty-six and forty-eight hours, with a subsequent twenty to twenty-eight hours of sleep. Normally, the waking period is spotted with three to four fifteen-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
Compared to most other known species, the Tajaran body is designed to be more flexible, lithe, and slender despite its thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, and more petite forms. Their distribution of body fat is entirely different from that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
&lt;br /&gt;
Tajara are built for extremely low-temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to bio-suit or radiation suit for extended periods of time end up feeling extremely uncomfortable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
&lt;br /&gt;
For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
&lt;br /&gt;
The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in the total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
&lt;br /&gt;
What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
&lt;br /&gt;
Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with their lower influence on the other nobility. It was during this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
&lt;br /&gt;
Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between the nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
&lt;br /&gt;
Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labor digging in mines and working 18-hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of nobles hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
&lt;br /&gt;
Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. Older Tajara considered these large creations to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislations were introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be basic rights. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
&lt;br /&gt;
However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
&lt;br /&gt;
Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, and even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
===The Uprisings===&lt;br /&gt;
&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
However, they found themselves in a cornered position. Weapons and supplies were being shipped off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
&lt;br /&gt;
This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted to nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
&lt;br /&gt;
===Outcome of the Revolution===&lt;br /&gt;
&lt;br /&gt;
Following the First Revolution, the Hadii emerged as the victorious faction. They had annexed, through diplomacy or war, the remaining factions. Human corporations took an express interest in the Hadii dynasty; they were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made to secure the Hadii&#039;s position in the new Government. In &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, the People&#039;s Republic of Adhomai was officially declared, with &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039;, also known as Rhagrrhuzau Hadii, as its leader. The Tajaran public was markedly distressed by this turn of events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
&lt;br /&gt;
NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, had a monopoly over the majority of the planet&#039;s valuables. Collaboration between the People&#039;s Republic, the Sol Alliance, and the Nralakk Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history. The People&#039;s Republic began campaigns to quickly industrialize Adhomai and educate its people. Approval ratings for the current leadership rose in response. &lt;br /&gt;
&lt;br /&gt;
However, serious problems remained. &#039;&#039;&#039;Al&#039;mari Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, Al&#039;mari made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
&lt;br /&gt;
===The Second Revolution===&lt;br /&gt;
&lt;br /&gt;
The disagreements and hatred of the Hadii republican government had led to insurrection and treachery among Adhomai&#039;s major power figures since Al&#039;mari&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, Al&#039;mari Hadii. In 2451 CE, during a military parade, President Al&#039;mari was assassinated by Tufir Nazzirai. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his betrayal, which claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039;, also known as Malik Hadii, quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and subversive elements. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
&lt;br /&gt;
While Al&#039;mari implemented his new policies, the People&#039;s Republic saw the return of a surviving dynasty, the Azunja, in the form of an uprising in its most remote region. This faction, the New Kingdom of Adhomai, attempted to bring back monarchism to Adhomai through a constitutional monarchy.&lt;br /&gt;
&lt;br /&gt;
Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being Al&#039;mari&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, who claimed that he wanted to take control of the People&#039;s Republic to finally out Al&#039;mari&#039;s legacy. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Nated&#039;s fiercest supporters as they alluded to how he not only left himself greatly vulnerable during the parade but had even left his energy pistol on stun while he was assassinated. &lt;br /&gt;
&lt;br /&gt;
With these two rebellions, Adhomai found itself embroiled in yet another global conflict.&lt;br /&gt;
&lt;br /&gt;
===Adhomai Today===&lt;br /&gt;
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The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
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There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built-in needy areas. &lt;br /&gt;
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Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
 &lt;br /&gt;
The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Nralakk. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
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One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
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The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge. &lt;br /&gt;
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More information: [[Tajaran History]]&lt;br /&gt;
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==Tajaran Factions==&lt;br /&gt;
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Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
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[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
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===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
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The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
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After the Second Revolution, the People&#039;s Republic lost its hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
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===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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The most pervasive and successful rebellion came from a group called the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Na&#039;ted&#039;Akhan]].&lt;br /&gt;
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Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
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The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
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===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; a constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
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During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
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[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
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==Social==&lt;br /&gt;
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Native Tajaran names are usually difficult for humans and other species to pronounce properly; as such, Tajara prefer to take names that they find they themselves can pronounce and are also phonetically pleasing.&lt;br /&gt;
For many, these are names derived from Arabic or Russian backgrounds, as they are the easiest for their inhuman mouths to pronounce.&lt;br /&gt;
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Traditionally, Tajaran names included the name of the dynasty they served, and some Tajara carry over this tradition and have their &#039;middle&#039; name be their dynasty&#039;s name. Other, less fortunate Tajara took up names that denoted their status in the community or aspirations for the convenience of others. This tradition is where the concept of taking up names originated from, thus a Tajara usually have a given child name and a taken up name, with perhaps the dynasty they have served as their middle name. This is different for the members of the PRA, as president Hadii issued a decree in which all Tajara are to change their names to their parent-given names, to encourage party loyalty and pride in tradition. While most dedicated Hadiist have chosen to return to their native names, many Republican Tajara still use their adopted name within and outside of Adhomai.&lt;br /&gt;
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As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities.  Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew.  However, private communication in Siik’Mas or Siik’tajr is not forbidden by NanoTrasen regulations and is often used to hold conversations between Tajara on the crew.  &lt;br /&gt;
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Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.  &lt;br /&gt;
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&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
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It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite focusing more on the spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
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Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages. &lt;br /&gt;
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&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
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Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
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Tajara have a strong biological inclination to roll the &amp;quot;R&amp;quot; sound, extending it. Because of cultural reasons and the grammatical structure of their languages, they also tend to refer to themselves in the third person perspective instead of the traditional first-person (&amp;quot;He has completed his work&amp;quot; instead of &amp;quot;I have completed my work&amp;quot;) though Tajara who have spent a large amount of their lives in space or among other species can overcome this trait with great difficulty. Traditional-minded Tajara usually choose to continue using the third person in basic. Most Tajara only speak to someone in the first person if it is someone they trust substantially. The second person perspective is used in many regional dialects and does not imply any intimacy, however many Tajara prefer the third person even in these cases as a preference.&lt;br /&gt;
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Because of their anatomy, Tajara are capable of using their appendages to express their emotions. Folding one’s ear back usually expresses fear or worry. Ears perked forward to demonstrate interest or attention. Ears also flick involuntarily when exposed to unexpected or loud sounds. Swaying one’s tail continuously is considered a childish way to express satisfaction. Curving down and blistering is a sign of hostility. Bumping muzzles and holding someone’s wrist are common displays of affection.&lt;br /&gt;
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===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
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- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
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There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
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Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
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====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
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In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protect all Tajara.&lt;br /&gt;
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====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
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Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a Tajara was considered.&lt;br /&gt;
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[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
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The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
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Today, the government officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
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The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
[[File:Taj food.png|240px|thumb|right|A common Tajaran meal: hard bread, fish and vegetable soup, and Fatshouter beef.]]&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor were the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
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Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
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Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
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Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
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====Notable Dishes====&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and long-lasting nature. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or thrown at besieging armies during sieges.&lt;br /&gt;
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*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
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*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
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*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
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====Notable Beverages====&lt;br /&gt;
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*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
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*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
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*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
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===The Arts===&lt;br /&gt;
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Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
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Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human-sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
 &lt;br /&gt;
However, literature itself - that is to say novels - has never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from which even learned peasants who had to pay out of pocket to access. This led to the widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
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Traveling circuses have been present in the Tajaran culture since ancient times. Joining a troupe was one of the few available ways for a Tajara to escape the rigid roles of the caste system. Performances usually include trained animals, acrobatics, storytelling, puppetry, strength displays, magic performance, creep shows, and stores selling all kinds of food and curiosities. Since circus schools only started to appear after the First Revolution, artists frequently transmitted their techniques to their pupils. Due to the previous conflicts and the ongoing cold war, wandering troupes face large barriers than ever before. Some of the biggest circuses have left for the stars in search of a more welcoming audience than Adhomai.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances with Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
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====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
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*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
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*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
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===Sports and Games===&lt;br /&gt;
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Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time on their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
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Tabletop RPGs and wargames are popular for Tajara in urban centers. The Tajaran tradition of storytelling lent itself to these games being easily understood and quickly enjoyed by players who saw them as an evolution of the tales that priests shared in their communities. The tabletop scene sprouted a few years following the First Revolution’s end with Siik’maas translated versions of human and skrell tabletops. These were adapted later into localized versions that then became entirely Tajaran systems. The most well-known of these games is “Global Conquest”, originally made by the PRA and then adapted by DPRA and NKA companies, this board game replicates the conquest of Adhomai by different armies. Another is “Explorators of the Unknown”, a modular game where players play as characters exploring or investigating a world of their design. &lt;br /&gt;
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The notion of video games is unknown to the natives of Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is &amp;quot;The Bane of Rashashana&amp;quot;: which follows the tale of an Adhomian folk hero attempting to save her village from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
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====Notable Sports====&lt;br /&gt;
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*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai,  with players in the PRA and a larger following in the NKA. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
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*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Mahmrro came to be associated with the lower classes towards the end of the Steeple Peace. This attitude is visible in the NKA where nobility largely avoid playing the game. Leagues exist in every country for the game with these Mahmrro Clubs gaining much fame. &lt;br /&gt;
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*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
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*&#039;&#039;&#039;Baghrar:&#039;&#039;&#039; an ancient martial art from Adhomai primarily used for sport and contests of strength. The fighting style consists of strikes against the opponent from the waist up. The form of the attacks is primarily swiping motions that take advantage of a Tajara&#039;s claws to rake an opponent&#039;s torso or head. Other moves include punching for friendlier matches or stabbing forward with the claws in typical confrontations. Modern Baghrariri, or people who practice the Baghrar style for sport, usually fight with implements that cover and support their nails to avoid serious bodily damage. Modern Baghrar fights are decided upon with a point-scoring system over three 10-minute rounds, but historical victories were secured by knocking opponents onto the ground. Baghrar has been adapted into several different styles used by Adhomaian police and army units.&lt;br /&gt;
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====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas the upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
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*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving horizontally on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
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=== Military ===&lt;br /&gt;
&lt;br /&gt;
The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high-ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single-shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close-quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
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Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker-firing belt-fed LMGs.&lt;br /&gt;
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Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
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&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
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=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musicals. Some artistic Hharar who lived before the war give accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life that the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead, they have a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
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Because of the Tajara&#039;s history as a repressive, conservative species, they have not grown too open-minded or liberal - unlike humanity&#039;s progressive views for example. Overt displays of affection, xenophilia, and homosexuality among Tajara are looked down on and treated as deviancy. The pre-contact nobility purposefully encouraged these sentiments to further preserve the caste system. Throughout Adhomian history, non-heteronormative individuals have tried to challenge these prejudices by either avoiding accepting marriage as much as they could, settling in a loveless relationship for the purpose of continuing their lineage, or joining the priesthood of Shumaila. The Raskariim, due to their counterculture and rebellious ethos, has become a refuge for some homosexuals.&lt;br /&gt;
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Transgender Tajara are considered a recent phenomenon created by humanization by those scornful of them. However, some Tajaran archeologists believe Tajara not fitting either male or female identities could have lived prior to the Incarnate Dominion. This is supported by findings such as male Priestesses of Mata’ke gods. These findings are disputed by mainstream historians. During the First Revolution, there were noted instances of Tajaran women who had styled themselves as men and attempted to remain so afterward. Transgender Tajara often face a major dilemma in trying to figure out their identities. While human science provides a means to easily present as the gender of their choosing, transitioning is not something recognized by the Adhomian state. Those who do transition often need to go through the expensive and dangerous process of forging a new identity for themselves. This also means cutting themselves off from their family and previous life. The PRA is the easiest nation to do this in. The governmental mafias are all too happy to create new documents for the right amount of credits. If this forgery is found, the Tajara will certainly be arrested; most are charged with espionage and face decades - if not a capital sentence - of imprisonment. Even if Tajara may identify themselves as non-binary or third-gender, these concepts are not currently discussed even among Tajaran LGBTQ circles.&lt;br /&gt;
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There also exists discrimination and bias against other races of Tajara - particularly against Zhan-Khazan for their purported low intelligence and rebellious tendencies. As a result, Tajara generally avoid interbreeding between races. An extension of the racism that prevents Tajara from breeding outside of their race can be found in the general public&#039;s revulsion to the notion of an interethnic relationship, an act that is considered an intolerable fetish by most Tajara. While these stances encapsulate the general view of the Tajaran society, some individuals do challenge these norms; they are commonly shunned and persecuted due to this. Urban Tajara usually hold less prejudice towards mixed couples, with some Hadiist theorists believing that miscegenation is the only way to truly break the pre-contact nobility&#039;s influence on modern society.&lt;br /&gt;
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[[File:Adhomai render 2.png|240px|thumb|right|An Adhomian city.]]&lt;br /&gt;
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===Architecture===&lt;br /&gt;
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Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
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===Holidays===&lt;br /&gt;
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Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
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*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
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*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
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*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
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*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
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&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=S%27rendarr_and_Messa&amp;diff=27473</id>
		<title>S&#039;rendarr and Messa</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=S%27rendarr_and_Messa&amp;diff=27473"/>
		<updated>2022-12-27T05:09:29Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* S&amp;#039;rendarr */ Adds minor detail on symbology.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
==S&#039;rand&#039;marr Worship==&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;  &lt;br /&gt;
- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship  &lt;br /&gt;
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The worship of the twin Adhomai suns, S&#039;rendarr and Messa has a long-standing tradition among the Tajara people and has archaeologically been regarded, with the exclusion of other minor sects, as one of the oldest known religions, alongside the worship of Ma&#039;ta&#039;ke. The religion holds onto very traditional values, promoting collectivism, sharing, and helping those in need.&lt;br /&gt;
[[File:100fixed - kopie.png|1000px|center|thumb|The two gods of the S&#039;rand&#039;marr religion.]]&lt;br /&gt;
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===Dichotomy of S&#039;rand&#039;marr===&lt;br /&gt;
The idea of S&#039;rendarr and Messa being the literal suns is only a recent creation of misunderstanding of human researchers, instead, the two gods are a universe-spanning concept with the holiest reflection of their visage being the twin Suns of Adhomai. Many have questioned what the meaning of the two suns going out would be, the priests have an answer, as it has been prophesied that no Tajara shall live on Adhomai by the time the suns go out.&lt;br /&gt;
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S&#039;rand&#039;marr was encountered by human researchers shortly after their arrival, as it is one of the oldest and certainly the most prominent religions on the planet. It grounds itself in strong communal morals, which have arisen from the frigid and dangerous environments of Adhomai. Its most important virtues are selflessness, restraint, family, and community. In this way, Tajara adherent to the ways of the S’rand’marr can come off as closed off to outsiders, backward, and even authoritarian in their way of belief.&lt;br /&gt;
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Hiding one&#039;s feelings, keeping private matters private, and acting with reservation are expected of every Tajara, young or old. This has created a very conservative view on social life, wherein the whole village is expected to take care of the young and educate them, with the women providing for shelter and warmth and the men food and labor.&lt;br /&gt;
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But times change, and with the arrival of industrialization, modernization, urbanization, and war, the faith has changed too. Nowadays it is not viewed as boorish or shameful if a woman works, as there is no shame in labor. However, she is still expected to be the one taking care of her children at the end of the day. Likewise, while some liberalization has taken place, the idea of harboring relations with someone not of your own species, of the same gender, or behaving much too openly is still considered sinful. It is, however, important to note, that the faith has never historically encouraged or partaken in violent action against such sinful behavior, rather encouraging spiritual counseling or recuperation.&lt;br /&gt;
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The official religious body is referred to as &amp;quot;Parivara&amp;quot; which roughly translated means &amp;quot;Family&amp;quot;. This branch is further split into the female Sun Sisters and male Priests of S&#039;rendarr. Their main role is to act as mediators and healers and to remain out of political matters. But with the frequent factionalism of Adhomai, this is an impossible task and the church often ends up violating this rule. They do try their best to remain neutral, however, and many times in the past the Parivara has called for a ceasefire so that diplomatic talks could be had. There is also a certain silent agitation about the Ma&#039;ta&#039;ke religion and S&#039;rendarr&#039;s position within their pantheon.&lt;br /&gt;
&lt;br /&gt;
==The Parivara==&lt;br /&gt;
&lt;br /&gt;
===Sana Sahira===&lt;br /&gt;
Sana Sahira, a holy city on the tallest mountain of Adhomai, the name roughly translates to &amp;quot;The City of the Suns&amp;quot;, this temple-fortress is the capital of the S&#039;rand&#039;marr faith. . Being located in the Southern mountains of Adhomai close to Nazira, Sana Sahira has remained in the hands of the Parivara without dispute ever since it was built and its modification and improvement have never stopped. The venerable age of this temple is well known and respected, however, that never prevented the various Fathers from improving or attempting to improve on the original construction. With the additions of towers, temples, or walls to shield from winds, bandits, or invading wannabee conquerors. It is said that all who attempt to take the fortress, will be dragged away by the specter of Messa herself.&lt;br /&gt;
&lt;br /&gt;
As of now, the temple is attempting its greatest project, properly archiving the “great horde of scrolls”. This &amp;quot;horde of scrolls&amp;quot; are venerated and holy texts that were hidden within the temple, however, the issue is that no previous Father bothered with giving any outlines or guides on what classifies as a Holy Text, and thus everything from hymns, poems, holy interpretations to even simple and menial works of fiction, diaries and even some shopping lists have made it into these &amp;quot;holy texts&amp;quot;. The current priesthood of the temple is almost fully occupied with the task of proper sorting and plenty of debates are often held over what is and isn&#039;t to be considered sanctions.&lt;br /&gt;
&lt;br /&gt;
The temple of Sana Sahira is not the only church of S’rand’marr, many have been built all over Adhomai and even in outer space. They provide both a place of respite and prayer for weary travelers and a place to stay for priests that consider priesthood employment. Sun Sisters and Priests of S’rrendar live together in these temples, however, in separate dorms. If it comes to smaller temples, like chapels or in remote faraway villages, preference is given to Priests of S’rrendar, as they’re considered more vital by the majority of Tajara.&lt;br /&gt;
&lt;br /&gt;
===Children of the Parivara===&lt;br /&gt;
&lt;br /&gt;
Adoption is frequent with the sun&#039;s priests and has been a time-honored tradition. However, these orphanages lacked much support from Pre-Contact Kingdoms or the PRA. Their situation worsened in the Second Revolution. Many children were turned away during this time as orphanages filled and Priests were overwhelmed. Father K’rriran’s 2464 journey was done to accrue governmental support for these orphanages. Now they have full tax and material support from the NKA, full financial support in DPRA Civilian government territory, and some PRA financial support in exchange for the Ministry of Education holding oversight on them. Conditions are gradually improving and Priests are no longer forced to turn away children because of a lack of resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seedlings&#039;&#039;&#039; – Youngest children who are either given to the church by their parents, taken as orphans or given as “bad seeds” to be re-educated. No gender differentiation or separation at this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saplings/Mistlings&#039;&#039;&#039; – The rank for those raised in the church, students usually learning and studying how to reach priesthood. Both male(Saplings) and female(Mistlings), have to reach the age of 18 before becoming priests. Their education mirrors that of the Sun Daughters and Son’s of Dawn.&lt;br /&gt;
&lt;br /&gt;
===Acolytes of the Parivara===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sun Daughters&#039;&#039;&#039; - A Sun Daughter is the acolyte role of the Messa sisterhood. They can be outsiders of any age, as long as they pass a complex series of tests and interviews to see if they&#039;re qualified for the role. Their education is focused on theology, physical care, and mental care. In order to ascend to Sisterhood, two senior sisters must approve of their progress. Sun Daughters are allowed to leave the temple and preach in other areas, as long as they’re assigned to a local church that has agreed to keep an eye on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sons of Dawn&#039;&#039;&#039; - A Son of Dawn is the acolyte role of the S&#039;rendarr priesthood. They can be outsiders of any age, as long as they pass a complex series of tests and interviews to see if they&#039;re qualified for the role. Their education is focused on theology, oratory skills, and tradition. In order to ascend to Priesthood, two senior priests must approve of their progress. Sons of Dawn are allowed to leave the temple and preach in other areas, as long as they’re assigned to a local church that has agreed to keep an eye on them.&lt;br /&gt;
&lt;br /&gt;
===Clergy of the Parivara===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sun Sister&#039;&#039;&#039; – Their role is to heal, advise, and accompany those dying, helping them on their final voyages. They&#039;re a frequent sight in hospitals all across Adhomai and many physicians were raised as Mistlings or were Sun Daughters themselves. Mistlings become Sun Sister&#039;s upon being of age, however, outsiders must first become Sun Daughters. Due to the Vow of Whispers, they’re expected to take a secondary role in preaching, politics, and church finances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priests of S&#039;rendarr&#039;&#039;&#039; – The main body of the faith, are tasked with preaching, the blessing of children, reading and copying of holy scriptures, and other priestly duties. They often have access to advanced education, meaning many of them are on the level of state-educated scientists, chemists, and philosophers. Saplings become Priest&#039;s of S&#039;rendarr as they have been raised for such a task. Outsiders must first become a Son of Dawn.&lt;br /&gt;
&lt;br /&gt;
===Head&#039;s of the Parivara===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S&#039;rendarr’s Closest&#039;&#039;&#039; – Selected from Priests of S&#039;rendarr by other S&#039;rendarr&#039;s Closest. The application is based on reputation. A successful applicant will be given a region of Adhomai to administer, as well as a seat on the council. From then on he is responsible for all churches in that region, financially, morally, and in the actual physical upkeep of the buildings. Recently this system has been called into question, as the limited number of council members (44) means that churches outside of Adhomai do not have a legal administrator and are usually kept to the local priests. The applicant must be male, 44 years of age, and a Tajara born on Adhomai.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Father&#039;&#039;&#039; – Currently Valyan K&#039;rrirran. While usually leaving the administration to the S&#039;rendarr&#039;s Closest, The Father holds ultimate power. At any time he can order, recall, or veto any statement made by any previous Father or member of the S&#039;rendarr faith. This power is rarely exercised and the position of The Father has remained mostly an honorary one. Applicant must be at least 54 years old, and can only be selected from S&#039;rendarr’s Closest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mother&#039;&#039;&#039; – Currently Zuzana Il-Rranha. The Mother holds a secondary role to The Father, despite the duality of the religion. She holds no official power and remains mostly a figurehead. While in the past a Vow of Silence has been upheld, with her support it has been replaced with a new Vow of Whispers. Despite this, Zuzana opted to keep to the Vow of Silence to full effect until her death. The applicant must be at least 55 years old, and can only be selected from Sun Sisters.&lt;br /&gt;
&lt;br /&gt;
===Vow of Whispers===&lt;br /&gt;
&lt;br /&gt;
In the past, Sun Sisters used to swear a Vow of Silence. Forever forbidding themselves from speaking, with the exception of the Shi-rr’ata (Eclipse) holiday. This Vow had been in effect for hundreds of years, until the 18th of August, 2462 Central Galactic Time. After the Armistice of Shastar was signed, translators from the PRA were invited to the Sana Sahira in hopes of helping with certain translations. There, they had made a grand discovery, the sacred Vow of Silence was mistranslated in the past. With this knowledge, the newly elected Father Valyan K&#039;rrirran, with The Mother&#039;s permission made an important announcement. The Vow of Silence is no longer a required vow and instead, it will be replaced with the Vow of Whispers.&lt;br /&gt;
&lt;br /&gt;
Not as restrictive as the previous vow, the Vow of Whispers allows a Sun Sister to speak. However, her words must be heard only by the intended recipients, and only when it serves a purpose. If she wishes to preach, she can do so, but it should only be done if there is no Sun Priest present. If the sister chatters, spreads rumors, and babbles idly, it is to be reported to the nearest Sun Priest, who will administer her punishment. If no brother is present, she is to administer her own punishment. This vow is not literal, and the priestess can speak with normal intonation.&lt;br /&gt;
&lt;br /&gt;
Answering a question, sharing a diagnosis, explaining holy teachings, and talking others through their issues are now all on the list of responsibilities. Some disagree with this decision, mostly the brotherhood. Some argue that this is infringing on the duties of the priests, while others say that it distracts the sister&#039;s from their maintaining and healing duties. Still, for the most part, it is a welcome change and while many sisters still choose to keep their Vow of Silence, many more welcome being able to heal the mind as well as the body.&lt;br /&gt;
&lt;br /&gt;
==S&#039;rendarr==&lt;br /&gt;
&lt;br /&gt;
(The Golden One, Bringer of Seeds, Father of Daylight, All-father, Joy-Bringer)&lt;br /&gt;
&lt;br /&gt;
S&#039;rendarr is the deity of life, fertility, sunlight, youthful energy, and everything associated with the time of summer and daylight. He is considered the patron of pregnancy, youth, and farmers and so ends up being the more popular of the two siblings. However contrary to popular belief, S&#039;rendarr is not associated with just the positive; fire, impatience, brashness, weeds, and natural drugs also belong in the domain of S&#039;rendarr. In many ballads and hymns, he is described as overexcited and overzealous sometimes leading his more unrestrained followers into their opulence from which they are often rescued by Messa.&lt;br /&gt;
&lt;br /&gt;
S&#039;rendarr is the god Tajara call upon during their marriage rituals, with the birth of newborns, when giving praise or compliments to physical attributes;&lt;br /&gt;
&amp;quot;He has S&#039;rendarr&#039;s eyes&amp;quot;, paying someone a compliment. &lt;br /&gt;
&amp;quot;S&#039;rendarr give you both long lives&amp;quot;, a wish to the newlyweds. &lt;br /&gt;
&amp;quot;S&#039;rendarr did not spare on this one&amp;quot;, being impressed with one’s skill.&lt;br /&gt;
&lt;br /&gt;
The most common portrayal of S’rrendar is a simple golden sun, if color is not available a simple whited-out circle will suffice. The rays of his sun are usually square or rounded at the tip. Such symbols are often drawn on cribs, field markers, or directly on livestock to bring life or a bountiful harvest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Holy S&#039;rendarr, bless this ravaged body!”&#039;&#039; - Post-battle prayer when one has sustained many wounds during their fight, 25th page, the third verse of The Brightest Sunlight Tome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kahara S&#039;rendarr Mai&#039;&#039;&#039;&lt;br /&gt;
(Walk of S&#039;rendarr On Earth)&lt;br /&gt;
&lt;br /&gt;
Often simply referred to as “Mai”, this national holiday is popular with Tajara of all cycles, young or old. On this day a Sage of S&#039;rendarr is chosen (usually a mayor) in each city and blessed by the priest. He is given a jug and seed and tasked with putting at least one seed and one drop of water upon every doorstep. While the tradition is still followed accurately in rural areas, in the more urbanized centers of Adhomai this has taken a more liberal approach as instead men of all ages run into the streets, visiting door to door asking for Ruined Water(Alcohol) and Rotten Seeds(eggs) while singing carols. The woman of the house is tasked with providing such things, if the carol is sung well the carolers are rewarded, if their singing, however, is slanted and drunken they&#039;re instead doused in cold water and forced to return home.&lt;br /&gt;
&lt;br /&gt;
===Marriage===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S&#039;rendal&#039;Mati&#039;&#039;&#039;  &lt;br /&gt;
(Live with S’rrendar)&lt;br /&gt;
&lt;br /&gt;
One of the most joyous and important matters of the clergy is marriage, unlike the religion of Ma&#039;ta&#039;ke, the church of S&#039;rendarr recognizes the importance of a wedding, and the preparations for such celebration can take days. The day of the wedding begins early in the morning with the preparation of seating and decoration of the local church or other equally important building, be it spiritually or administratively. Once those preparations are finished, usually two to three hours before noon, the food is brought in, consisting of rich meats and fruits, however, during the war it was usually substituted with rations. About an hour before the wedding ceremony, the bride and groom are woken up and dressed, the groom in a bright yellow and white wedding suit with a tall, frilly hat. While the bride takes on a much darker, fully encompassing dress but not restricted regarding the coloration. Nowadays, many Tajara opt for more humanized styles of clothing, such as suits and wedding dresses.&lt;br /&gt;
&lt;br /&gt;
Precisely at noon the bride and groom meet at the altar, and a present priest recites the holy vows and with the wedding wrist wraps, one blue for the bride and one of gold for the groom ties their hands together. Afterward, a representative of the local government has the bride and groom sign into the marriage registry. From then on celebrations begin and many use wedding days to secure their own future brides and grooms. The bride and groom are required to stay tied together by these wrist wraps until the end of the celebrations. From then on the two wear their respective wrap, in order to signal that they’re taken. The PRA government does not officially support this ceremony and does not provide representatives, newlyweds must visit the local city hall or post office to sign the registry. It is illegal to be considered married without signing the government registry.&lt;br /&gt;
&lt;br /&gt;
Cloth wrist wraps are not a requirement but it is required that the two items which are supposed to signify a bond must &amp;quot;connect&amp;quot; or be capable of intertwining together. Further one must be darker than the other one. Jewelry, silk, or even rope has been used in the past instead of wrist wraps.&lt;br /&gt;
&lt;br /&gt;
==Messa==&lt;br /&gt;
&lt;br /&gt;
(The Last Mother, The Sister, The White Goddess, Soldiers Wife, The Weeping One)&lt;br /&gt;
&lt;br /&gt;
Messa, the somber, colder, and female goddess of Adhomai. Contrary to initial human belief, Messa is not an evil deity, she is, however, tasked with the difficult job of ushering the deceased into her realm, bringing both life and death into balance. She is the deity of inevitability, old age, and winter, but also of guidance, wisdom, protection, and patience. It is she who protects the souls of the dead and it is she who permits the end of suffering. In this way, she also represents peaceful resolutions and the inevitable end of conflicts.&lt;br /&gt;
&lt;br /&gt;
Messa is the god Tajara call upon when they wish for a peaceful resolution, have met with someone unpleasant, or when describing a Tajara&#039;s mental attributes.&lt;br /&gt;
“Messa guides him,” a wish of farewell.&lt;br /&gt;
“Messa! Look what you did!” a curse offering a sense of reprieve.&lt;br /&gt;
“He has Messa&#039;s patience,” a compliment.&lt;br /&gt;
&lt;br /&gt;
Messa is usually depicted as a blue sun, if color is not available an empty circle will suffice. The rays around Messa&#039;s sun are typically depicted as being spiked at the end. Her symbol isn’t representative of a blessing, but protection. It is drawn to chase out evil spirits, protect the souls of the deceased, and even during exorcisms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shi-rr’ata&#039;&#039;&#039;&lt;br /&gt;
(Eclipse)&lt;br /&gt;
&lt;br /&gt;
Due to the trajectory of Adhomai, there comes a time every year where Messa the blue sun completely eclipses S&#039;rendarr the yellow sun. This results in the reduction of natural light and a complete change of the Adhomai color pallet. For most Tajara this means that they’ll partake in the ancient rituals of “Shi-rr’ata” or “The Eclipse” as it is translated to Tau Ceti basic. Preparations for these rituals usually take up the whole week. Candles, incense, the burial of all that is dead, purchase of talismans from the local Sun Sisters, and many other local rituals commence. Some Tajara seek the advice of ancestors during these times, others wish to make peace with the dead or those wronged and others still wish to simply live out this day in contemplation and prayer. This day is not somber for all, however, for example, the Sun Sisters celebrate during these times, seeing it as a sign of their goddess’s satisfaction.  There is, however, a dark ritual carried out. A rumor has spread that if one dies during this holiday, they are guaranteed a passage to Messa’s forever, regardless of how sinful their life is. The Parivara has denied this, despite this, cases of the poor, hungry, sick or dying, being killed by their relatives appear from time to time. Many say the Sun’s Penitent has started this rumor, the group refuses to comment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virr Henhati&#039;&#039;&#039;&lt;br /&gt;
(Last Ritual)&lt;br /&gt;
&lt;br /&gt;
Upon death, a ritual to call Messa is to be performed as soon as possible. Usually, the closest relative or a member of the clergy would be expected to perform this ritual, but with the recent turbulent years, it is something a close friend or a physician can perform instead. The steps to follow are to make the body face the skies, reinforce their grip upon the last thing they held in their hands and close their eyes. Once rigor mortis sets in, the body is ready for burial, as it marks the soul leaving the body.&lt;br /&gt;
&lt;br /&gt;
==Burial==&lt;br /&gt;
&lt;br /&gt;
While Burial is regarded as much less important than the death ritual itself, it is nonetheless an important part of passing, as disrespect to the dead can cause reprisal and wrath.&lt;br /&gt;
The proper way to pass, according to the S’rrand’marr, is to become one with the stars. The preferred method being incineration, however, in the cold climate of Adhomai, this is not always possible. Thus the more common methods were tree burials and elevated burials, wherein the deceased would be sealed inside a wooden coffin and raised among the branches or upon an elevated platform. There his body would be safe from scavengers and would eventually, with time, turn to bones, which would be later burned in a regular fire and their name would be etched inside their home by a relative to watch over them. &lt;br /&gt;
&lt;br /&gt;
With urbanization, starvation, and warfare these burials became too lengthy and towns would quickly run out of space, and so families were encouraged to store bodies until enough accumulated to justify a mass burial bonfire. Many were outraged and a few peasant rebellions were launched, which were quickly suppressed. Family tombs became popular for those who could build them, those who couldn’t; would simply store their dead in their own homes, usually in the attic which wasn’t heated, or an adjacent shack. With the rise of industrialization, cremation became viable and even preferred and now makes up the majority of burials in Adhomai, with even smaller villages keeping a dedicated furnace for the dead. A few Tajara have taken it a step further and had their bodies launched straight into the suns, although this is considered distasteful by most, NT promotes this service.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
&lt;br /&gt;
The nature of Messa’s forever has been disputed ever since the two gods existed. Some argue it is a quiet and peaceful place where one enjoys their final rest, others say it’s a great hall where Tajara dine at giant golden tables, Ma&#039;ta&#039;ke at the head, mead, and meat aplenty. Even more say that Messa’s forever is akin to the life Tajara lives today, however malleable to suit the wishes and needs of every Tajara. But all texts agree that it is a pleasant place, many alleging that the fact they do not know what greatness awaits them, means it is indescribable.&lt;br /&gt;
&lt;br /&gt;
The power of Messa over the souls of the dead is indisputable, and while Tajara do believe in ghosts, spirits, and other such things, they are often understood as Messa giving someone a lesson or a chance to finish their earthly deeds before their final rest.&lt;br /&gt;
&lt;br /&gt;
It is ascribed that Messa is relatively forgiving. Those who lived sinful lives will spend a hundred years on their journey for each sin not forgiven or repented for. Said journey is cold, lonely, and painful, ensuring that what is owed in repentance is paid in suffering. But for those who purposefully go off the path, those who betray, lie and mislead. Only one faith awaits, Raskara.&lt;br /&gt;
&lt;br /&gt;
==Raskara==&lt;br /&gt;
&lt;br /&gt;
(The Strange One, Whisperer, Black Mirror, Stranger, Door and Key, Maggot Fathermother)&lt;br /&gt;
&lt;br /&gt;
Raskara is an anomaly, not only theologically and historically but also astrologically as the moon, representing Raskara, is older than Adhomai. This suggests it is an asteroid snatched by Adhomai’s gravity, rather than a piece of Adhomai that separated during its forming. Some historical sources disagree, saying the moon was no present until Tajara inhabited the surface, but this has been debunked by modern science and the Parivara itself.&lt;br /&gt;
&lt;br /&gt;
Raskara is only described in a few scriptures and is always referred to as “it”, rather than “he” or “she” as is the case with the other gods. Likewise, it seems to be identical to its representation in the Ma’ta’ke pantheon, that a being of pure evil. In S’rrand’marr it represents everything unnatural or evil; debauchery, treachery, unrighteous war, denial. The worship of Raskara is forbidden by clergy, and while the law does not outright forbid it, worshippers are usually arrested on vague charges of public debauchery or political dishonesty. Despite this, there are a few who invoke its name for worship.&lt;br /&gt;
&lt;br /&gt;
Using Raskara in an insult or a cuss word is on the level of an extremely inappropriate slur and should be avoided in all formal social situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shi-rra Arr’Kahata&#039;&#039;&#039;&lt;br /&gt;
(Darkest Eclipse)&lt;br /&gt;
&lt;br /&gt;
There is a day every twelve years where Raskara eclipses both S&#039;rendarr and Messa. These are considered very bad times. Tajara do not leave their homes, clergy spend their day praying and hoping for tomorrow, complete darkness envelops Adhomai even during the daytime. Likewise, all trade is halted, and a state-mandated holiday is ordered for all Tajara present on Adhomai. Life brought to the world on this day is not celebrated, as it is said that children born on this day have traded their souls for special powers, they are accredited with the ability to read minds, project curses, control others with a single glance and read the future. Many families choose to dispose of their newborns on this day, and while it is illegal, every governmental body on Adhomai, outside of the atheistically minded PRA, tends to turn a blind eye to this practice.&lt;br /&gt;
&lt;br /&gt;
==The Suns War of Harr&#039;masir==&lt;br /&gt;
&lt;br /&gt;
Throughout the history of Adhomai, the Raskariim was always a secretive religion, living on the edges of society. However, ancient historical and religious texts indicate that during a certain period of Tajaran history the cult of Raskara had a large influence over the continent of Harr’masir.&lt;br /&gt;
&lt;br /&gt;
Around the year 1600 CE, the empire of Azumah was affected by a succession crisis that resulted in a civil war between several factions; claimants to the throne, rebels, and separatists. Most of Harr’masir soon turned into a lawless hinterland, controlled by bandits and warring princes, which facilitated the resurgence and spread of the faith of the Moon. Many nobles and commoners formally adopted the Raskariim as their official faith, renouncing S’rendarr, Messa, and the deities of Ma’ta’ke. Temples and shrines dedicated to Raskara were built across the land of Harr’masir, and the society descended into debauchery and cruel religious rituals, including the return of ritual murder. It was a common practice for criminals and even armies to raid the colonies and other kingdoms such as the isle of Amohda.&lt;br /&gt;
&lt;br /&gt;
The Parivara, distressed by the growth of the Raskariim, requested that the kingdoms and empires of Adhomai act against Harr’masir. An alliance between several monarchs and noble houses, led by the kingdom of Kaltir, organized a massive military campaign to invade the continent. The expedition landed on Baltor and marched to the interior of the country, defeating the drunken and splintered warring princes easily. Hunting down criminals and pirates, destroying temples, and killing countless warlocks and followers of Raskara.&lt;br /&gt;
&lt;br /&gt;
It was a resounding victory that sent the Raskariim fleeing into obscurity. The cult was considered utterly defeated by the nobility at the time, with many believing that it would never rise again. Unfortunately, this attitude would prove to be a mistake as it allowed the cult to rise again hundreds of years later, now with a much friendlier and adaptive attitude to the modern Tajaran lifestyle and mindset. But where Raskara goes those capable of fighting it follow, and the renewed Kin of S&#039;rendarr.&lt;br /&gt;
&lt;br /&gt;
===Kin of S&#039;rendarr===&lt;br /&gt;
&lt;br /&gt;
The Kin of S&#039;rendarr is a knightly order of the Parivara church, established during the long-ago Sun Wars. The order itself had fallen out of grace during the later years, its internal hierarchy completely subservient to the Parivara and without any ties to the aristocracy made the ruling classes displeased and suspicious after the Sun Wars had ended and the usual bickering between nobles resumed. Parivara, however, continued their recruiting, and eventually, the amount of armed peasantry in the Kin outnumbered the aristocratic knights, leading to the monarchs at the time to enforce strict taxations and tariffs upon the order militant. Members of the Kin, unable or unwilling to pay these taxations all eventually renounced the order, disbanding it.&lt;br /&gt;
&lt;br /&gt;
The Discovery of humanity, wars, suffering, and corruption have all lifted the Raskariim out of the shadows with Tajara even publicly admitting to membership. With the Adhomai governments refusing to take this issue seriously, the Parivara was forced to once again call in the order militant. An act that has so far gone mostly unnoticed, as the number of recruits so far numbers in the low hundreds. These new investigators have taken to the streets, trying to find and weed out any possible cultists. Be it with the governments&#039; help or without it. Shining armor replaced by a classy trenchcoat, sword with a revolver, and zeal with cunning, these new investigators have begun to trail all Raskariim activity. The investigators themselves have practically no authority, as they’re not recognized as official investigators by any of the governments, although many of them are employed in the police force. The New Kingdom once had heavy taxes levied on any member of the organization. These were removed shortly after Father K’rrirran’s private meeting with Queen Shumaila. &lt;br /&gt;
&lt;br /&gt;
The investigators of this order usually identify each other with Rosettes depicting S&#039;rendarr orange sun clutched in a gloved hand, and ritual shillelaghs they carry on their person at all times. The order accepts all Tajara above the age of 15 with the exception of the mentally or physically handicapped or those born while Raskara, the moon, was at its peak.&lt;br /&gt;
&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category:Mythology]]&lt;br /&gt;
[[Category: Religions]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=S%27rendarr_and_Messa&amp;diff=27472</id>
		<title>S&#039;rendarr and Messa</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=S%27rendarr_and_Messa&amp;diff=27472"/>
		<updated>2022-12-27T05:07:45Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Messa */ Adds new detail to Messa symbology.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
==S&#039;rand&#039;marr Worship==&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;  &lt;br /&gt;
- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship  &lt;br /&gt;
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The worship of the twin Adhomai suns, S&#039;rendarr and Messa has a long-standing tradition among the Tajara people and has archaeologically been regarded, with the exclusion of other minor sects, as one of the oldest known religions, alongside the worship of Ma&#039;ta&#039;ke. The religion holds onto very traditional values, promoting collectivism, sharing, and helping those in need.&lt;br /&gt;
[[File:100fixed - kopie.png|1000px|center|thumb|The two gods of the S&#039;rand&#039;marr religion.]]&lt;br /&gt;
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===Dichotomy of S&#039;rand&#039;marr===&lt;br /&gt;
The idea of S&#039;rendarr and Messa being the literal suns is only a recent creation of misunderstanding of human researchers, instead, the two gods are a universe-spanning concept with the holiest reflection of their visage being the twin Suns of Adhomai. Many have questioned what the meaning of the two suns going out would be, the priests have an answer, as it has been prophesied that no Tajara shall live on Adhomai by the time the suns go out.&lt;br /&gt;
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S&#039;rand&#039;marr was encountered by human researchers shortly after their arrival, as it is one of the oldest and certainly the most prominent religions on the planet. It grounds itself in strong communal morals, which have arisen from the frigid and dangerous environments of Adhomai. Its most important virtues are selflessness, restraint, family, and community. In this way, Tajara adherent to the ways of the S’rand’marr can come off as closed off to outsiders, backward, and even authoritarian in their way of belief.&lt;br /&gt;
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Hiding one&#039;s feelings, keeping private matters private, and acting with reservation are expected of every Tajara, young or old. This has created a very conservative view on social life, wherein the whole village is expected to take care of the young and educate them, with the women providing for shelter and warmth and the men food and labor.&lt;br /&gt;
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But times change, and with the arrival of industrialization, modernization, urbanization, and war, the faith has changed too. Nowadays it is not viewed as boorish or shameful if a woman works, as there is no shame in labor. However, she is still expected to be the one taking care of her children at the end of the day. Likewise, while some liberalization has taken place, the idea of harboring relations with someone not of your own species, of the same gender, or behaving much too openly is still considered sinful. It is, however, important to note, that the faith has never historically encouraged or partaken in violent action against such sinful behavior, rather encouraging spiritual counseling or recuperation.&lt;br /&gt;
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The official religious body is referred to as &amp;quot;Parivara&amp;quot; which roughly translated means &amp;quot;Family&amp;quot;. This branch is further split into the female Sun Sisters and male Priests of S&#039;rendarr. Their main role is to act as mediators and healers and to remain out of political matters. But with the frequent factionalism of Adhomai, this is an impossible task and the church often ends up violating this rule. They do try their best to remain neutral, however, and many times in the past the Parivara has called for a ceasefire so that diplomatic talks could be had. There is also a certain silent agitation about the Ma&#039;ta&#039;ke religion and S&#039;rendarr&#039;s position within their pantheon.&lt;br /&gt;
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==The Parivara==&lt;br /&gt;
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===Sana Sahira===&lt;br /&gt;
Sana Sahira, a holy city on the tallest mountain of Adhomai, the name roughly translates to &amp;quot;The City of the Suns&amp;quot;, this temple-fortress is the capital of the S&#039;rand&#039;marr faith. . Being located in the Southern mountains of Adhomai close to Nazira, Sana Sahira has remained in the hands of the Parivara without dispute ever since it was built and its modification and improvement have never stopped. The venerable age of this temple is well known and respected, however, that never prevented the various Fathers from improving or attempting to improve on the original construction. With the additions of towers, temples, or walls to shield from winds, bandits, or invading wannabee conquerors. It is said that all who attempt to take the fortress, will be dragged away by the specter of Messa herself.&lt;br /&gt;
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As of now, the temple is attempting its greatest project, properly archiving the “great horde of scrolls”. This &amp;quot;horde of scrolls&amp;quot; are venerated and holy texts that were hidden within the temple, however, the issue is that no previous Father bothered with giving any outlines or guides on what classifies as a Holy Text, and thus everything from hymns, poems, holy interpretations to even simple and menial works of fiction, diaries and even some shopping lists have made it into these &amp;quot;holy texts&amp;quot;. The current priesthood of the temple is almost fully occupied with the task of proper sorting and plenty of debates are often held over what is and isn&#039;t to be considered sanctions.&lt;br /&gt;
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The temple of Sana Sahira is not the only church of S’rand’marr, many have been built all over Adhomai and even in outer space. They provide both a place of respite and prayer for weary travelers and a place to stay for priests that consider priesthood employment. Sun Sisters and Priests of S’rrendar live together in these temples, however, in separate dorms. If it comes to smaller temples, like chapels or in remote faraway villages, preference is given to Priests of S’rrendar, as they’re considered more vital by the majority of Tajara.&lt;br /&gt;
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===Children of the Parivara===&lt;br /&gt;
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Adoption is frequent with the sun&#039;s priests and has been a time-honored tradition. However, these orphanages lacked much support from Pre-Contact Kingdoms or the PRA. Their situation worsened in the Second Revolution. Many children were turned away during this time as orphanages filled and Priests were overwhelmed. Father K’rriran’s 2464 journey was done to accrue governmental support for these orphanages. Now they have full tax and material support from the NKA, full financial support in DPRA Civilian government territory, and some PRA financial support in exchange for the Ministry of Education holding oversight on them. Conditions are gradually improving and Priests are no longer forced to turn away children because of a lack of resources.&lt;br /&gt;
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&#039;&#039;&#039;Seedlings&#039;&#039;&#039; – Youngest children who are either given to the church by their parents, taken as orphans or given as “bad seeds” to be re-educated. No gender differentiation or separation at this time.&lt;br /&gt;
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&#039;&#039;&#039;Saplings/Mistlings&#039;&#039;&#039; – The rank for those raised in the church, students usually learning and studying how to reach priesthood. Both male(Saplings) and female(Mistlings), have to reach the age of 18 before becoming priests. Their education mirrors that of the Sun Daughters and Son’s of Dawn.&lt;br /&gt;
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===Acolytes of the Parivara===&lt;br /&gt;
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&#039;&#039;&#039;Sun Daughters&#039;&#039;&#039; - A Sun Daughter is the acolyte role of the Messa sisterhood. They can be outsiders of any age, as long as they pass a complex series of tests and interviews to see if they&#039;re qualified for the role. Their education is focused on theology, physical care, and mental care. In order to ascend to Sisterhood, two senior sisters must approve of their progress. Sun Daughters are allowed to leave the temple and preach in other areas, as long as they’re assigned to a local church that has agreed to keep an eye on them.&lt;br /&gt;
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&#039;&#039;&#039;Sons of Dawn&#039;&#039;&#039; - A Son of Dawn is the acolyte role of the S&#039;rendarr priesthood. They can be outsiders of any age, as long as they pass a complex series of tests and interviews to see if they&#039;re qualified for the role. Their education is focused on theology, oratory skills, and tradition. In order to ascend to Priesthood, two senior priests must approve of their progress. Sons of Dawn are allowed to leave the temple and preach in other areas, as long as they’re assigned to a local church that has agreed to keep an eye on them.&lt;br /&gt;
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===Clergy of the Parivara===&lt;br /&gt;
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&#039;&#039;&#039;Sun Sister&#039;&#039;&#039; – Their role is to heal, advise, and accompany those dying, helping them on their final voyages. They&#039;re a frequent sight in hospitals all across Adhomai and many physicians were raised as Mistlings or were Sun Daughters themselves. Mistlings become Sun Sister&#039;s upon being of age, however, outsiders must first become Sun Daughters. Due to the Vow of Whispers, they’re expected to take a secondary role in preaching, politics, and church finances.&lt;br /&gt;
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&#039;&#039;&#039;Priests of S&#039;rendarr&#039;&#039;&#039; – The main body of the faith, are tasked with preaching, the blessing of children, reading and copying of holy scriptures, and other priestly duties. They often have access to advanced education, meaning many of them are on the level of state-educated scientists, chemists, and philosophers. Saplings become Priest&#039;s of S&#039;rendarr as they have been raised for such a task. Outsiders must first become a Son of Dawn.&lt;br /&gt;
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===Head&#039;s of the Parivara===&lt;br /&gt;
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&#039;&#039;&#039;S&#039;rendarr’s Closest&#039;&#039;&#039; – Selected from Priests of S&#039;rendarr by other S&#039;rendarr&#039;s Closest. The application is based on reputation. A successful applicant will be given a region of Adhomai to administer, as well as a seat on the council. From then on he is responsible for all churches in that region, financially, morally, and in the actual physical upkeep of the buildings. Recently this system has been called into question, as the limited number of council members (44) means that churches outside of Adhomai do not have a legal administrator and are usually kept to the local priests. The applicant must be male, 44 years of age, and a Tajara born on Adhomai.&lt;br /&gt;
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&#039;&#039;&#039;The Father&#039;&#039;&#039; – Currently Valyan K&#039;rrirran. While usually leaving the administration to the S&#039;rendarr&#039;s Closest, The Father holds ultimate power. At any time he can order, recall, or veto any statement made by any previous Father or member of the S&#039;rendarr faith. This power is rarely exercised and the position of The Father has remained mostly an honorary one. Applicant must be at least 54 years old, and can only be selected from S&#039;rendarr’s Closest.&lt;br /&gt;
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&#039;&#039;&#039;The Mother&#039;&#039;&#039; – Currently Zuzana Il-Rranha. The Mother holds a secondary role to The Father, despite the duality of the religion. She holds no official power and remains mostly a figurehead. While in the past a Vow of Silence has been upheld, with her support it has been replaced with a new Vow of Whispers. Despite this, Zuzana opted to keep to the Vow of Silence to full effect until her death. The applicant must be at least 55 years old, and can only be selected from Sun Sisters.&lt;br /&gt;
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===Vow of Whispers===&lt;br /&gt;
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In the past, Sun Sisters used to swear a Vow of Silence. Forever forbidding themselves from speaking, with the exception of the Shi-rr’ata (Eclipse) holiday. This Vow had been in effect for hundreds of years, until the 18th of August, 2462 Central Galactic Time. After the Armistice of Shastar was signed, translators from the PRA were invited to the Sana Sahira in hopes of helping with certain translations. There, they had made a grand discovery, the sacred Vow of Silence was mistranslated in the past. With this knowledge, the newly elected Father Valyan K&#039;rrirran, with The Mother&#039;s permission made an important announcement. The Vow of Silence is no longer a required vow and instead, it will be replaced with the Vow of Whispers.&lt;br /&gt;
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Not as restrictive as the previous vow, the Vow of Whispers allows a Sun Sister to speak. However, her words must be heard only by the intended recipients, and only when it serves a purpose. If she wishes to preach, she can do so, but it should only be done if there is no Sun Priest present. If the sister chatters, spreads rumors, and babbles idly, it is to be reported to the nearest Sun Priest, who will administer her punishment. If no brother is present, she is to administer her own punishment. This vow is not literal, and the priestess can speak with normal intonation.&lt;br /&gt;
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Answering a question, sharing a diagnosis, explaining holy teachings, and talking others through their issues are now all on the list of responsibilities. Some disagree with this decision, mostly the brotherhood. Some argue that this is infringing on the duties of the priests, while others say that it distracts the sister&#039;s from their maintaining and healing duties. Still, for the most part, it is a welcome change and while many sisters still choose to keep their Vow of Silence, many more welcome being able to heal the mind as well as the body.&lt;br /&gt;
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==S&#039;rendarr==&lt;br /&gt;
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(The Golden One, Bringer of Seeds, Father of Daylight, All-father, Joy-Bringer)&lt;br /&gt;
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S&#039;rendarr is the deity of life, fertility, sunlight, youthful energy, and everything associated with the time of summer and daylight. He is considered the patron of pregnancy, youth, and farmers and so ends up being the more popular of the two siblings. However contrary to popular belief, S&#039;rendarr is not associated with just the positive; fire, impatience, brashness, weeds, and natural drugs also belong in the domain of S&#039;rendarr. In many ballads and hymns, he is described as overexcited and overzealous sometimes leading his more unrestrained followers into their opulence from which they are often rescued by Messa.&lt;br /&gt;
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S&#039;rendarr is the god Tajara call upon during their marriage rituals, with the birth of newborns, when giving praise or compliments to physical attributes;&lt;br /&gt;
&amp;quot;He has S&#039;rendarr&#039;s eyes&amp;quot;, paying someone a compliment. &lt;br /&gt;
&amp;quot;S&#039;rendarr give you both long lives&amp;quot;, a wish to the newlyweds. &lt;br /&gt;
&amp;quot;S&#039;rendarr did not spare on this one&amp;quot;, being impressed with one’s skill.&lt;br /&gt;
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The most common portrayal of S’rrendar is a simple golden sun, if color is not available a simple whited-out circle will suffice. Such symbols are often drawn on cribs, field markers, or directly on livestock to bring life or a bountiful harvest.&lt;br /&gt;
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&#039;&#039;“Holy S&#039;rendarr, bless this ravaged body!”&#039;&#039; - Post-battle prayer when one has sustained many wounds during their fight, 25th page, the third verse of The Brightest Sunlight Tome.&lt;br /&gt;
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&#039;&#039;&#039;Kahara S&#039;rendarr Mai&#039;&#039;&#039;&lt;br /&gt;
(Walk of S&#039;rendarr On Earth)&lt;br /&gt;
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Often simply referred to as “Mai”, this national holiday is popular with Tajara of all cycles, young or old. On this day a Sage of S&#039;rendarr is chosen (usually a mayor) in each city and blessed by the priest. He is given a jug and seed and tasked with putting at least one seed and one drop of water upon every doorstep. While the tradition is still followed accurately in rural areas, in the more urbanized centers of Adhomai this has taken a more liberal approach as instead men of all ages run into the streets, visiting door to door asking for Ruined Water(Alcohol) and Rotten Seeds(eggs) while singing carols. The woman of the house is tasked with providing such things, if the carol is sung well the carolers are rewarded, if their singing, however, is slanted and drunken they&#039;re instead doused in cold water and forced to return home.&lt;br /&gt;
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===Marriage===&lt;br /&gt;
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&#039;&#039;&#039;S&#039;rendal&#039;Mati&#039;&#039;&#039;  &lt;br /&gt;
(Live with S’rrendar)&lt;br /&gt;
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One of the most joyous and important matters of the clergy is marriage, unlike the religion of Ma&#039;ta&#039;ke, the church of S&#039;rendarr recognizes the importance of a wedding, and the preparations for such celebration can take days. The day of the wedding begins early in the morning with the preparation of seating and decoration of the local church or other equally important building, be it spiritually or administratively. Once those preparations are finished, usually two to three hours before noon, the food is brought in, consisting of rich meats and fruits, however, during the war it was usually substituted with rations. About an hour before the wedding ceremony, the bride and groom are woken up and dressed, the groom in a bright yellow and white wedding suit with a tall, frilly hat. While the bride takes on a much darker, fully encompassing dress but not restricted regarding the coloration. Nowadays, many Tajara opt for more humanized styles of clothing, such as suits and wedding dresses.&lt;br /&gt;
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Precisely at noon the bride and groom meet at the altar, and a present priest recites the holy vows and with the wedding wrist wraps, one blue for the bride and one of gold for the groom ties their hands together. Afterward, a representative of the local government has the bride and groom sign into the marriage registry. From then on celebrations begin and many use wedding days to secure their own future brides and grooms. The bride and groom are required to stay tied together by these wrist wraps until the end of the celebrations. From then on the two wear their respective wrap, in order to signal that they’re taken. The PRA government does not officially support this ceremony and does not provide representatives, newlyweds must visit the local city hall or post office to sign the registry. It is illegal to be considered married without signing the government registry.&lt;br /&gt;
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Cloth wrist wraps are not a requirement but it is required that the two items which are supposed to signify a bond must &amp;quot;connect&amp;quot; or be capable of intertwining together. Further one must be darker than the other one. Jewelry, silk, or even rope has been used in the past instead of wrist wraps.&lt;br /&gt;
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==Messa==&lt;br /&gt;
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(The Last Mother, The Sister, The White Goddess, Soldiers Wife, The Weeping One)&lt;br /&gt;
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Messa, the somber, colder, and female goddess of Adhomai. Contrary to initial human belief, Messa is not an evil deity, she is, however, tasked with the difficult job of ushering the deceased into her realm, bringing both life and death into balance. She is the deity of inevitability, old age, and winter, but also of guidance, wisdom, protection, and patience. It is she who protects the souls of the dead and it is she who permits the end of suffering. In this way, she also represents peaceful resolutions and the inevitable end of conflicts.&lt;br /&gt;
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Messa is the god Tajara call upon when they wish for a peaceful resolution, have met with someone unpleasant, or when describing a Tajara&#039;s mental attributes.&lt;br /&gt;
“Messa guides him,” a wish of farewell.&lt;br /&gt;
“Messa! Look what you did!” a curse offering a sense of reprieve.&lt;br /&gt;
“He has Messa&#039;s patience,” a compliment.&lt;br /&gt;
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Messa is usually depicted as a blue sun, if color is not available an empty circle will suffice. The rays around Messa&#039;s sun are typically depicted as being spiked at the end. Her symbol isn’t representative of a blessing, but protection. It is drawn to chase out evil spirits, protect the souls of the deceased, and even during exorcisms.&lt;br /&gt;
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&#039;&#039;&#039;Shi-rr’ata&#039;&#039;&#039;&lt;br /&gt;
(Eclipse)&lt;br /&gt;
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Due to the trajectory of Adhomai, there comes a time every year where Messa the blue sun completely eclipses S&#039;rendarr the yellow sun. This results in the reduction of natural light and a complete change of the Adhomai color pallet. For most Tajara this means that they’ll partake in the ancient rituals of “Shi-rr’ata” or “The Eclipse” as it is translated to Tau Ceti basic. Preparations for these rituals usually take up the whole week. Candles, incense, the burial of all that is dead, purchase of talismans from the local Sun Sisters, and many other local rituals commence. Some Tajara seek the advice of ancestors during these times, others wish to make peace with the dead or those wronged and others still wish to simply live out this day in contemplation and prayer. This day is not somber for all, however, for example, the Sun Sisters celebrate during these times, seeing it as a sign of their goddess’s satisfaction.  There is, however, a dark ritual carried out. A rumor has spread that if one dies during this holiday, they are guaranteed a passage to Messa’s forever, regardless of how sinful their life is. The Parivara has denied this, despite this, cases of the poor, hungry, sick or dying, being killed by their relatives appear from time to time. Many say the Sun’s Penitent has started this rumor, the group refuses to comment.&lt;br /&gt;
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&#039;&#039;&#039;Virr Henhati&#039;&#039;&#039;&lt;br /&gt;
(Last Ritual)&lt;br /&gt;
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Upon death, a ritual to call Messa is to be performed as soon as possible. Usually, the closest relative or a member of the clergy would be expected to perform this ritual, but with the recent turbulent years, it is something a close friend or a physician can perform instead. The steps to follow are to make the body face the skies, reinforce their grip upon the last thing they held in their hands and close their eyes. Once rigor mortis sets in, the body is ready for burial, as it marks the soul leaving the body.&lt;br /&gt;
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==Burial==&lt;br /&gt;
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While Burial is regarded as much less important than the death ritual itself, it is nonetheless an important part of passing, as disrespect to the dead can cause reprisal and wrath.&lt;br /&gt;
The proper way to pass, according to the S’rrand’marr, is to become one with the stars. The preferred method being incineration, however, in the cold climate of Adhomai, this is not always possible. Thus the more common methods were tree burials and elevated burials, wherein the deceased would be sealed inside a wooden coffin and raised among the branches or upon an elevated platform. There his body would be safe from scavengers and would eventually, with time, turn to bones, which would be later burned in a regular fire and their name would be etched inside their home by a relative to watch over them. &lt;br /&gt;
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With urbanization, starvation, and warfare these burials became too lengthy and towns would quickly run out of space, and so families were encouraged to store bodies until enough accumulated to justify a mass burial bonfire. Many were outraged and a few peasant rebellions were launched, which were quickly suppressed. Family tombs became popular for those who could build them, those who couldn’t; would simply store their dead in their own homes, usually in the attic which wasn’t heated, or an adjacent shack. With the rise of industrialization, cremation became viable and even preferred and now makes up the majority of burials in Adhomai, with even smaller villages keeping a dedicated furnace for the dead. A few Tajara have taken it a step further and had their bodies launched straight into the suns, although this is considered distasteful by most, NT promotes this service.&lt;br /&gt;
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===Death===&lt;br /&gt;
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The nature of Messa’s forever has been disputed ever since the two gods existed. Some argue it is a quiet and peaceful place where one enjoys their final rest, others say it’s a great hall where Tajara dine at giant golden tables, Ma&#039;ta&#039;ke at the head, mead, and meat aplenty. Even more say that Messa’s forever is akin to the life Tajara lives today, however malleable to suit the wishes and needs of every Tajara. But all texts agree that it is a pleasant place, many alleging that the fact they do not know what greatness awaits them, means it is indescribable.&lt;br /&gt;
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The power of Messa over the souls of the dead is indisputable, and while Tajara do believe in ghosts, spirits, and other such things, they are often understood as Messa giving someone a lesson or a chance to finish their earthly deeds before their final rest.&lt;br /&gt;
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It is ascribed that Messa is relatively forgiving. Those who lived sinful lives will spend a hundred years on their journey for each sin not forgiven or repented for. Said journey is cold, lonely, and painful, ensuring that what is owed in repentance is paid in suffering. But for those who purposefully go off the path, those who betray, lie and mislead. Only one faith awaits, Raskara.&lt;br /&gt;
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==Raskara==&lt;br /&gt;
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(The Strange One, Whisperer, Black Mirror, Stranger, Door and Key, Maggot Fathermother)&lt;br /&gt;
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Raskara is an anomaly, not only theologically and historically but also astrologically as the moon, representing Raskara, is older than Adhomai. This suggests it is an asteroid snatched by Adhomai’s gravity, rather than a piece of Adhomai that separated during its forming. Some historical sources disagree, saying the moon was no present until Tajara inhabited the surface, but this has been debunked by modern science and the Parivara itself.&lt;br /&gt;
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Raskara is only described in a few scriptures and is always referred to as “it”, rather than “he” or “she” as is the case with the other gods. Likewise, it seems to be identical to its representation in the Ma’ta’ke pantheon, that a being of pure evil. In S’rrand’marr it represents everything unnatural or evil; debauchery, treachery, unrighteous war, denial. The worship of Raskara is forbidden by clergy, and while the law does not outright forbid it, worshippers are usually arrested on vague charges of public debauchery or political dishonesty. Despite this, there are a few who invoke its name for worship.&lt;br /&gt;
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Using Raskara in an insult or a cuss word is on the level of an extremely inappropriate slur and should be avoided in all formal social situations.&lt;br /&gt;
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&#039;&#039;&#039;Shi-rra Arr’Kahata&#039;&#039;&#039;&lt;br /&gt;
(Darkest Eclipse)&lt;br /&gt;
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There is a day every twelve years where Raskara eclipses both S&#039;rendarr and Messa. These are considered very bad times. Tajara do not leave their homes, clergy spend their day praying and hoping for tomorrow, complete darkness envelops Adhomai even during the daytime. Likewise, all trade is halted, and a state-mandated holiday is ordered for all Tajara present on Adhomai. Life brought to the world on this day is not celebrated, as it is said that children born on this day have traded their souls for special powers, they are accredited with the ability to read minds, project curses, control others with a single glance and read the future. Many families choose to dispose of their newborns on this day, and while it is illegal, every governmental body on Adhomai, outside of the atheistically minded PRA, tends to turn a blind eye to this practice.&lt;br /&gt;
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==The Suns War of Harr&#039;masir==&lt;br /&gt;
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Throughout the history of Adhomai, the Raskariim was always a secretive religion, living on the edges of society. However, ancient historical and religious texts indicate that during a certain period of Tajaran history the cult of Raskara had a large influence over the continent of Harr’masir.&lt;br /&gt;
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Around the year 1600 CE, the empire of Azumah was affected by a succession crisis that resulted in a civil war between several factions; claimants to the throne, rebels, and separatists. Most of Harr’masir soon turned into a lawless hinterland, controlled by bandits and warring princes, which facilitated the resurgence and spread of the faith of the Moon. Many nobles and commoners formally adopted the Raskariim as their official faith, renouncing S’rendarr, Messa, and the deities of Ma’ta’ke. Temples and shrines dedicated to Raskara were built across the land of Harr’masir, and the society descended into debauchery and cruel religious rituals, including the return of ritual murder. It was a common practice for criminals and even armies to raid the colonies and other kingdoms such as the isle of Amohda.&lt;br /&gt;
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The Parivara, distressed by the growth of the Raskariim, requested that the kingdoms and empires of Adhomai act against Harr’masir. An alliance between several monarchs and noble houses, led by the kingdom of Kaltir, organized a massive military campaign to invade the continent. The expedition landed on Baltor and marched to the interior of the country, defeating the drunken and splintered warring princes easily. Hunting down criminals and pirates, destroying temples, and killing countless warlocks and followers of Raskara.&lt;br /&gt;
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It was a resounding victory that sent the Raskariim fleeing into obscurity. The cult was considered utterly defeated by the nobility at the time, with many believing that it would never rise again. Unfortunately, this attitude would prove to be a mistake as it allowed the cult to rise again hundreds of years later, now with a much friendlier and adaptive attitude to the modern Tajaran lifestyle and mindset. But where Raskara goes those capable of fighting it follow, and the renewed Kin of S&#039;rendarr.&lt;br /&gt;
&lt;br /&gt;
===Kin of S&#039;rendarr===&lt;br /&gt;
&lt;br /&gt;
The Kin of S&#039;rendarr is a knightly order of the Parivara church, established during the long-ago Sun Wars. The order itself had fallen out of grace during the later years, its internal hierarchy completely subservient to the Parivara and without any ties to the aristocracy made the ruling classes displeased and suspicious after the Sun Wars had ended and the usual bickering between nobles resumed. Parivara, however, continued their recruiting, and eventually, the amount of armed peasantry in the Kin outnumbered the aristocratic knights, leading to the monarchs at the time to enforce strict taxations and tariffs upon the order militant. Members of the Kin, unable or unwilling to pay these taxations all eventually renounced the order, disbanding it.&lt;br /&gt;
&lt;br /&gt;
The Discovery of humanity, wars, suffering, and corruption have all lifted the Raskariim out of the shadows with Tajara even publicly admitting to membership. With the Adhomai governments refusing to take this issue seriously, the Parivara was forced to once again call in the order militant. An act that has so far gone mostly unnoticed, as the number of recruits so far numbers in the low hundreds. These new investigators have taken to the streets, trying to find and weed out any possible cultists. Be it with the governments&#039; help or without it. Shining armor replaced by a classy trenchcoat, sword with a revolver, and zeal with cunning, these new investigators have begun to trail all Raskariim activity. The investigators themselves have practically no authority, as they’re not recognized as official investigators by any of the governments, although many of them are employed in the police force. The New Kingdom once had heavy taxes levied on any member of the organization. These were removed shortly after Father K’rrirran’s private meeting with Queen Shumaila. &lt;br /&gt;
&lt;br /&gt;
The investigators of this order usually identify each other with Rosettes depicting S&#039;rendarr orange sun clutched in a gloved hand, and ritual shillelaghs they carry on their person at all times. The order accepts all Tajara above the age of 15 with the exception of the mentally or physically handicapped or those born while Raskara, the moon, was at its peak.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category:Mythology]]&lt;br /&gt;
[[Category: Religions]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability&amp;diff=27138</id>
		<title>Tajara Space Capability</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability&amp;diff=27138"/>
		<updated>2022-11-23T22:14:11Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Free Gakal&amp;#039;zaal Station */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
=Space Flight=&lt;br /&gt;
&lt;br /&gt;
At the time of their discovery, the Tajara thought of spaceflight the same as we might think of cold fusion. However, with human first contact, these mental barriers were not dismantled but rather blown apart. All at once, apathy, shock, joy, and existential dread resonated through the entirety of Adhomai. Many were overjoyed; beings from outer space had come to usher in a new age of enlightenment and knowledge. They were swiftly corrected.&lt;br /&gt;
Now, forty years later space flight had become somewhat mundane. All three governments have implemented strict spacing laws, materials are frequently carried in and space exports are made on a daily schedule. Still, the Tajara people remain the most divided in their opinions of space flight. Many see it as the beginning of the hard times, others recognize it as a simple business and a few more know it’s their only way off of this planet.&lt;br /&gt;
&lt;br /&gt;
==History of Space Flight==&lt;br /&gt;
Shortly after the first contact, multiple offers were made by the royal houses to purchase human vessels, however, all were rejected. While no records of negotiations have survived to this day, it is assumed this was done to lessen the impact of Tajara on galactic politics. The first space port on Adhomai itself was established on Crevus. It was almost as lax as it is today, with human and skrell smugglers making regular use of it even after the establishment of the Republic. &lt;br /&gt;
&lt;br /&gt;
After the first revolution and the establishment of the new federal government, President Rhagrrhuzau Hadii put much effort into ensuring the PRA would be provided a vessel and trained personnel. Eventually, after months of negotiations, the new PRA was provided the Freighter &amp;quot;Ruka&amp;quot; alongside 20 trained human astronauts, and blueprints of the ship. The Ruka would be the vessel that the first Tajara astronauts were trained on. After achieving this deal President Hadii’s isolationist rhetoric began to surface. Historians argue over whether this was already on its way or if the securing of a Tajara space program motivated the President to switch his public views. &lt;br /&gt;
&lt;br /&gt;
With these new materials, the first Tajara satellites were launched into space. The rapid advancement of technology ensured that eventually, a Tajara would reach space without the assistance of a human vessel. After the first trip to space, next came visits to other planets, Raskara was first on the list, and while many religious folks protested against it the mission was successfully completed. After all of these successes, the pinnacle of Tajara engineering was completed and launched into space: an advanced (for the time) orbital platform known as The People’s Space Station, crewed only by Tajara.&lt;br /&gt;
&lt;br /&gt;
That was the official process for the Republican effort. In Crevus’ speakeasies, black markets, and the spaceport a very different process began. Tajara signed illegally onto smuggling crews and independent space vessels for many reasons. Some wished to see space, some were drawn to the credits, and some simply needed a place to escape Crevus’ burgeoning crime families. Nonetheless, these Tajara were among the first of the species’ spacers. They worked harsh jobs aboard those vessels and over time began to ascend in the hierarchy of the crews. Some would go on to become ship captains in their own right through labor, trickery, or murder. These Tajara who gained their own vessels went on to use them as part of Adhomai’s growing black market. Thus, they began the other Tajara space tradition of smuggling.&lt;br /&gt;
&lt;br /&gt;
The Republican “space high” wore off rather quickly after the assassination. The few trained space captains and their vessels remained loyal to the PRA, being high ranking party members themselves. However, their crews were of a different opinion, and after a myriad of mutinies and sabotage, practically the whole fleet was unusable for the first half of the war. Eventually, PRA managed to manufacture its first fully militarized ship, the PNA Retaliation as well as restore their civilian crafts. Soon, many more decommissioned and outdated human ships would be purchased, and alongside the PNA Retaliation, they&#039;d spend the rest of the war attempting to cut off smuggling supply lines of the DPRA and NKA.&lt;br /&gt;
&lt;br /&gt;
Now peace reigns, but the PRA space navy still reigns supreme in the S&#039;rand&#039;marr system. Neither the DPRA nor NKA are capable of competing with the PRA, and still rely mostly on human contractors and illegal smugglers. This has led to both factions having a much smaller presence in galactic politics and their citizens usually have to make traveling purchases out of their own pocket. However, the DPRA’s victory at Gakal’zaal and the taking of the shipyards there along with the NKA’s civilian trade fleet has challenged the PRA’s near-monopoly on space. Now as the Space Force and Merchant Marine develop, only time can tell if they can truly defeat the PRA’s space supremacy. &lt;br /&gt;
&lt;br /&gt;
==Civilian Ships and Installations==&lt;br /&gt;
&lt;br /&gt;
Civilian and foreign ships are a common sight around the resource-rich Adhomai. The SCC, CoC, Elyra, and independent contractors frequently fly in and out of Adhomai to trade or mine resources. The Federation has also been a more frequent sight due to their recent, relatively positive, interactions with the PRA. &lt;br /&gt;
&lt;br /&gt;
In the past, ships owned by Tajara who were not citizens of the PRA would be confiscated by the state and the owner arrested. Alien-owned ships that lacked official permits designating them as working for a megacorporation or for the PRA would share the same fate, albeit with their non-Tajara crew deported. Now in times of peace, it is only PRA citizens who are not permitted to privately own a space vessel, however, they can function as government contractors and be lent a ship, provided they&#039;re a loyal party member. This doesn&#039;t mean NKA and DPRA Tajara have it easy, due to PRA&#039;s dominant supremacy all NKA and DPRA ships are searched if caught, any illegal goods they find are then immediately confiscated and sent to the PRA. The two other governments find it difficult to protect their citizens in this matter, their recommendation is to simply not get caught or become a government contractor, as PRA ships won&#039;t touch those out of fear of provoking war.&lt;br /&gt;
&lt;br /&gt;
===Freighter===&lt;br /&gt;
Tajaran designed freighters are similar in design to any other freighter, with the exception of added crudeness and a certain amateurish touch. There is one specialty, which is the emergency ejection system. Most Tajara freighters are capable of ditching their entire cargo load within seconds; leaving the goods for the pirates while the ship itself survives another day. Few captains use this system to make quick drops into hostile territories. This tactic is unpopular as very little cargo, or those supposed to receive said cargo, survive the impact.&lt;br /&gt;
&lt;br /&gt;
===Database Freighters===&lt;br /&gt;
Made from adapted designs of the first freighter Tajara ever worked upon, Database freighters are PRA vessels made specially for gathering information on star systems and what passes through them. They are equipped with several portholes that open to extend far-reaching antennae that can pick up signals from ships or launch radio waves to track moving objects in space. The fleets of the Kosmostrelki usually have a few and some remain in orbit in the S’rend’marr and Hro’zamal systems. One vessel attempted to defect to the ALA during the war and was swiftly turned to scrap by an Orbital Navy destroyer. With the creation of the Tajani satellite, it is unknown if Database Freighters will be superseded by the new devices. The designs of the Database Freighters were leaked during the war and both the DPRA and NKA are hoping to field their own in the future. &lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
Civilian transports of Tajara design are a rare sight, but they do exist. Built for survival in dangerous space, these ships boast both extremely thick plating and large, powerful engines. Making them some of the safest ships in the Badlands. This of course comes at the cost of comfort, the plating and engines leave little room for effective heat dispersal and during long and intense chases, passengers can even &amp;quot;cook alive&amp;quot; inside their cabins if they&#039;re close to the engines.&lt;br /&gt;
&lt;br /&gt;
===Mining Jacks===&lt;br /&gt;
A skipjack would usually be seen in the hands of smugglers but Tajara have developed an ingenious way of mining. Instead of using a large ship to land on an asteroid and deploying a mining crew, these small, one-pilot Jacks simply cut away a part of an asteroid and take it back to a mining station. There it is processed while the skipjack flies off to the asteroid again. This also means that the crews are on their own, and if anything goes wrong they&#039;ll end up stranded and without any immediate help.&lt;br /&gt;
&lt;br /&gt;
===Scrapper===&lt;br /&gt;
A frequent sight in Tajaran space are Scrappers. Crewed by three or five Tajara, these horseshoe-shaped ships use their electromagnets to latch onto other ships, after which they either two the ship into a nearby spaceyard or offer repairs on the spot. This service is free for PRA ships and used frequently, while foreigners often prepare to repair their own ships. Scrappers also frequently engage in &amp;quot;debris cleanup&amp;quot;, towing unsalvagable ships or satellites into spaceyards to be scrapped and re-used. An urban legend persists that certain Scrappers tow healthy ships into scrap, hoping to steal other ships&#039; contents after they are dismantled alongside the crew.&lt;br /&gt;
&lt;br /&gt;
===Helping Hand===&lt;br /&gt;
Larger shuttles were eventually made to construct the People’s Station. The Helping Hand was what came forth. Bristling with robotic arms, loaded with various lathes, and large holds to hold many resources and engineers, the Helping Hands have been a great tool in rapidly building installations for the PRA to use. Their robotic hands are controlled through consoles used by technicians to move materials and assist in-space engineers in constructing whatever is needed for the PRA’s spacers. These can also be used in ship repairs in a pinch. Any important PRA space installation will have at least one Helping Hand. The DPRA and the NKA have noticed the usefulness of this design and have swiftly created their own. The DPRA’s Helping Hands are presently being used to expand and modify the Free Gakal’zaal Station. &lt;br /&gt;
&lt;br /&gt;
===Smugglers===&lt;br /&gt;
From the first revolution to the most recent Gakal’zaal uprising, smuggling has always played a large part in Tajara history. The DPRA in particular harbors very good relations with smugglers, keeping them more as a permanent asset rather than a quick hire. While the PRA would love to get rid of these smugglers, many arrive at Adhomai under legitimate corporate interests or at least masking as such. This gives them an uninterrupted way in and out.&lt;br /&gt;
&lt;br /&gt;
=People&#039;s Republic of Adhomai=&lt;br /&gt;
Realizing that ship-combat is utterly different from naval or ground combat, the PRA developed a unique doctrine titled “The Blizzard”. It is defined by quick hit-and-run attacks of smaller interceptors while larger ships stand back as fire support. This has led to the Tajara fleets being very effective in eliminating pirates, but rather fragile in any other sustained combat. The PRA&#039;s Orbital Navy is led by an appointed [https://wiki.aurorastation.org/index.php?title=Notable_Tajara#Chief_Naval_Commander_Samirro_Qarrarhaz Chief Naval Commander].&lt;br /&gt;
[[File:Ships pew pew.png|350px|thumb|right|Organization of the PRA space forces.]]&lt;br /&gt;
&lt;br /&gt;
==Hadiist Ship Models==&lt;br /&gt;
&lt;br /&gt;
===Fang===&lt;br /&gt;
Fangs are piloted interceptors with low shielding, light armour, unguided rockets, and ballistic cannons. Their design is based on outdated alliance corvettes, and they&#039;re designed to fit in large quantities into carriers and corvettes. The early years of the Orbital Fleet had largely poorly trained pilots flying Fangs. After the Armistice the Fangs received actual shield systems along with a VR training program for the pilots. Pilots have a much higher rate of survival now but still face high fatality rates, a fact that makes them dour and negative.&lt;br /&gt;
&lt;br /&gt;
===Claw===&lt;br /&gt;
A new adaptation of the Fang design, Claws are larger two person fighters made to improve the combat capabilities of the Orbital Navy’s rockets. Meant to operate at the very forefront of space battles, they have the capability to transpond locational data back to a mother ship. This way the guided rockets that said mother ship fires have a better idea of where their target is and unguided rockets can be better aimed at the enemy. While designed for mobility with better engines and a strong shielding system, piloting a Claw is even more dangerous than a Fang. Pilots believe that being assigned to a Claw is a death sentence and a sign that you angered your superiors.&lt;br /&gt;
&lt;br /&gt;
===Snowstorm===&lt;br /&gt;
The most advanced addition to the Tajaran fleet, the Snowstorm is a skipjack operated by a pilot and a hacker. They employ a wide range of signal disruptors, hacking tools, and scramblers. Capable of disabling even a large destroyer, they&#039;re sent out alongside the smaller Fangs who serve as a distraction with the Snowstorm tries to get as close to the enemy vessel as possible and disable their systems. While provided special jumpsuits, the hackers on these ships are required to frequently shave their fur to prevent any short-circuiting of their sensitive equipment, thus they&#039;re often lovingly called &amp;quot;Smooths&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Icelance===&lt;br /&gt;
Perfection of the PRA doctrine, these ships function as space artillery. Magnetic accelerators along the whole length of the ship fire titanium rods at supersonic speeds. Being impossible to shoot down by gunners due to their thin profile, and undetectable by conventional point-defense make these firing mechanisms a perfect fit. However, they are very slow and are only capable of firing a few shots before their battery runs dry, giving them a low rate of fire. Thus it is a rare sight to see an Icelance without a supporting Headmaster or Sentinel.&lt;br /&gt;
&lt;br /&gt;
===Icelance GC-2 (Glacial Worm Type 2 variant)===&lt;br /&gt;
The main difference between the regular Icelance and the GC-2 is the main weapon. With the perfection of cryonics, PRA scientists have equipped this ship with a &amp;quot;particle retarded&amp;quot;, commonly known as a &amp;quot;Freeze Ray&amp;quot;. Used most often against shielded opponents or ships the PRA desires to apprehend rather than destroy, this design sees frequent use at security checkpoints and borders. The nature of the weapon also means it strains the battery much less, providing it with a higher rate of fire and life expectancy.&lt;br /&gt;
&lt;br /&gt;
===Headmaster===&lt;br /&gt;
The second heaviest ship created by the People&#039;s Republic of Adhomai. As of now, it&#039;s the lightest heavy ship ever designed, barely staying above the classification of a cruiser. This makes the Headmaster both fast enough to keep up with the rest of the fleet, while being able to survive anything common pirates can field. However, they&#039;re incapable of standing up against any other ship in their size category and are not employed in the same way as other cruisers. Recent bigger designs have been entering the testing phase, possibly opening the Tajara to larger-scale galactic operations.&lt;br /&gt;
&lt;br /&gt;
===Sentinel===&lt;br /&gt;
A carrier ship, designed to ferry Fangs and Snowstorms, as well as assisting and providing support for the Icelance. It is the largest and bulkiest ship in the Tajara fleet and so it was assumed that the Sentinel would be the primary target of enemy fire. As a precaution, the government spared no expense on these ships. Boasting high armor, impressive shielding, point-defense, and even Bluespace Disruptors purchased from Epsilon Eridani, piloting this kind of ship is an honor of the highest degree. Only the most skilled and loyal captains are permitted to command these behemoths into battle. They are also hard to maintain and supply and so they are deployed sparingly.&lt;br /&gt;
&lt;br /&gt;
==Hadiist Space Forces==&lt;br /&gt;
&lt;br /&gt;
===Kosmostrelki===&lt;br /&gt;
[[File:Komostrelkiposter.png|200px|thumb|right|People&#039;s Republic of Adhomai propaganda poster for the recruitment of the Kosmostrelki.]]&lt;br /&gt;
&lt;br /&gt;
The PRA has always been known for substituting quality with quantity. However, this sentiment had to be tweaked for space combat as their ships, cheap as they are, are still hard and expensive to replace for the government. This makes the Kosmostrelki some of the best-trained troops in the PRA roster. The Kosmostrelki are usually trained in the martial art of Baghrar, both to instill discipline and help with their balance. They are also capable sharpshooters, understand advanced first aid, and are drilled in the repair and upkeep of the spaceships they inhabit. While there are specialized medics and engineers, all Kosmostrelki are expected to know how to improvise their way out of any emergency. This includes mandatory language classes so that they understand and speak Tau Ceti Basic. &lt;br /&gt;
&lt;br /&gt;
The process of becoming a Kosmostrelki starts with a Republican Army member filing a request to become one. If they are accepted after a review they are interviewed by a small committee before being allowed to enter training. Training itself happens at the People’s Space Station, with all classes in engineering, medical, zero gravity and low gravity space combat. Once that is completed the Kosmostrelki graduate with a ceremony featuring a recording of President Hadii congratulating them on their fight to keep the Tajara among the stars. It is expected that a Kosmostrelki would serve for at least 3 years unless discharged for grievous injuries. As the Orbital Fleet began in 2457, the earliest a Kosmostrelki could have served their full term and left would be 2460. &lt;br /&gt;
&lt;br /&gt;
Daily Kosmostrelki life is not too dissimilar from that of a Republican Army soldier. The day usually begins with an inspection by the vessel commissar before the Kosmostrelki go out to do their duties on the ship. The arduous process needed to become a Kosmostrelki means they are trusted by the government more than any other branch of the armed forces. As such Kosmostrelki are usually much more relaxed and camaraderie among each other is high. Commissars still keep their distance however and maintain friendly relations only with similar rank or higher ranking officers. A Kosmostrelki who commits any offense is arrested and held on an on-ship brig until they can be taken to the People’s Space Station. Trials there are fast and broadcasted to the rest of the fleet to serve as examples. &lt;br /&gt;
&lt;br /&gt;
There is a rumor among other troops that the Kosmostrelki have a high amount of deserters due to how easy it would be to run away into space. However, these claims are unsupported.&lt;br /&gt;
&lt;br /&gt;
===Republican Defensive Robots===&lt;br /&gt;
Most heavy Republican ships carry a detachment of very outdated combat robots brought from Solarian military surplus. They are equipped with forward-facing shielding, a power-saw, and various ballistic armaments. These robots operate with a team of 4 Kosmostrelki who are responsible for its continued operation and are only deployed in boarding actions where no hostages are expected. These robots have a rudimentary AI and can perform only the most simple tasks outside of combat.&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic was once unable to manufacture the defensive robots, relying solely on maintenance to make them sustainable. This changed in 2463 with the opening of the first Hadiist self-sufficient robotics factory. The PRA can now produce these automatons without external help. &lt;br /&gt;
&lt;br /&gt;
==Hadiist Space Installations==&lt;br /&gt;
===People’s Space Station===&lt;br /&gt;
Built in the interwar period, the People&#039;s Space Station bears the prestige of being the first space installation designed, constructed, and manned by Tajara. Its importance in PRA propaganda was immense for the time. Initially designed to be a small habitat for scientists and researchers it was swiftly converted into a training ground for future Republican space troops. As such, in 2451, it became the mustering grounds for the Kosmostrelki troops. The space station boasts several wings for educating the astronauts and Kosmostrelki of the PRA. Zero gravity chambers for practicing combat, firing ranges, and limited VR systems exist to help trainees through the grueling training. Once a symbol of collective Tajara unity and prosperity to the stars, now the People’s Space Station is an icon of PRA supremacy reaching into space itself.&lt;br /&gt;
&lt;br /&gt;
===Okon 001===&lt;br /&gt;
The first observation post built on the moon, originally constructed by the Nralakk Federation and named Site B2134. Its original purpose was to observe the Tajara people, but after their rapid ascension to space-age technology, the observation post was abandoned and sold to the PRA for a suspiciously low price. It was subsequently renamed to Okon 001, which translates to &amp;quot;Eye&amp;quot; in  Siik&#039;maas.&lt;br /&gt;
&lt;br /&gt;
Afterward, it remained unused for several years due to a lack of trained Tajara scientists to operate it, leading to its disrepair.&lt;br /&gt;
During the second revolution, it was manned by forty crewmembers, finally getting some much-needed maintenance. During this time it was used to spy on the enemy activity as well as reporting possible pirate and smuggling activity. This is the longest known official Tajara space deployment, lasting from the beginning of the second war until the end. Afterward, all forty-one crewmembers were inspected, and outside of the expected bone elongations, slight muscle entropy, and audio-visual hallucinations all were declared perfectly healthy.&lt;br /&gt;
&lt;br /&gt;
Okon 001 is still in use, manned by much smaller crews of five who are rotated out every month and have varying skill levels depending on the mission they’re carrying out. Janitors, engineers, doctors, scientists, and even common miners have been part of Okon crew. Regardless, all Okon&#039;s crews modify their suits with lights, each one wearing a different color to recognize each other without having to use the radio. Many choose to keep them afterward.&lt;br /&gt;
&lt;br /&gt;
=Democratic People&#039;s Republic of Adhomai=&lt;br /&gt;
&lt;br /&gt;
Al&#039;mariist spaceships are all civilian models repurposed for military purposes. However, the DPRA was able to reverse-engineer most of the Hephaestus Industries technology left behind by the Unathi in Gakal&#039;zaal. This breakthrough allows the Democratic People&#039;s Republic to equip its ships with more advanced engines and weapons than what the general public has access to. Projects to create unique designs are currently underway.&lt;br /&gt;
&lt;br /&gt;
==Al&#039;mariist Ship Models==&lt;br /&gt;
&lt;br /&gt;
===Hailstorm===&lt;br /&gt;
&lt;br /&gt;
The Hailstorm is a skipjack armed with multiple mass-driver weapons designed for patrolling and brief engagements. Since its weaponry must be manually loaded, the ship&#039;s turrets are notoriously cramped. During combat, these crafts are usually deployed in large numbers alongside bigger ships. When used for patrols, the Hailstorm is loaded with supplies to last weeks on its own; its crew is specifically trained to be as frugal as possible while aboard.&lt;br /&gt;
&lt;br /&gt;
===Fusilier===&lt;br /&gt;
&lt;br /&gt;
Created from Freighters models, the Fusilier is a ship focused on offering support to the Hailstorms. These crafts are armed with long-range ballistic and laser weapons; they also carry engineering and medical crews. However, their most notable feature is a compact torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
===Hauler===&lt;br /&gt;
&lt;br /&gt;
The Hauler is a cargo ship meant to ferry supplies to the Hailstorm ships during patrol and engagements. These crafts usually spent most of their time docked at Fusiliers or stations, waiting to deploy. Since most of the ships&#039; interior is occupied by a cargo hold, its only defense is its thick hull and shields. Hauler&#039;s crews are usually drafted from among smugglers.&lt;br /&gt;
&lt;br /&gt;
===Wasp Torpedo===&lt;br /&gt;
&lt;br /&gt;
The Wasp Torpedo is the first space torpedo developed by the Democratic People&#039;s Republic. It is deployed by the Fusilier and the Free Gakal&#039;zaal Station. Since the Spacer Militia lacks the technology to create the sophisticated tracking systems adapted to space combat, these missiles are known to be unreliable. However, they are known to carry a large explosive load; Liberation Army researchers are currently developing models capable of carrying nuclear warheads. Another notable feature is the fact that the Wasp Torpedo can be piloted. Because of manpower concerns, this tactic is reserved only for decisive engagements or as a last resort. Most pilots jump off from the missile before it reaches its target; they later return to their ships using jetpacks or wait for rescue.&lt;br /&gt;
&lt;br /&gt;
==Al&#039;mariist Space Forces==&lt;br /&gt;
&lt;br /&gt;
===People&#039;s Volunteer Spacer Militia===&lt;br /&gt;
&lt;br /&gt;
Having only recently claimed a space-positioned base alongside Gaka&#039;zaal, the DPRA lacks any sort of trained force when it comes to orbital defense. Not wanting to rely purely on mercenaries due to the expenses and their scant loyalty, a militia was organized. Members of the Spacer Militia come from a variety of backgrounds: some coming back after being employed by mega-corporations; others from asteroid belts; some soldiers from Adhomai; and more from the Free Gakal&#039;Zaal Station itself, having worked on it as maintenance.&lt;br /&gt;
&lt;br /&gt;
The PVSM is poorly equipped, their training varies and they&#039;re prone to bribery, but they are strong enough to fend off the pirates whose incursions have increased ever since the Unathi were chased off. Usually, they deploy in groups of six, with five volunteers and a single experienced Liberation Army advisor. Still, this army is only temporary, as the Democratic People&#039;s Republic government is hoping to train proper space capable soldiers to rival the PRA Kosmostrelki. The Al&#039;mariist space doctrine is still under development.&lt;br /&gt;
&lt;br /&gt;
Most members of the PVSM coming from diverse backgrounds has helped with decision solving, but has also created clear issues within the ships. Advisors and captains have to act heavy-handedly in order to solve crew tensions with typically harsh punishments. The threat of marooning or being airlocked for causing internal trouble keeps PVSM fighters in line for the most part. The presence of certain bad faith actors such as ALA members only wanting to plunder has created its own problems with the aforementioned bribery and sudden cargo seizures on those who happen to cross a PVSM captain. If the Space Militia is to ever be reformed into a professional force it may be an uphill climb to turn the motley collection of fighters into a force to stand against the Kosmostrelki. &lt;br /&gt;
==Al&#039;mariist Installations==&lt;br /&gt;
&lt;br /&gt;
===[[Gakal&#039;zaal#Free_Gakal&#039;zaal_Station|Free Gakal&#039;zaal Station]]===&lt;br /&gt;
Gakal&#039;zaal station has been a very recent addition to the DPRA space capability. This addition has been heralded as a stepping stone to the first DPRA fleet, with its spaceyard capable of manufacturing up to medium-sized ships.&lt;br /&gt;
The Free Gakal&#039;zaal Station, originally known as Makar Castle, is an orbital station floating around the planet. The facility was built by the Unathi to serve as their seat of power; it was abandoned after the planet joined the Democratic People’s Republic. The facility was taken over by the Tajara and turned into a spaceport. It has also become a smuggler&#039;s haven, as thanks to them, the large-scale transports of men and materials were possible. Now they enjoy a degree of immunity from the authorities, creating a large black market on the station.&lt;br /&gt;
&lt;br /&gt;
=New Kingdom of Adhomai=&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai has the weakest grasp on space of all Adhomian factions. The Kingdom has made some progress in amending this issue by purchasing civilian ships from megacorporations.&lt;br /&gt;
&lt;br /&gt;
==Her Majesty’s Mercantile Flotilla==&lt;br /&gt;
&lt;br /&gt;
Established in 2463, the Her Majesty’s Mercantile Flotilla is a conglomerate of Royalist companies involved in intergalactic trade. Since the end of the Armistice, the New Kingdom has been purchasing civilian ships from NanoTrasen and Hephaestus Industries. These spacecraft were then sold to the Kingdom&#039;s national companies, under the condition that they would join a trading company under the government&#039;s supervision.&lt;br /&gt;
&lt;br /&gt;
While the Mercantile Flotilla may bring wealth to the New Kingdom, it has further increased the economy&#039;s dependence on Megacorporations. Due to the lack of a proper space military force, the defense of the fleet is entirely dependent on protection contracts signed with extranational entities - such as the SCC. The New Kingdom is also unable to build ships; the Mercantile Flotilla relies solely on foreign corporations for repairs and acquiring new spacecraft.&lt;br /&gt;
&lt;br /&gt;
Besides on-vessel PMCG security teams the staffing of these ships is typically entirely Tajara. The long hours and dangerous working conditions are a problem for many of these swiftly trained and swiftly hired workers to adapt to. But the pay makes it all the more worth it. The Mercantile Space Flotilla is, currently, the most lucrative company a Tajara can work for in the New Kingdom. Payment in credits, despite being quite low, still goes far in the Kingdom’s economy. Workers typically are common peasants and landless nobles. Their bunkers are notably separated by race and gender, and captains are usually nobles with a history in the national company that owns the vessel. There are no limits to how long a member is expected to work on the Space Flotilla. Criminal acts are generally handled by the PMCG who take the criminal to stand trial on Adhomai. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability&amp;diff=27137</id>
		<title>Tajara Space Capability</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability&amp;diff=27137"/>
		<updated>2022-11-23T22:11:31Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Kosmostrelki */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
=Space Flight=&lt;br /&gt;
&lt;br /&gt;
At the time of their discovery, the Tajara thought of spaceflight the same as we might think of cold fusion. However, with human first contact, these mental barriers were not dismantled but rather blown apart. All at once, apathy, shock, joy, and existential dread resonated through the entirety of Adhomai. Many were overjoyed; beings from outer space had come to usher in a new age of enlightenment and knowledge. They were swiftly corrected.&lt;br /&gt;
Now, forty years later space flight had become somewhat mundane. All three governments have implemented strict spacing laws, materials are frequently carried in and space exports are made on a daily schedule. Still, the Tajara people remain the most divided in their opinions of space flight. Many see it as the beginning of the hard times, others recognize it as a simple business and a few more know it’s their only way off of this planet.&lt;br /&gt;
&lt;br /&gt;
==History of Space Flight==&lt;br /&gt;
Shortly after the first contact, multiple offers were made by the royal houses to purchase human vessels, however, all were rejected. While no records of negotiations have survived to this day, it is assumed this was done to lessen the impact of Tajara on galactic politics. The first space port on Adhomai itself was established on Crevus. It was almost as lax as it is today, with human and skrell smugglers making regular use of it even after the establishment of the Republic. &lt;br /&gt;
&lt;br /&gt;
After the first revolution and the establishment of the new federal government, President Rhagrrhuzau Hadii put much effort into ensuring the PRA would be provided a vessel and trained personnel. Eventually, after months of negotiations, the new PRA was provided the Freighter &amp;quot;Ruka&amp;quot; alongside 20 trained human astronauts, and blueprints of the ship. The Ruka would be the vessel that the first Tajara astronauts were trained on. After achieving this deal President Hadii’s isolationist rhetoric began to surface. Historians argue over whether this was already on its way or if the securing of a Tajara space program motivated the President to switch his public views. &lt;br /&gt;
&lt;br /&gt;
With these new materials, the first Tajara satellites were launched into space. The rapid advancement of technology ensured that eventually, a Tajara would reach space without the assistance of a human vessel. After the first trip to space, next came visits to other planets, Raskara was first on the list, and while many religious folks protested against it the mission was successfully completed. After all of these successes, the pinnacle of Tajara engineering was completed and launched into space: an advanced (for the time) orbital platform known as The People’s Space Station, crewed only by Tajara.&lt;br /&gt;
&lt;br /&gt;
That was the official process for the Republican effort. In Crevus’ speakeasies, black markets, and the spaceport a very different process began. Tajara signed illegally onto smuggling crews and independent space vessels for many reasons. Some wished to see space, some were drawn to the credits, and some simply needed a place to escape Crevus’ burgeoning crime families. Nonetheless, these Tajara were among the first of the species’ spacers. They worked harsh jobs aboard those vessels and over time began to ascend in the hierarchy of the crews. Some would go on to become ship captains in their own right through labor, trickery, or murder. These Tajara who gained their own vessels went on to use them as part of Adhomai’s growing black market. Thus, they began the other Tajara space tradition of smuggling.&lt;br /&gt;
&lt;br /&gt;
The Republican “space high” wore off rather quickly after the assassination. The few trained space captains and their vessels remained loyal to the PRA, being high ranking party members themselves. However, their crews were of a different opinion, and after a myriad of mutinies and sabotage, practically the whole fleet was unusable for the first half of the war. Eventually, PRA managed to manufacture its first fully militarized ship, the PNA Retaliation as well as restore their civilian crafts. Soon, many more decommissioned and outdated human ships would be purchased, and alongside the PNA Retaliation, they&#039;d spend the rest of the war attempting to cut off smuggling supply lines of the DPRA and NKA.&lt;br /&gt;
&lt;br /&gt;
Now peace reigns, but the PRA space navy still reigns supreme in the S&#039;rand&#039;marr system. Neither the DPRA nor NKA are capable of competing with the PRA, and still rely mostly on human contractors and illegal smugglers. This has led to both factions having a much smaller presence in galactic politics and their citizens usually have to make traveling purchases out of their own pocket. However, the DPRA’s victory at Gakal’zaal and the taking of the shipyards there along with the NKA’s civilian trade fleet has challenged the PRA’s near-monopoly on space. Now as the Space Force and Merchant Marine develop, only time can tell if they can truly defeat the PRA’s space supremacy. &lt;br /&gt;
&lt;br /&gt;
==Civilian Ships and Installations==&lt;br /&gt;
&lt;br /&gt;
Civilian and foreign ships are a common sight around the resource-rich Adhomai. The SCC, CoC, Elyra, and independent contractors frequently fly in and out of Adhomai to trade or mine resources. The Federation has also been a more frequent sight due to their recent, relatively positive, interactions with the PRA. &lt;br /&gt;
&lt;br /&gt;
In the past, ships owned by Tajara who were not citizens of the PRA would be confiscated by the state and the owner arrested. Alien-owned ships that lacked official permits designating them as working for a megacorporation or for the PRA would share the same fate, albeit with their non-Tajara crew deported. Now in times of peace, it is only PRA citizens who are not permitted to privately own a space vessel, however, they can function as government contractors and be lent a ship, provided they&#039;re a loyal party member. This doesn&#039;t mean NKA and DPRA Tajara have it easy, due to PRA&#039;s dominant supremacy all NKA and DPRA ships are searched if caught, any illegal goods they find are then immediately confiscated and sent to the PRA. The two other governments find it difficult to protect their citizens in this matter, their recommendation is to simply not get caught or become a government contractor, as PRA ships won&#039;t touch those out of fear of provoking war.&lt;br /&gt;
&lt;br /&gt;
===Freighter===&lt;br /&gt;
Tajaran designed freighters are similar in design to any other freighter, with the exception of added crudeness and a certain amateurish touch. There is one specialty, which is the emergency ejection system. Most Tajara freighters are capable of ditching their entire cargo load within seconds; leaving the goods for the pirates while the ship itself survives another day. Few captains use this system to make quick drops into hostile territories. This tactic is unpopular as very little cargo, or those supposed to receive said cargo, survive the impact.&lt;br /&gt;
&lt;br /&gt;
===Database Freighters===&lt;br /&gt;
Made from adapted designs of the first freighter Tajara ever worked upon, Database freighters are PRA vessels made specially for gathering information on star systems and what passes through them. They are equipped with several portholes that open to extend far-reaching antennae that can pick up signals from ships or launch radio waves to track moving objects in space. The fleets of the Kosmostrelki usually have a few and some remain in orbit in the S’rend’marr and Hro’zamal systems. One vessel attempted to defect to the ALA during the war and was swiftly turned to scrap by an Orbital Navy destroyer. With the creation of the Tajani satellite, it is unknown if Database Freighters will be superseded by the new devices. The designs of the Database Freighters were leaked during the war and both the DPRA and NKA are hoping to field their own in the future. &lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
Civilian transports of Tajara design are a rare sight, but they do exist. Built for survival in dangerous space, these ships boast both extremely thick plating and large, powerful engines. Making them some of the safest ships in the Badlands. This of course comes at the cost of comfort, the plating and engines leave little room for effective heat dispersal and during long and intense chases, passengers can even &amp;quot;cook alive&amp;quot; inside their cabins if they&#039;re close to the engines.&lt;br /&gt;
&lt;br /&gt;
===Mining Jacks===&lt;br /&gt;
A skipjack would usually be seen in the hands of smugglers but Tajara have developed an ingenious way of mining. Instead of using a large ship to land on an asteroid and deploying a mining crew, these small, one-pilot Jacks simply cut away a part of an asteroid and take it back to a mining station. There it is processed while the skipjack flies off to the asteroid again. This also means that the crews are on their own, and if anything goes wrong they&#039;ll end up stranded and without any immediate help.&lt;br /&gt;
&lt;br /&gt;
===Scrapper===&lt;br /&gt;
A frequent sight in Tajaran space are Scrappers. Crewed by three or five Tajara, these horseshoe-shaped ships use their electromagnets to latch onto other ships, after which they either two the ship into a nearby spaceyard or offer repairs on the spot. This service is free for PRA ships and used frequently, while foreigners often prepare to repair their own ships. Scrappers also frequently engage in &amp;quot;debris cleanup&amp;quot;, towing unsalvagable ships or satellites into spaceyards to be scrapped and re-used. An urban legend persists that certain Scrappers tow healthy ships into scrap, hoping to steal other ships&#039; contents after they are dismantled alongside the crew.&lt;br /&gt;
&lt;br /&gt;
===Helping Hand===&lt;br /&gt;
Larger shuttles were eventually made to construct the People’s Station. The Helping Hand was what came forth. Bristling with robotic arms, loaded with various lathes, and large holds to hold many resources and engineers, the Helping Hands have been a great tool in rapidly building installations for the PRA to use. Their robotic hands are controlled through consoles used by technicians to move materials and assist in-space engineers in constructing whatever is needed for the PRA’s spacers. These can also be used in ship repairs in a pinch. Any important PRA space installation will have at least one Helping Hand. The DPRA and the NKA have noticed the usefulness of this design and have swiftly created their own. The DPRA’s Helping Hands are presently being used to expand and modify the Free Gakal’zaal Station. &lt;br /&gt;
&lt;br /&gt;
===Smugglers===&lt;br /&gt;
From the first revolution to the most recent Gakal’zaal uprising, smuggling has always played a large part in Tajara history. The DPRA in particular harbors very good relations with smugglers, keeping them more as a permanent asset rather than a quick hire. While the PRA would love to get rid of these smugglers, many arrive at Adhomai under legitimate corporate interests or at least masking as such. This gives them an uninterrupted way in and out.&lt;br /&gt;
&lt;br /&gt;
=People&#039;s Republic of Adhomai=&lt;br /&gt;
Realizing that ship-combat is utterly different from naval or ground combat, the PRA developed a unique doctrine titled “The Blizzard”. It is defined by quick hit-and-run attacks of smaller interceptors while larger ships stand back as fire support. This has led to the Tajara fleets being very effective in eliminating pirates, but rather fragile in any other sustained combat. The PRA&#039;s Orbital Navy is led by an appointed [https://wiki.aurorastation.org/index.php?title=Notable_Tajara#Chief_Naval_Commander_Samirro_Qarrarhaz Chief Naval Commander].&lt;br /&gt;
[[File:Ships pew pew.png|350px|thumb|right|Organization of the PRA space forces.]]&lt;br /&gt;
&lt;br /&gt;
==Hadiist Ship Models==&lt;br /&gt;
&lt;br /&gt;
===Fang===&lt;br /&gt;
Fangs are piloted interceptors with low shielding, light armour, unguided rockets, and ballistic cannons. Their design is based on outdated alliance corvettes, and they&#039;re designed to fit in large quantities into carriers and corvettes. The early years of the Orbital Fleet had largely poorly trained pilots flying Fangs. After the Armistice the Fangs received actual shield systems along with a VR training program for the pilots. Pilots have a much higher rate of survival now but still face high fatality rates, a fact that makes them dour and negative.&lt;br /&gt;
&lt;br /&gt;
===Claw===&lt;br /&gt;
A new adaptation of the Fang design, Claws are larger two person fighters made to improve the combat capabilities of the Orbital Navy’s rockets. Meant to operate at the very forefront of space battles, they have the capability to transpond locational data back to a mother ship. This way the guided rockets that said mother ship fires have a better idea of where their target is and unguided rockets can be better aimed at the enemy. While designed for mobility with better engines and a strong shielding system, piloting a Claw is even more dangerous than a Fang. Pilots believe that being assigned to a Claw is a death sentence and a sign that you angered your superiors.&lt;br /&gt;
&lt;br /&gt;
===Snowstorm===&lt;br /&gt;
The most advanced addition to the Tajaran fleet, the Snowstorm is a skipjack operated by a pilot and a hacker. They employ a wide range of signal disruptors, hacking tools, and scramblers. Capable of disabling even a large destroyer, they&#039;re sent out alongside the smaller Fangs who serve as a distraction with the Snowstorm tries to get as close to the enemy vessel as possible and disable their systems. While provided special jumpsuits, the hackers on these ships are required to frequently shave their fur to prevent any short-circuiting of their sensitive equipment, thus they&#039;re often lovingly called &amp;quot;Smooths&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Icelance===&lt;br /&gt;
Perfection of the PRA doctrine, these ships function as space artillery. Magnetic accelerators along the whole length of the ship fire titanium rods at supersonic speeds. Being impossible to shoot down by gunners due to their thin profile, and undetectable by conventional point-defense make these firing mechanisms a perfect fit. However, they are very slow and are only capable of firing a few shots before their battery runs dry, giving them a low rate of fire. Thus it is a rare sight to see an Icelance without a supporting Headmaster or Sentinel.&lt;br /&gt;
&lt;br /&gt;
===Icelance GC-2 (Glacial Worm Type 2 variant)===&lt;br /&gt;
The main difference between the regular Icelance and the GC-2 is the main weapon. With the perfection of cryonics, PRA scientists have equipped this ship with a &amp;quot;particle retarded&amp;quot;, commonly known as a &amp;quot;Freeze Ray&amp;quot;. Used most often against shielded opponents or ships the PRA desires to apprehend rather than destroy, this design sees frequent use at security checkpoints and borders. The nature of the weapon also means it strains the battery much less, providing it with a higher rate of fire and life expectancy.&lt;br /&gt;
&lt;br /&gt;
===Headmaster===&lt;br /&gt;
The second heaviest ship created by the People&#039;s Republic of Adhomai. As of now, it&#039;s the lightest heavy ship ever designed, barely staying above the classification of a cruiser. This makes the Headmaster both fast enough to keep up with the rest of the fleet, while being able to survive anything common pirates can field. However, they&#039;re incapable of standing up against any other ship in their size category and are not employed in the same way as other cruisers. Recent bigger designs have been entering the testing phase, possibly opening the Tajara to larger-scale galactic operations.&lt;br /&gt;
&lt;br /&gt;
===Sentinel===&lt;br /&gt;
A carrier ship, designed to ferry Fangs and Snowstorms, as well as assisting and providing support for the Icelance. It is the largest and bulkiest ship in the Tajara fleet and so it was assumed that the Sentinel would be the primary target of enemy fire. As a precaution, the government spared no expense on these ships. Boasting high armor, impressive shielding, point-defense, and even Bluespace Disruptors purchased from Epsilon Eridani, piloting this kind of ship is an honor of the highest degree. Only the most skilled and loyal captains are permitted to command these behemoths into battle. They are also hard to maintain and supply and so they are deployed sparingly.&lt;br /&gt;
&lt;br /&gt;
==Hadiist Space Forces==&lt;br /&gt;
&lt;br /&gt;
===Kosmostrelki===&lt;br /&gt;
[[File:Komostrelkiposter.png|200px|thumb|right|People&#039;s Republic of Adhomai propaganda poster for the recruitment of the Kosmostrelki.]]&lt;br /&gt;
&lt;br /&gt;
The PRA has always been known for substituting quality with quantity. However, this sentiment had to be tweaked for space combat as their ships, cheap as they are, are still hard and expensive to replace for the government. This makes the Kosmostrelki some of the best-trained troops in the PRA roster. The Kosmostrelki are usually trained in the martial art of Baghrar, both to instill discipline and help with their balance. They are also capable sharpshooters, understand advanced first aid, and are drilled in the repair and upkeep of the spaceships they inhabit. While there are specialized medics and engineers, all Kosmostrelki are expected to know how to improvise their way out of any emergency. This includes mandatory language classes so that they understand and speak Tau Ceti Basic. &lt;br /&gt;
&lt;br /&gt;
The process of becoming a Kosmostrelki starts with a Republican Army member filing a request to become one. If they are accepted after a review they are interviewed by a small committee before being allowed to enter training. Training itself happens at the People’s Space Station, with all classes in engineering, medical, zero gravity and low gravity space combat. Once that is completed the Kosmostrelki graduate with a ceremony featuring a recording of President Hadii congratulating them on their fight to keep the Tajara among the stars. It is expected that a Kosmostrelki would serve for at least 3 years unless discharged for grievous injuries. As the Orbital Fleet began in 2457, the earliest a Kosmostrelki could have served their full term and left would be 2460. &lt;br /&gt;
&lt;br /&gt;
Daily Kosmostrelki life is not too dissimilar from that of a Republican Army soldier. The day usually begins with an inspection by the vessel commissar before the Kosmostrelki go out to do their duties on the ship. The arduous process needed to become a Kosmostrelki means they are trusted by the government more than any other branch of the armed forces. As such Kosmostrelki are usually much more relaxed and camaraderie among each other is high. Commissars still keep their distance however and maintain friendly relations only with similar rank or higher ranking officers. A Kosmostrelki who commits any offense is arrested and held on an on-ship brig until they can be taken to the People’s Space Station. Trials there are fast and broadcasted to the rest of the fleet to serve as examples. &lt;br /&gt;
&lt;br /&gt;
There is a rumor among other troops that the Kosmostrelki have a high amount of deserters due to how easy it would be to run away into space. However, these claims are unsupported.&lt;br /&gt;
&lt;br /&gt;
===Republican Defensive Robots===&lt;br /&gt;
Most heavy Republican ships carry a detachment of very outdated combat robots brought from Solarian military surplus. They are equipped with forward-facing shielding, a power-saw, and various ballistic armaments. These robots operate with a team of 4 Kosmostrelki who are responsible for its continued operation and are only deployed in boarding actions where no hostages are expected. These robots have a rudimentary AI and can perform only the most simple tasks outside of combat.&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic was once unable to manufacture the defensive robots, relying solely on maintenance to make them sustainable. This changed in 2463 with the opening of the first Hadiist self-sufficient robotics factory. The PRA can now produce these automatons without external help. &lt;br /&gt;
&lt;br /&gt;
==Hadiist Space Installations==&lt;br /&gt;
===People’s Space Station===&lt;br /&gt;
Built in the interwar period, the People&#039;s Space Station bears the prestige of being the first space installation designed, constructed, and manned by Tajara. Its importance in PRA propaganda was immense for the time. Initially designed to be a small habitat for scientists and researchers it was swiftly converted into a training ground for future Republican space troops. As such, in 2451, it became the mustering grounds for the Kosmostrelki troops. The space station boasts several wings for educating the astronauts and Kosmostrelki of the PRA. Zero gravity chambers for practicing combat, firing ranges, and limited VR systems exist to help trainees through the grueling training. Once a symbol of collective Tajara unity and prosperity to the stars, now the People’s Space Station is an icon of PRA supremacy reaching into space itself.&lt;br /&gt;
&lt;br /&gt;
===Okon 001===&lt;br /&gt;
The first observation post built on the moon, originally constructed by the Nralakk Federation and named Site B2134. Its original purpose was to observe the Tajara people, but after their rapid ascension to space-age technology, the observation post was abandoned and sold to the PRA for a suspiciously low price. It was subsequently renamed to Okon 001, which translates to &amp;quot;Eye&amp;quot; in  Siik&#039;maas.&lt;br /&gt;
&lt;br /&gt;
Afterward, it remained unused for several years due to a lack of trained Tajara scientists to operate it, leading to its disrepair.&lt;br /&gt;
During the second revolution, it was manned by forty crewmembers, finally getting some much-needed maintenance. During this time it was used to spy on the enemy activity as well as reporting possible pirate and smuggling activity. This is the longest known official Tajara space deployment, lasting from the beginning of the second war until the end. Afterward, all forty-one crewmembers were inspected, and outside of the expected bone elongations, slight muscle entropy, and audio-visual hallucinations all were declared perfectly healthy.&lt;br /&gt;
&lt;br /&gt;
Okon 001 is still in use, manned by much smaller crews of five who are rotated out every month and have varying skill levels depending on the mission they’re carrying out. Janitors, engineers, doctors, scientists, and even common miners have been part of Okon crew. Regardless, all Okon&#039;s crews modify their suits with lights, each one wearing a different color to recognize each other without having to use the radio. Many choose to keep them afterward.&lt;br /&gt;
&lt;br /&gt;
=Democratic People&#039;s Republic of Adhomai=&lt;br /&gt;
&lt;br /&gt;
Al&#039;mariist spaceships are all civilian models repurposed for military purposes. However, the DPRA was able to reverse-engineer most of the Hephaestus Industries technology left behind by the Unathi in Gakal&#039;zaal. This breakthrough allows the Democratic People&#039;s Republic to equip its ships with more advanced engines and weapons than what the general public has access to. Projects to create unique designs are currently underway.&lt;br /&gt;
&lt;br /&gt;
==Al&#039;mariist Ship Models==&lt;br /&gt;
&lt;br /&gt;
===Hailstorm===&lt;br /&gt;
&lt;br /&gt;
The Hailstorm is a skipjack armed with multiple mass-driver weapons designed for patrolling and brief engagements. Since its weaponry must be manually loaded, the ship&#039;s turrets are notoriously cramped. During combat, these crafts are usually deployed in large numbers alongside bigger ships. When used for patrols, the Hailstorm is loaded with supplies to last weeks on its own; its crew is specifically trained to be as frugal as possible while aboard.&lt;br /&gt;
&lt;br /&gt;
===Fusilier===&lt;br /&gt;
&lt;br /&gt;
Created from Freighters models, the Fusilier is a ship focused on offering support to the Hailstorms. These crafts are armed with long-range ballistic and laser weapons; they also carry engineering and medical crews. However, their most notable feature is a compact torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
===Hauler===&lt;br /&gt;
&lt;br /&gt;
The Hauler is a cargo ship meant to ferry supplies to the Hailstorm ships during patrol and engagements. These crafts usually spent most of their time docked at Fusiliers or stations, waiting to deploy. Since most of the ships&#039; interior is occupied by a cargo hold, its only defense is its thick hull and shields. Hauler&#039;s crews are usually drafted from among smugglers.&lt;br /&gt;
&lt;br /&gt;
===Wasp Torpedo===&lt;br /&gt;
&lt;br /&gt;
The Wasp Torpedo is the first space torpedo developed by the Democratic People&#039;s Republic. It is deployed by the Fusilier and the Free Gakal&#039;zaal Station. Since the Spacer Militia lacks the technology to create the sophisticated tracking systems adapted to space combat, these missiles are known to be unreliable. However, they are known to carry a large explosive load; Liberation Army researchers are currently developing models capable of carrying nuclear warheads. Another notable feature is the fact that the Wasp Torpedo can be piloted. Because of manpower concerns, this tactic is reserved only for decisive engagements or as a last resort. Most pilots jump off from the missile before it reaches its target; they later return to their ships using jetpacks or wait for rescue.&lt;br /&gt;
&lt;br /&gt;
==Al&#039;mariist Space Forces==&lt;br /&gt;
&lt;br /&gt;
===People&#039;s Volunteer Spacer Militia===&lt;br /&gt;
&lt;br /&gt;
Having only recently claimed a space-positioned base alongside Gaka&#039;zaal, the DPRA lacks any sort of trained force when it comes to orbital defense. Not wanting to rely purely on mercenaries due to the expenses and their scant loyalty, a militia was organized. Members of the Spacer Militia come from a variety of backgrounds: some coming back after being employed by mega-corporations; others from asteroid belts; some soldiers from Adhomai; and more from the Free Gakal&#039;Zaal Station itself, having worked on it as maintenance.&lt;br /&gt;
&lt;br /&gt;
The PVSM is poorly equipped, their training varies and they&#039;re prone to bribery, but they are strong enough to fend off the pirates whose incursions have increased ever since the Unathi were chased off. Usually, they deploy in groups of six, with five volunteers and a single experienced Liberation Army advisor. Still, this army is only temporary, as the Democratic People&#039;s Republic government is hoping to train proper space capable soldiers to rival the PRA Kosmostrelki. The Al&#039;mariist space doctrine is still under development.&lt;br /&gt;
&lt;br /&gt;
Most members of the PVSM coming from diverse backgrounds has helped with decision solving, but has also created clear issues within the ships. Advisors and captains have to act heavy-handedly in order to solve crew tensions with typically harsh punishments. The threat of marooning or being airlocked for causing internal trouble keeps PVSM fighters in line for the most part. The presence of certain bad faith actors such as ALA members only wanting to plunder has created its own problems with the aforementioned bribery and sudden cargo seizures on those who happen to cross a PVSM captain. If the Space Militia is to ever be reformed into a professional force it may be an uphill climb to turn the motley collection of fighters into a force to stand against the Kosmostrelki. &lt;br /&gt;
==Al&#039;mariist Installations==&lt;br /&gt;
&lt;br /&gt;
===Free Gakal&#039;zaal Station===&lt;br /&gt;
Gakal&#039;zaal station has been a very recent addition to the DPRA space capability. This addition has been heralded as a stepping stone to the first DPRA fleet, with its spaceyard capable of manufacturing up to medium-sized ships.&lt;br /&gt;
The Free Gakal&#039;zaal Station, originally known as Makar Castle, is an orbital station floating around the planet. The facility was built by the Unathi to serve as their seat of power; it was abandoned after the planet joined the Democratic People’s Republic. The facility was taken over by the Tajara and turned into a spaceport. It has also become a smuggler&#039;s haven, as thanks to them, the large-scale transports of men and materials were possible. Now they enjoy a degree of immunity from the authorities, creating a large black market on the station.&lt;br /&gt;
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=New Kingdom of Adhomai=&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai has the weakest grasp on space of all Adhomian factions. The Kingdom has made some progress in amending this issue by purchasing civilian ships from megacorporations.&lt;br /&gt;
&lt;br /&gt;
==Her Majesty’s Mercantile Flotilla==&lt;br /&gt;
&lt;br /&gt;
Established in 2463, the Her Majesty’s Mercantile Flotilla is a conglomerate of Royalist companies involved in intergalactic trade. Since the end of the Armistice, the New Kingdom has been purchasing civilian ships from NanoTrasen and Hephaestus Industries. These spacecraft were then sold to the Kingdom&#039;s national companies, under the condition that they would join a trading company under the government&#039;s supervision.&lt;br /&gt;
&lt;br /&gt;
While the Mercantile Flotilla may bring wealth to the New Kingdom, it has further increased the economy&#039;s dependence on Megacorporations. Due to the lack of a proper space military force, the defense of the fleet is entirely dependent on protection contracts signed with extranational entities - such as the SCC. The New Kingdom is also unable to build ships; the Mercantile Flotilla relies solely on foreign corporations for repairs and acquiring new spacecraft.&lt;br /&gt;
&lt;br /&gt;
Besides on-vessel PMCG security teams the staffing of these ships is typically entirely Tajara. The long hours and dangerous working conditions are a problem for many of these swiftly trained and swiftly hired workers to adapt to. But the pay makes it all the more worth it. The Mercantile Space Flotilla is, currently, the most lucrative company a Tajara can work for in the New Kingdom. Payment in credits, despite being quite low, still goes far in the Kingdom’s economy. Workers typically are common peasants and landless nobles. Their bunkers are notably separated by race and gender, and captains are usually nobles with a history in the national company that owns the vessel. There are no limits to how long a member is expected to work on the Space Flotilla. Criminal acts are generally handled by the PMCG who take the criminal to stand trial on Adhomai. &lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
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[[Category: Tajara]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajaran_Military_Structures&amp;diff=27136</id>
		<title>Tajaran Military Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajaran_Military_Structures&amp;diff=27136"/>
		<updated>2022-11-23T22:01:22Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Field-Marshal */&lt;/p&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
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= Ground Forces on Adhomai =&lt;br /&gt;
Ever since the second revolution began, as well as historically, most of the fighting and military might on Adhomai has been land-based due to most of the planet&#039;s water being frozen over or littered with icebergs. Each of the factions relies heavily on infantry for their ability to traverse the rugged terrain of the planet&#039;s surface. Beasts of burden and pull carts still see widespread use across the planet in logistical roles to haul the masses of supplies required to keep the various armies operational since reliable automobiles are highly expensive and common ones require frequent maintenance. Most of the soldiers use weapons that would be considered highly outdated by their counterparts of other species because of their simplicity, reliability, and ease of maintenance. This also makes Tajaran surplus manufactured weapons popular for export to a wide variety of frontier nations for private ownership and cost-effective reliability in military service.&lt;br /&gt;
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== Republican Army (People&#039;s Republic of Adhomai) ==&lt;br /&gt;
Also known as the &amp;quot;Grand People&#039;s Army.&amp;quot;&lt;br /&gt;
[[File:OwO_whats_this.png|350px|thumb|left|The hierarchy of the Republican Army and the organization of their ground forces during the Second Revolution.]]&lt;br /&gt;
=== Commander in Chief ===&lt;br /&gt;
The Commander in Chief of the Republican Army is an office held by the President of the People&#039;s Republic of Adhomai (Currently [[ Notable Tajara | President Njadrasanukii Hadii]]). The Commander in Chief is responsible for the grand strategy of the military. He appoints all ministers in the Ministry of Defense to carry out his policies.&lt;br /&gt;
&lt;br /&gt;
=== Ministry of Defense ===&lt;br /&gt;
&lt;br /&gt;
The Ministry of Defense houses the Ministers in charge of each branch of military service as well as their adjutants. They define the military districts under order from the Commander in Chief, as well as appoint staff to manage them. It is the duty of the ministers to translate the policies of the Commander in Chief into functional war plans and operational strategies.&lt;br /&gt;
&lt;br /&gt;
=== Military Districts ===&lt;br /&gt;
Military Districts are administrative districts based on geography. Each military district is named after each continent on Adhomai, a relic of the interwar period when the People&#039;s Republic owned the entire planet uncontested. Appointees to the districts administrate the recruitment, supply, and organization of all troops within their theater of war, as well as designate the fronts of conflicts. Each military district also houses a theater commander who manages all of the fronts under them.&lt;br /&gt;
&lt;br /&gt;
=== Fronts ===&lt;br /&gt;
Fronts are areas of operations designated by military districts where field armies are deployed. They exist along large geographical sections of each continent and are each lead by a frontal commander. The system of combining a shifting geographical area with a command leads to a high degree of inflexibility in the Republican high command, which struggles to redraw the changing jurisdictions frequently. More often than not, the frontal commanders find themselves &amp;quot;in command&amp;quot; of areas behind enemy lines following opposition offensives. This leads to situations such as sending messengers with various notices and garrison units to villages they do not own, only to have them inevitably intercepted and engaged by opposing front-line units. Many army group commanders have begun to falsely report carrying out certain orders in order to prevent needless damage to their units.&lt;br /&gt;
&lt;br /&gt;
=== Field Armies ===&lt;br /&gt;
[[File:Ha&#039;rronMKIV.png|300px|thumb|right|A scout posing next to a Ha&#039;rron MK.IV light tank in a Republican motor pool.]]&lt;br /&gt;
There are currently 133 field armies (or armies for short) in the Republican Army. Most field armies are combined arms armies, which utilize artillery, tank, and mechanized vehicle divisions to provide support to infantry divisions. However, there are a handful of concentrated tank armies that are used for spearheading massive offensives. Unlike other contemporary armies in 2458, the Republican Army lacks the ability to have corps-level formations. The mass defection in the Adhomai Liberation Army&#039;s attempted coup d&#039;etat of the Republic leads to a gutting of the Army&#039;s officers. Instead, clusters of divisional formations are grouped together into armies and sent to battle in these inflexible clumps. These circumstances have led many to view the Republican Army as an inexorable horde that fights all its battles by numbers and attrition, however, officials of the People&#039;s Republic are quick to write this off as humans projecting their history onto Tajaran politics. They insist that the People&#039;s Republic is filled with capable officers and professional soldiers.&lt;br /&gt;
&lt;br /&gt;
=== Divisions and Brigades ===&lt;br /&gt;
Each field army in the Republican Army is comprised of three divisions, which in turn are each comprised of three brigades. A plurality of divisions is motostrelki, motor rifles, which are motorized infantry units modeled and named after human analogs. This reliance on motor vehicles to transport troops around the battlefield leaves the Republican Army at a stark disadvantage in mountainous and polar regions, where their vehicles break down or are impeded. As a result, many divisions rely heavily on the actions of the Republic&#039;s special forces to screen for ambushes and sabotage defenses. The Republic is also renowned for its heavy artillery divisions, which begin every operation by softening targets with massive barrages. While these barrages were highly effective in the early days of the civil war, most opposition positions are now arranged in spread-out formations with moderate entrenchment to minimize the effects of the artillery. Now, they primarily serve to alert their enemies of an impending attack.&lt;br /&gt;
&lt;br /&gt;
=== The S&#039;rand&#039;marr Coalition ===&lt;br /&gt;
&lt;br /&gt;
Formed by the People’s Republic of Adhomai in 2461, the S&#039;rand&#039;marr Coalition was a diverse multi-army group used to defend the heartland of the Republic and to assist in aid operations within PRA territory. Using NanoTrasen loans and diplomatic prowess, the Party was able to gather troops from Xanu Prime and the Republic of Biesel, peacekeepers from the Nralakk Federation, and invest in Ringspire and Kataphract mercenaries. Several freelancer groups were also involved through their contributions were minimal to the war effort. While glamorized in the media back home and in the PRA, these soldiers became a favorite target for ALA cells. Sharpshooters, bombers, gunmen, all of these radicals were eager to kill those who they saw as alien invaders. Morale plummeted among coalition troops as casualties stacked and attempts failed to push the fronts of Ras&#039;nrr. After just two months of fighting, the coalition began to break down as they demanded better pay from the Republic or as governments frustrated by the slow grind of the war threatened to withdraw their soldiers. Only the Nralakk Federation remained fully dedicated to their aid missions by this time. After NanoTrasen’s announcement that the situation on Adhomai had grown unprofitable, President Hadii agreed to begin the peace talks that led to the armistice. While the Coalition failed to defeat mount a counter-offensive against the Liberation Army, they were successful in defending the People&#039;s Republic core territories. The coalition’s remaining members departed Adhomai shortly after peace came, with some taking the chance to at least party in Crevus before withdrawing.&lt;br /&gt;
&lt;br /&gt;
=== Zbrojny ===&lt;br /&gt;
&lt;br /&gt;
Seeking to replicate the success of the Liberation Army guerrillas, the Zbrojny is a partisan force created after the Armistice. The Zbrojny is made up of loyal Hadiist volunteers from the civilian population. Trained by the People&#039;s Strategic Intelligence Service in guerilla tactics, they are meant to act behind enemy lines in occupied territory. Unlike all branches of the Grand People&#039;s Army, the Partisans are under the direct control of the secret service. Due to the lack of any ongoing conflict on Adhomai, their real effectiveness is unknown; however, some suspect that the Zbrojny is nothing but a ploy by the PSIS to create their own army.&lt;br /&gt;
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== Adhomai Liberation Army ==&lt;br /&gt;
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=== Supreme Commander ===&lt;br /&gt;
The Adhomai Liberation Army, from the decentralized confederacy of juntas, to the loose collection of regular army units, to the widespread guerrilla units and deep-cover infiltration, all look up to [[Notable Tajara|Supreme Commander Halkiikijr Nated&#039;Hakhan]] for direction and leadership. Although the Liberation Army has an underlying anti-foreign influence ideology, it still very much remains a cult of personality focused on fulfilling Nated&#039;s claim to the rule of the planet. Many pundits have been quick to point out his legendary status among his supporters, and the fervent fanatical dedication many of his soldiers demonstrate. He is the rock which the military structure relies upon for direction, but he primarily reserves his command to his formal army units, intervening only when he feels it is necessary to the many-headed hydra of the Liberation Army&#039;s command structure.&lt;br /&gt;
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=== Juntas ===&lt;br /&gt;
Juntas is a human term applied to the many military-owned city-states across Adhomai which are under the overarching Adhomai Liberation Army. Each time a city is conquered, the commanding officer of the forces at the time of the conquest takes ownership of the city and settles it as a military governor. Many of them also assign their staff officers to administrative roles to form a cabinet and take on the title of Rrhaza-Akhran, war-ruler. All of them swear allegiance to Supreme Commander Nated&#039;Hakhan, and perform work similar to Republican military districts to supply, organize, and conscript troops to send to the frontlines. Occasionally, Rrhaza-Akhran skirmish with each other over territory along the borders of their city-states. Observers and propaganda organs of the People&#039;s Republic and the New Kingdom speculate that the Liberation Army will degenerate to bickering warlords should anything happen to Supreme Commander Nated. Many war-rulers appoint their most loyal generals to lead the Mrrazhakulii besieging cities, with the understanding that they become the war-rulers of the newly captured cities.&lt;br /&gt;
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=== Mrrazhakulii (Liberators) ===&lt;br /&gt;
A Mrrazhakul (Liberator) is the formation of many Kazarrhaldiya Tajara under a general who leads on behalf of a Rrhaza-Akhran. Their name derives from the idea that they are the patron liberator of a city from the tyranny of its old government and serves as a claim to become the ruler of the coming Junta which governs it. Due to the highly decentralized nature of Adhomai Liberation Army command, a benefit they enjoy due to the highly capable officer corps which defected in the early days of the war, these formations are typically very loose and serve primarily as a line of communication between the battlefield commanders to coordinate through. The general in command of these formations often simply command a handful of Kazarrhaldiye Tajara, leaving their subordinates with the flexibility which the Adhomai Liberation Army is famous for.&lt;br /&gt;
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=== Kazarrhaldiye Tajara (Swords of the Tajara) ===&lt;br /&gt;
The Kazarrhaldiye Tajara (Swords of the Tajara or Swords for short) are largely autonomous collections of soldiers under a single leader. Many of them are infantry units supported by artillery, similar to the Republican Army, but there is also a wide variety of mechanized, armored, and even niche aviation units that are primarily used in the equatorial regions. The loose command structure on the formation level often leads to friendly fire incidents between sword units, as well as a lack of coordination in offenses or defenses. Each commander must maintain a high level of situation awareness, or else they may fail to contribute properly to a battle. Before conscripted or recruited soldiers can serve in the swords, they first are placed in a rigorous four-month training regimen where they learn from experienced veterans and are hardened under live-fire exercises. As a result, reinforcements from the Liberation Army&#039;s basic training camps perform better on average than Republican conscripts or Imperial levies.&lt;br /&gt;
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=== Cells and Guerrilla Units ===&lt;br /&gt;
Although the formal army units of the Adhomai Liberation Army are some of the best-trained units on Adhomai, they make up a minority of their military forces compared to the &amp;quot;terror cells&amp;quot; and guerrilla units which were once spread out across the planet&#039;s surface. Though they are far rarer in New Kingdom lands, many villages across the People&#039;s Republic joined Supreme Commander Nated&#039;s rebellion by uprising on their own. These rebel groups were largely able to settle themselves in the mountains surrounding the periphery of the flatter lands of Republican territory, occasionally descending to raid caravans and villages in much the same way the rebels of the first revolution did. Their sabotage behind enemy lines undermines opposition infrastructure, defenses, communication, and logistics. All public officials in lower offices of the People&#039;s Republic and the New Kingdom travel with contingents of bodyguards in response to a massive wave of assassinations from rebel attacks. The reasons for Tajara becoming rebels are numerous, but all of them are infused with heavy indoctrination to breed fanatical loyalty to the legendary Supreme Commander, despite the majority of these units never coming into contact with Halkiikijr Nated&#039;Hakhan or Liberation Army command. This recruiting process extends also to children, whom these rebel cells have no qualms about placing in combat or using to carry out acts of terror in enemy population centers. There is speculation however that these units are the diplomatic downfall of the Adhomai Liberation Army, as their dogmatic anti-xeno extremism and widespread recruitment among refugee populations in foreign nations draw the ire and contempt of greater powers.&lt;br /&gt;
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== Imperial Adhomian Army (New Kingdom of Adhomai) ==&lt;br /&gt;
[[File:ImperialAdhomianArmy.png|350px|thumb|left|The command and unit structure of the Imperial Adhomian Army. Every formation and unit has a patron noble in command, analogous to a regimental system.]]&lt;br /&gt;
=== Field-Marshal ===&lt;br /&gt;
The current Field-Marshal of the New Kingdom of Adhomai is [[Notable_Tajara#Field-Marshal_Vyakelas_Klyuchevsky|Field-Marshal Vyakelas Klyuchevsky]], who was appointed by [[Notable_Tajara#Queen_Shumaila_Azunja|Queen Shumaila Azunja]] of the New Kingdom of Adhomai. The position is held by appointment from the Queen, who is also able to take the position for herself if she so chooses. The Field-Marshal has supreme authority over the Imperial Adhomian Army, managing all theaters of operation and giving orders to the Mrraka&#039;te&#039;almalik (Will of King) nobles and their retinues. Unlike the Adhomai Liberation Army or the Republican Army, the Imperial Army is highly centralized and relies heavily on the orders of the Field-Marshal to coordinate with other units.&lt;br /&gt;
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=== Mrraka&#039;te&#039;almalik  (The Will of the King) ===&lt;br /&gt;
The Imperial Army has three Mrraka&#039;te&#039;almalika (Wills of the King or Wills for short) lording over its forces. Each Will serves a role similar to a theater commander, controlling all the Jabrut Almumalik under their control. The positions are always formally held by grand dukes, however, they often appoint commanders to rule in their stead if they are unable to fill the role with all orders signed as &amp;quot;By the Will of the King.&amp;quot;&lt;br /&gt;
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=== Jabrut Almumalik (The Kingdom&#039;s Might) ===&lt;br /&gt;
The Jabrut Almumalikii (The Kingdom&#039;s Mights or Mights for short) are command positions of groups of Alyad&#039;almalikii. The posts are held by princes, dukes, and sometimes notably powerful counts under the three grand dukes. These commanders serve to manage the formations of Alyad&#039;almalikii, as well as to relay the orders of their Mrraka&#039;te&#039;almalik and to manage their supply lines. Their careful and meticulous planning is integral to maintaining the army&#039;s organization, and their sub-commanders rely on the orders passed down to them to continue operation. As with the previous higher positions, the more prominent nobles often appoint specialists to carry out their duties if they believe themselves incapable, however, lower nobles are often part of a service gentry and are therefore unable to delegate away their positions.&lt;br /&gt;
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=== Alyad&#039;almalik (Hand of the King) ===&lt;br /&gt;
Alyad&#039;almalikii (Hands of the King or Hands for short) are all of the minor nobles and service gentry who command formations of Alam&#039;ardii which are typically similar to field armies. Unlike most armies, these are primarily infantry-based units as the New Kingdom lacks the production capacity to have widespread motorized and mechanized units. A handful of Alyad&#039;almalikii are armored units with outdated and prototypical interwar tanks which are usually held in reserve behind the front lines and used as cavalry to attack enemy flanks or respond to opposing armored assaults. &lt;br /&gt;
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=== Alam&#039;ard (Blood of the People) ===&lt;br /&gt;
[[File:For_the_King.png|200px|thumb|right|New Kingdom poster announcing the offensive of 2460.]]&lt;br /&gt;
The Alam&#039;ardii (Bloods of the People, or Bloods for short) are large units of soldiers drafted, equipped, and paid by the crown. In the early days of the New Kingdom&#039;s secession, the Alam&#039;ardii were professional soldiers only. Large groups of old M&#039;sai who had served the nobles in the first revolution and their sons, tired of the extremist ideologies and longing for the old ways, flocked to the cause of King Azunja. As Njarir in hiding began resettling into the New Kingdom, many were assigned lands and given commands of these old Alam&#039;ardii based on the capabilities they demonstrated, creating the foundation for the entire structure of the Imperial Army and landed nobility. As manpower issues began to strain the New Kingdom with the continuing war, King Azunja and parliament were forced to instate conscription, obligating every household to contribute an adult Tajara to the war effort. In a compromise to the poor strata and to address the issue of an insufficient officer corps, the government formalized and cemented the service gentry &amp;quot;so that all of the Kingdom is together in this struggle.&amp;quot; The Bloods are almost all infantry, utilizing primarily defensive tactics with dug-in positions, fortifications, and trenches. The Imperial Army has also found utility in keeping cavalry Alam&#039;ardii which can gallop through snow and either position dragoons or charge into enemy flanks. There are few artillery Alam&#039;ardii, and all are positioned along defensive lines where incoming armored attacks are suspected. Most of the Imperial Army&#039;s artillery consists of outdated direct fire cannons which are re-appropriated for anti-armor uses.&lt;br /&gt;
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= Naval Forces on Adhomai =&lt;br /&gt;
Although the military focus of the various factions is ground-based, there is still a heavy reliance on naval power for trade between regions, the transportation of military supplies, and the movement of troops between continents. Similar to human sailors, the various seamen are highly superstitious and obsessive about centuries-old naval traditions. While naval might is evidently not the determining factor in winning the on-going war, it remains an important aid to many military endeavors.&lt;br /&gt;
== Republican Navy (People&#039;s Republic of Adhomai) ==&lt;br /&gt;
&lt;br /&gt;
=== Planetary ===&lt;br /&gt;
The Republican Navy is the penultimate aquatic naval force on Adhomai&#039;s surface, surpassed only by the Royal Navy. The Republican Navy primarily serves to transfer divisions of soldiers between the three continents, as well as protect civilian trade ships and conduct anti-piracy operations against the Adhomai Liberation Army&#039;s pirate flotillas. The aquatic arm of the Republican Navy also boasts a superb sub-nautical division with hunting packs of submarines prowling the waters in search of undefended ships. Although they have the benefit of being able to travel beneath the ice sheets, they are of no use in those regions unless they catch a surface ship traversing thin ice. Their only comparable naval opponent, the Royal Navy, frequently denies them the satisfaction of naval victory with their superior ASW capabilities, as well as submarine hunting packs of their own. A later addition to the Republican Navy was their own decoy vessels. Reusing designs from the Royal Navy, the small squadrons of these ships produced by the last years of the war were instrumental in ending ALA piracy. &lt;br /&gt;
&lt;br /&gt;
Following the mass defection of Republican Navy officers and their vessels in &#039;&#039;&#039;2450&#039;&#039;&#039;, a series of reforms were enacted by the surviving loyalist Hura&#039;zhi Mira&#039;zkui and President Hadii. The rank of Grand Admiral was given solely to President Hadii with Mira’zkui now serving as the Secretary of the Navy. Following that was the establishment of the naval commissars. Feared and despised by the crew, these commissars ensure utmost loyalty to the Party and to the commanding officers of the navy. Steep penalties such as forced labor and even death exist for those who display disloyal attitudes or actions. Given the stress on blind loyalty in the naval academies coupled with an influx of new and ill-trained naval officers, much of the lower command of the Republican Navy were often too afraid during the war to deviate from their orders. This inflexibility contributed to the Royal Navy outmaneuvering them in combat. &lt;br /&gt;
&lt;br /&gt;
Besides their intense loyalty, Republican sailors are also known for being the least superstitious of the Tajaran navies. Most of those who do practice old traditions or Minharrzka worship normally keep it a hidden secret. Commissars believe that encouraging old traditions only leads to disloyal attitudes. Recruitment numbers for the navy have gradually been falling since &#039;&#039;&#039;2458&#039;&#039;&#039;. Most experts cite the low pay, harsh conditions, and lack of morale among the outgunned and paranoid crews as the reasons why. &lt;br /&gt;
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=== Space ===&lt;br /&gt;
The People&#039;s Republic of Adhomai enjoys having the largest space navy of all the factions on Adhomai. Initially, they relied on contracting outside protection from NanoTrasen and the Sol Alliance in order to defend their orbit from raiders. However, the Orbital Navy has striven to become independent. With the help of contracted engineers, access to higher education abroad at Tau Ceti, and training from Sol Alliance naval advisers, the People&#039;s Republic has been able to commission and crew its own ships. The Orbital Navy primarily conducts counter-piracy operations in conjunction with fending off raiders. Their fleet in orbit is centered around the battleship PRS (People&#039;s Republic Ship) Hadii and other notable ships include the PRS Njarir and PRS Vostok. More information on the Orbital Navy can be found [https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability#PRA_Army_Wing here]. &lt;br /&gt;
&lt;br /&gt;
== Adhomai Liberation Navy (Democratic People’s Republic of Adhomai) ==&lt;br /&gt;
&lt;br /&gt;
=== Planetary ===&lt;br /&gt;
The Adhomai Liberation Navy is the weakest naval power among the three factions, consisting only of ramshackle pirate flotillas that assail unguarded coastal settlements and attack unprotected convoys. In the early days of the war, they were marginally more formidable, with a handful of destroyers and cruisers defecting in the initial waves. Since then, most of their ships have either fallen into disrepair, been destroyed, or defected to the Royal Navy. Their tactics are primarily effective against the Republican Navy on a tactical level, as many of their craft are too small for the Republic&#039;s sonar to detect and are able to approach and attack convoys. On the strategic level, they are of limited use and fail to bring any significant impact for the Liberation Army&#039;s war efforts.&lt;br /&gt;
&lt;br /&gt;
The introduction of decoy vessels to the Republican Navy brought an end to many of these pirate flotillas. With their tactics countered and retaining the highest casualty rates of any army during the Second Revolution, the naval hordes of the ALN were non-existent by the war’s end. What few captains remained by &#039;&#039;&#039;2460&#039;&#039;&#039; eventually dissolved into the civilian population to hide away from possible reprisals, with their crew following suit. For a few years the only thing somewhat passing for a navy was a few rusting torpedo boats and destroyers abandoned in Crevus’ docks. In &#039;&#039;&#039;2464&#039;&#039;&#039; Supreme Commander Nated mandated the rebuilding of the navy. Destroyers and light cruisers are being made in mind for the ALN to serve the same purpose it had during the Second Revolution, harassing enemy supply lines. &lt;br /&gt;
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In spite of the high death rates, the flotillas never lacked recruits. Many of the destitute of Adhomai would sign onto crews and be packed into vessels by their captains, intending to use the high numbers to easily scuttle vessels. While most died, those who managed to survive raids on merchant ships came back to their hamlets and slums much richer, spread stories of how they gained their wealth, and allowed the cycle to begin again. Naval superstitions were rife among these sailors in the hopes to grant them the luck to survive engagements and avoid attacks from their better-equipped counterparts. Rumors persist that many captains threw captured enemy crews into the waters as sacrifices for Minharrzka, with some surely spread by the ALA to strike fear into the hearts of the enemy’s sailors. The efforts of rebuilding of the ALN has brought back some captains into the fold but general recruitment remains low due to the lack of promised plunder.&lt;br /&gt;
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=== Space ===&lt;br /&gt;
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After the taking of Gakal’zaal the Al’mariists present on the planet used the Free Gakal’zaal Station to create the People’s Volunteer Spacer Militia in &#039;&#039;&#039;2463&#039;&#039;&#039;. The DPRA’s creation of their space force has begun a long and arduous process of attempting to create an effective space navy without outside assistance. It presently tries to handle the pirate presence around Gakal’zaal. More information on the Spacer Militia can be found [https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability#People&#039;s_Volunteer_Spacer_Militia here].&lt;br /&gt;
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== The Royal Navy (New Kingdom of Adhomai) ==&lt;br /&gt;
[[File:Prasubmarine.png|250px|thumb|left|Two Royal Navy sailors.]]&lt;br /&gt;
The New Kingdom of Adhomai&#039;s Royal Navy is the strongest aquatic navy on the surface of Adhomai. In &#039;&#039;&#039;2450&#039;&#039;&#039; when the New Kingdom of Adhomai seceded from the People&#039;s Republic of Adhomai, many of the Republic&#039;s naval officers defected along with their ships and crew citing the gutting and suppression of venerable naval traditions by the Republican command as detrimental to their esprit de corps. In reality, however, sailors on Adhomai have a long history of loyalty to their old noble rulers, and most of the naval officers were pardoned loyalists from the first revolution out of the People&#039;s Republic&#039;s desperate need for naval personnel in the aftermath of the war. Despite the powerful navy and accompanying merchant marine, these traits often fail to bring the Kingdom military successes on land as they can only provide fire support in regions where water is not frozen over, or only slightly frozen over. The immense experience, training, and capability of their naval officers allow them to operate in waters that are impassable to the other navies due to their abilities to chart the thickness of the ice sheets and navigate around icebergs and obstacles. The Royal Navy consists primarily of surface ships, however, their expertise with decoy vessels to lure PRA submarines into ambushes makes up for this issue. Many PRA submarine squads often attacked supposed merchant vessels only to be surprised by magnetic mines and counter-squads of the NKA’s own submarines. Adhomai Liberation Army pirate flotillas avoid convoys under the protection of the Royal Navy, understanding that it can only spell their doom. Their domination of the waters enables them to deploy and supply expeditionary forces on continents outside of their primary lands.&lt;br /&gt;
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Owing to its focus on upholding long-standing naval traditions, the Royal Navy is full of those who follow superstition, from the widespread to those specific to a single vessel. These greatly assist with crew morale and cohesion, allowing crewmen and marines to have a strong sense of comradery. Officers and seamen alike hold true to superstitions, and idols of Minharrzka can be found on nearly every ship of the Royal Navy. The navy’s recruits are mostly from coastal towns and city dwellers who are already experienced with working on boats. Many of these men were drawn to the navy with a strong sense of dedication to the cause of the New Kingdom and the magnetic personality of Grand Admiral Mahtra Dynhaas.&lt;br /&gt;
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= Air Forces on Adhomai =&lt;br /&gt;
Due to the blizzards and freezing temperatures typical of Adhomai, the air force has a rather limited role in the Tajaran military. Aircraft are usually used for rapid deployment of troops and recon missions. However, during warm seasons and in the equatorial regions, planes can see action in aerial combat, bombings, and ground support assignments. Tajaran aircraft are designed in a manner similar to autogyros and gyrodynes, possessing wings and rotor blades. They are made from resistant alloys, similar to the ones used in the Orbital Fleet ship, that allow them to withstand harsh conditions. These planes are able to match the speed of modern crafts and shuttles on orbit, due to their jet engines. Tajaran aircraft are commonly armed with autocannons and laser weaponry.&lt;br /&gt;
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== People&#039;s Air Force (People&#039;s Republic of Adhomai) ==&lt;br /&gt;
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Of all of the factions, the Republican Army has the largest aviation units. The People’s Air Force is used mainly for the deployment of troops and reconnaissance. Large gyrodynes, accompanied by autogyro fighters, carry soldiers and Republican Guards during missions. However, air combat and ground support operations are not unheard of when the conditions are favorable. Alongside regular carrier ships, the People’s Republic makes use of submarine aircraft carriers. Cloaking planes are a technology currently in development; some prototypes were used for gathering intelligence during the last periods of the war. Currently, the People’s Air Force is taking part in the conflict at [[Hro&#039;zamal]]. &lt;br /&gt;
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Pilots in the PAF are well-trained with their programs even using limited VR. While not featured heavily in propaganda many pilots consider themselves unsung heroes of the war effort. A trait that usually results in them being considered pompous by troops on the ground and in the sea. Due to the Republic embracing mass aerial bombardment tactics, pilots who evacuated from their aircrafts and landed in ALA or NKA held lands did not survive long. &lt;br /&gt;
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== Liberation Army Air Brigades (Adhomai Liberation Army) ==&lt;br /&gt;
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The Adhomai Liberation Army possesses a small number of aviation units, composed of defected pilots from the People&#039;s Air Force. These units are attached to the armies led by junta commanders. The Air Brigades are commonly deployed in nighttime bombing missions, favoring stealth. Air combat is avoided at all costs unless there is a clear advantage. The Air Brigades also enabled the dropping of asymmetric warfare manuals and firearms for liberator cells deep within enemy territory. Due to their unwillingness in engaging with enemy planes, the Liberation Army makes extensive use of anti-aircraft guns.&lt;br /&gt;
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Anti-aircraft gunners, especially skilled ones, became more famous than the Air Brigade pilots during the war. They were featured more in propaganda depicting anti-aircraft weaponry as the arm of justice against what the ALA deemed as Republican terror-bombing. Many gunwagons also featured anti-aircraft gunnery on them to be used against ground and air targets alike. &lt;br /&gt;
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== Royal Flying Corps (New Kingdom of Adhomai) ==&lt;br /&gt;
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Most autogyros in the Royal Flying Corps are attached to the Royal Navy, operating from their aircraft-carrying ships. The remaining planes are assigned to complement the anti-air defenses in the Kingdom’s fortifications. Helium air balloons are used to gather intelligence in the field; the crew of these aerostats is equipped with spyglasses and parachutes. Incendiary balloons, carrying bombs or incendiary grenades, are also used by the Imperial Army.&lt;br /&gt;
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The higher degree of separation between perpetrator and the carnage they caused made pilots see aerial combat as a form of dueling. Many customize their autogyros with decals proclaiming their ancestry, slogans supporting the royal crown, and markings depicting how many planes or targets they destroyed. Post-war nobility were allowed to keep their autogyros for personal use at flight clubs. The vast majority of pilots in the Royal Flying Corps were either Njarir’akhran or M’sai.&lt;br /&gt;
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= Special Forces =&lt;br /&gt;
Warfare on the surface of Adhomai is highly mobile with constantly shifting front lines and grinding engagements between exhausted armies. The special forces of each claimant to the planet&#039;s government are the oil that keeps the war machines turning. Their varying approaches and exotic tactics are essential for the war plans of their commanders, and the saving grace of their regular army unit counterparts.&lt;br /&gt;
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== People&#039;s Republic of Adhomai ==&lt;br /&gt;
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=== Ha&#039;narr Corps (Mountain Ghost Corps) ===&lt;br /&gt;
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Originally formed in &#039;&#039;&#039;2421&#039;&#039;&#039; during the first revolution, the Ha&#039;narr Corps served as a reconnaissance, scouting, and special operations unit for the rebellion. As the predecessor of the Republican Army began to coalesce into organized units, the Ha&#039;narr Corps was officially given its name and designated its own branch of the military outside of the regular army command structure. Although it was disbanded at the end of the first revolution, it was reformed at the dawn of the second revolution as the inflexibility of the Republican Army proved to be a vital weakness that these units corrected for. The training regime for Ha&#039;narri is typically anywhere in between one to three months, with recruits trained in basic survival and reconnaissance skills emphasizing self-dependence within the frozen wilderness of Adhomai. They are typically deployed for around one-year rotations before being returned home, however extenuating circumstances often change this. Small detachments of Ha&#039;narri are typically attached to large infantry units - typically 6-22 for each field army - and report to their own command structure. Ha&#039;narri typically operates separately of infantry and spend the bulk of their time outside of base camps and fortifications. As a scouting unit, Ha&#039;narri travels lightly on equipment, carrying primarily the essentials for survival and only a token amount of ammunition. Many detachments also make use of snow skis in order to travel quickly in mountainous regions. Specially designed lever-action rifles are considered standard-issue, with modifications in place designed to prevent freezing or jamming within the more sensitive components. More experienced Ha&#039;narri make use of small, balanced bladed weapons and silenced sidearms, however, their equipment is considered highly situational based on the assignment. They are well-known for their iconic thick light-colored cloaks which they wear while traversing the vast countrysides for warmth, as well as camouflage. Due to being a dedicated scouting unit with occasional sabotage work, most Ha&#039;narri soldiers are average shots and primarily use their weapons to skirmish enemies they encounter only long enough for them to flee and regroup before resuming operations.&lt;br /&gt;
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=== The Republican Guard ===&lt;br /&gt;
Following the end of the first revolution, many veterans especially of the Ha&#039;narr Corps had become hardened warriors with exceptional abilities. Seeking to mate the heavily refined combat effectiveness of shock troop units which formed among front-line infantry with the survival skills and mobility of the Ha&#039;narrii, the Republican Guard was formed by absorbing all of these units as a hard-hitting highly mobile airborne special forces unit in &#039;&#039;&#039;2435&#039;&#039;&#039;. They primarily draw recruits from promising and outstanding members of the Ha&#039;narr Corps, as well as shock infantry divisions, not at all, unlike their original founding members. Their iconic light blue berets inspire awe and admiration on the battlefield among their teammates and fear among their enemies. The Republican Guard primarily deploys by airdropping from high altitude aircraft in special thick cold-resistant pressurized soft suits, and unlike the Ha&#039;narr, carry a considerable amount of equipment for combat operations. Unlike most troops on Adhomai, they prefer assault rifles which they primarily import from human space to ensure reliability and quality. There is still a widespread rejection of laser-based weaponry for the unreliability, the high visibility it grants to its enemies when beams travel through snow, and the difficulties of carrying and insulating spare power cells into the field. Most special operations begin with a detachment of mountain ghosts performing reconnaissance of a target and sabotage of anti-air radar capabilities, which then leads to a full Republican Guard airdrop to eliminate targets behind enemy lines before ex-filtrating via routes scouted and provided to them by the Corps. These units also see the deployment of the first prototypical Tajaran mechatronics, using in some cases experimental military rig suits and in others fully mechanized air-deployed walkers. However, these aspects of the Republican Guard&#039;s arsenal frequently fail them in the field due to their prototypical nature and the harsh environments they often deploy into.&lt;br /&gt;
[[File:TeslaBrigade.png|200px|thumb|right|Republican war poster announcing the establishment of the Tesla Brigade.]]&lt;br /&gt;
=== Tesla Brigade ===&lt;br /&gt;
Formed in &#039;&#039;&#039;2461&#039;&#039;&#039;, the Tesla Brigade is an experimental force composed of augmented veterans. Created after the intense casualties of the Das&#039;nrra campaign and the severe loss of Republican Guard units. Additional funding and focus were placed on a previously shelved proposal for heavily armed shock and high technology assault troopers. A special unit designated to withstand the numerical disadvantages and prolonged engagements special forces of the Republic often face. Many of the injured and disabled republican veterans were chosen to be outfitted with cutting-edge Tajaran prosthesis, which includes an advanced &amp;quot;Tesla Spine&amp;quot; which generates large amounts of electrical energy to power their prosthetic limbs - and more. These soldiers are equipped with hardsuits wielding energy weapons, which are powered by the spine in order to provide mechanically assisted movement as well as to shoot arcs of lightning which can fry enemy combatants and even destroy armored vehicles. The Tesla Brigade was deployed with success during the final stages of the Second Tajaran Civil war.&lt;br /&gt;
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=== Party Commissars ===&lt;br /&gt;
Party Commissars are high-ranking members of the Party of the Free Tajara under the Leadership of Hadii attached to army units, who ensure that soldiers and their commanders follow the principles of Hadiism. Their duties are not only limited to enforcing the republican ideals among the troops and reporting possible subversive elements, they are expected to display bravery in combat and lead by example. Courage and loyalty to the Party are essentials for anyone to be considered for this prestigious position. The political officers are outside of the regular chain of command, only answering to the Party authorities. [[People&#039;s Republic of Adhomai#Notable Weapons|Nal&#039;tor Model Pistols]] are issued to all commissars. They are known for their peaked caps bearing the symbol of the People’s Republic of Adhomai.&lt;br /&gt;
[[File:P&#039;kus-3.png|300px|thumb|left|The first working design of the Division, the P&#039;kus-3 &amp;quot;Egg&amp;quot; model.]]&lt;br /&gt;
=== Division Experimental Exosuit===&lt;br /&gt;
Envisioned in &#039;&#039;&#039;2461&#039;&#039;&#039; by Zhuldyz Hadii and the Hadii Institute of Orbital Research, Division EE (Experimental Exosuits) was conceived as a way to introduce the concept of exosuit based warfare to Adhomai. Much to the chagrin of its research team, this division’s prototypes were not unveiled until &#039;&#039;&#039;2463&#039;&#039;&#039;’s Victory Day parade. The war’s demand had led to their designs remaining unbuilt in the Second Revolution, only to begin trials in the following peace. Presently the division wields some varied mechs. Due to being unable to test them in a conventional theatre, Zhuldyz allows her researchers to produce any design they believe may work to be tested in field drills. The division retains two main mech designs: The multi-purpose and light P’kus-3 “Egg” and the artillery-focused medium Trid’irra crawler. Division EE is yet to prove itself in any conflict, given its recent introduction, and a debate remains in the various branches of the Republic’s armed forces if exosuits are worth focusing on over tank development. Models of the P’kus-3 and Trid’irra crawler have already been rolled out to the Kosmostrelki, who find great success using them in conflicts against raiders.&lt;br /&gt;
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== Adhomai Liberation Army ==&lt;br /&gt;
===Hro&#039;rammhad Tank Corps===&lt;br /&gt;
Lead by the famously merciful [[Notable Tajara|Commander Kahan Hro&#039;rammhad]], the Hro&#039;rammhad Tank Corps has the distinction of being the most powerful and accomplished armored unit in the history of Adhomai. These elite Armored Kazarrhaldiye Tajara are used primarily in offensive operations to break through opposing lines and encircle their positions. The typical Hro&#039;rammhad Tank Corps Kazarrhaldiya Tajara consists of a tank brigade with approximately 300 main battle tanks, an artillery brigade to provide support and soften enemy defenses, and a mechanized infantry brigade. The primary tank used by the Adhomai Liberation Army and the People&#039;s Republic of Adhomai alike is the Mata&#039;ke Rafama II Main Battle Tank, a large tank utilizing a 79.16mm cannon along with cast homogeneous steel sloped armor of about 6.858cm in the front, 4.11cm at the sides, and 3.07cm at the back. The tanks have exceptionally wide tracks which allow them to more easily tread across snowy terrains. Veterans of the Hro&#039;rammhad Tank Corps are known for their golden pins depicting the sun-god S&#039;rendarr which they wear on their uniforms.&lt;br /&gt;
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===Hotak&#039;s Commandos===&lt;br /&gt;
Hotak&#039;s Commandos are named after [[Notable Tajara|Commander Kyff Hotak]] and are renowned for their expertise in stealth operations. Unlike other formal military units in the Adhomai Liberation Army, these commandos often dress irregularly in order to aid in their infiltration duties. Hotak&#039;s Commandos primarily serve as intelligence, meeting with rebel cells to gather observations and reports on enemy troop movements, weaknesses, and plans. Following the relaying of information back to ALA command units, they often do their best to act on information in the field, typically using local resistance units to aid in carrying out operations. One particularly feared unit of Hotak&#039;s Commandos are soldiers who infiltrate opposition units with the proper uniforms and equipment in order to kill everyone when their guards are down. These roles involve a large degree of studying on the parts of the infiltrators in order to memorize the proper mannerisms, unit structures, and party ideology of the units they target in order to act perfectly as a natural among them. A common rumor in circulation claims that they scalp their victims.&lt;br /&gt;
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===Das’nrra Marksmen===&lt;br /&gt;
Selected among the best marksmen in the Kazarrhaldiye Tajara, these soldiers are renowned and feared for their deadly aim. They are commonly used for assassination missions against important elements, acting under the secret orders of the Adhomai Liberation Army. However, they can be deployed during regular warfare, offering suppressive fire and surveillance. They have earned their name after the victory against the People’s Republic in Das’nrra in 2460. The snipers played an important role in eliminating the Republican Guard deployed during the battle. In addition to marksmanship, the Das’nrra Marksmen are trained in camouflage, infiltration, and survival. Racially, they are almost entirely white-furred M&#039;sai.&lt;br /&gt;
[[File:Chemicaltrooper.png|200px|thumb|right|Experimental Compound Trooper in full gear.]]&lt;br /&gt;
===Combat Miners===&lt;br /&gt;
Combat Miners are infantry specialized in demolition, digging, and tunnel warfare; many of them are Zhan-Kazan prospectors, who are known for their ancient mining traditions. They are usually tasked with creating shortcuts through defenses, either by excavating tunnels bypassing the fortifications or by making use of explosives charges to collapse any structure. It is expected for them to be the first ones to engage the enemy after breaching any position, this can result in chaotic and bloody close-quarter encounters. Every combat miner is given a mattock, which also serves as a melee weapon. Dynamite is commonly used as an improvised grenade by these bold soldiers.&lt;br /&gt;
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===Experimental Compound Troopers===&lt;br /&gt;
Experimental Compound Troopers, colloquially known as &amp;quot;Chemical Troopers&amp;quot;, are units specialized in chemical warfare. Originated among the ranks of the Liberation Army that were not picky about what methods they used to combat its enemies, this division underwent expansion during the Adhomian Cold War. Protected by full-body protective suits and robust gas masks, these soldiers are designated to assault fortified positions with gas attacks to flush out defenders. Besides the use of gas weapons, they are armed with Acid Throwers; a muzzle-like mechanism connected to a tank strapped on the user’s back. The main substance used in this weapon is an acidic mixture known as &amp;quot;Vodryanic&amp;quot;, a deadly compound capable of dissolving unprotected organic tissue if exposed to high concentrations. The gas created by the chemical reaction also presents choking properties. Due to the obvious limitations in regards to the mobility and range of their weaponry, Experimental Compound Troopers require support during combat to successfully engage targets with the Acid Thrower.&lt;br /&gt;
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== New Kingdom of Adhomai ==&lt;br /&gt;
[[File:RoyalGrenadier.png|200px|thumb|left|A Royal Grenadier in his equipment combat armor, resting.]]&lt;br /&gt;
=== Imperial Dragoons ===&lt;br /&gt;
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The Imperial Dragoons of the New Kingdom of Adhomai are a type of Alam&#039;ard that most Alyad&#039;almalik contains at least one of. The units claim to have roots that stretch back centuries to when military tacticians began recognizing the value of light infantry units that could ride around enemy flanks to deploy. Beginning with muzzle-loaded carbines and riding atop Zhsramii, these dragoons changed the face of warfare on Adhomai as they first began to roll out. The original Tajaran word for these units was lost with the passage of time along with most pre-war knowledge, and so, reluctantly, with the reformation of these units following the secession of the New Kingdom, a human cognate was used to describe them. Modern Dragoons still ride Zhsramii into battle, but now utilize semi-automatic carbine rifles. During battles, they are used to reinforce weak points along their allied line, as well as to take advantage of gaps in the enemy lines. Their Zhsramii saddles come with carbine holsters where the Dragoons can keep their rifles while they gallop around the battlefield. This also enables them to draw their sabers and perform cavalry charges on routing enemies as well as ambush unsuspecting patrols. Their uniforms are iconic for their bright white colors with golden buttons with varying colors of sashes depending on their specific unit. Tall black Nav&#039;twir fur hats are synonymous with the Dragoons and are sought-after souvenirs by foreigners for their comfort as well as style. Racially, they are almost entirely M&#039;sai so that they can endure the bitter winds and travel more quickly.&lt;br /&gt;
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=== Royal Grenadiers ===&lt;br /&gt;
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The Royal Grenadiers of the New Kingdom of Adhomai is another form of Alam&#039;ard which is famous for being composed of primarily large muscular Zhan-Kazan Tajara. They claim to have ties to history as being infantrymen at the front strong enough to throw cumbersome early Tajaran grenades into enemy lines. In the modern context, they are typically used as shock troops along the front line to strike fear into the hearts of the opposition. They are renowned for their savage melee combat, and their bayonet charges often rout their enemies. However, their bayonets are not what distinguishes them from the armaments of their regular line infantry counterparts, but rather their plated metal armor, metal claw attachments, and firebomb grenades. These items make them formidable fighters in urban combat situations where they excel in close-quarters combat. In field warfare, on the other hand, their slow movements leave them highly vulnerable to skirmishers and light infantry. Their grenade satchels are usually highly decorative thick leather bags, typically with their Alam&#039;ard&#039;s insignia on the clasp. Many take their satchels home with them when they leave the service.&lt;br /&gt;
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=== Ras&#039;nrr Expeditionary Force Marines ===&lt;br /&gt;
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The Ras&#039;nrr Expeditionary Force Marines are composed of twenty-two Alam&#039;arda specialized in supporting land operations through amphibious assaults. This force was initially created with the purpose of conquering territory at Ras&#039;nrr, but with the failure of the campaign, they were repurposed into their own fighting unit. They have been deployed with success by the New Kingdom during the war, making good use of the Fleet mobility to encircle enemies and capture positions. Boarding operations and protection of ships are also part of the duties of a royal marine. &#039;&#039;&#039;Mrraka&#039;te&#039;almalik Marrmeladov&#039;&#039;&#039; is the noble responsible for commanding these troops. The royal marines are equipped with bolt action rifles, hand cannons, shotguns, and bayonets.&lt;br /&gt;
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===New Kingdom Auxiliary Forces===&lt;br /&gt;
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The New Kingdom&#039;s military forces are segregated based on its soldier&#039;s origins. These units are forced to serve in their separated regiments and can not integrate the main command structure.&lt;br /&gt;
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====Rock Nomad Light Cavalry====&lt;br /&gt;
[[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rock Nomads]], under the command of Mrraka&#039;te&#039;almalik [[Notable Tajara#King of the Mountains Rustam Harmaliik|Rustam Harmaliik]], are used as light cavalry by the royal army. Their main tactics include hit-and-run tactics and raiding enemy supply lines, always avoiding direct confrontation. They ride into battle on their Zhsramii, firing short rifles or revolvers before retreating. The Rhazar&#039;Hrujmagh brings their family wagons to the battlefield, as their vehicles provide extra supplies and cover when needed. Since they lack the discipline and traditional training of a regular Alam&#039;ard, looting and unordered retreats are common problems among them&lt;br /&gt;
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====Amohdan Swordsmen====&lt;br /&gt;
Amohdan swordsmen are traditional M&#039;sai warriors from the island of Amohda, brought to Harr’masir after the New Kingdom retreated from that front. Unlike other Alam’ard, they favor melee assaults above ranged engagements. Due to their ancestral traditions, these Tajara usually seek glory in combat. They bring their ancestral armor and blades to the battlefield, but most of them also carry firearms. While they are not effective in the field against regular infantry, they excel in close-quarter engagements during ambushes and trench warfare.&lt;br /&gt;
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====Zarr’jiri Troops==== &lt;br /&gt;
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Zarr’jiri are a group of M’sai hailing from the [[New_Kingdom_of_Adhomai#Zarr.27jirah_Mountains|Zarr’jirah mountains]] of Harr’masir. With a long tradition of serving the old nobility, these iron-nerved fighters came to fight on King Azunja’s behalf during the Second Revolution. They served as forward scouts for the Imperial Army and RMI, providing both with crucial information, while also carrying out daring night raids. Zarr’jiri were well-known for simply using whatever equipment they would steal during these attacks. On the battlefield the Zarr’jiri identified each other with blue headbands or sashes.&lt;br /&gt;
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= Military Traditions and Daily Life =&lt;br /&gt;
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== People&#039;s Republic of Adhomai ​==&lt;br /&gt;
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Because of Nated&#039;s coup and President Hadii&#039;s paranoia, most of the early Republican Army traditions were replaced by political indoctrination. Soldiers are taught to obey and worship the Party above everything else; recruits are taught that they are the guardians of the revolution and must do their best to fight for the Republic. While this education created a military loyal to the civil government, its effect on the morale of the troops is considered questionable. Thanks to the presence of Party Commissars, hazing has become uncommon.&lt;br /&gt;
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The Hadiist salute is done by raising the right hand at the chest height with the palm facing towards the saluter while perking the ears forward.&lt;br /&gt;
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The daily life of a Hadiist soldier is marked by strict discipline and a rigid routine. Recruits must wake up at a set time to sing the national anthem before heading to their duties. Every assignment is usually preceded by political ceremonies praising the Party and President Hadii. Insubordination is harshly punished by the military courts. Despite this stern routine, Republican soldiers are also entitled to their own leisure time. Once a week, servicemen are allowed to spend a day watching holovideos, enjoy their facility&#039;s recreation centers, play cards games with their comrades, and visit the nearest city to enjoy its attractions.&lt;br /&gt;
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== Adhomai Liberation Army ​==&lt;br /&gt;
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Owing to its structure and origins, the Liberation Army has a rich array of military traditions. Every battalion has its song, symbols, and rituals; many of these customs are based on their regional identities. While this creates a strong sense of camaraderie among the members of the same unit, it can lead to rivalries and infighting between the forces of the ALA. Hazing is still commonly practiced.&lt;br /&gt;
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The Al&#039;mariist salute is done by raising the right hand at the chest height, turning the hand to the chest, and then closing it into a fist while perking the ears forward.&lt;br /&gt;
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The daily life of an Al&#039;mariist soldier mostly depends on who is he serving under: fanatical warlords impose strict routines and exhausting training sessions, while most reasonable commanders enforce only the necessary drills. Liberation Army Tajara wake up early for training, followed by performing any kind of duty that their junta requires; this can range from repairing roads to law enforcement. Military forces in civilian areas are merely left to patrol the borders or guard their bases. During the weekend and at night, soldiers are free to have their leisure time. Outside of enjoying whatever their installations might offer, they usually head to the cities or villages to mingle with the population.&lt;br /&gt;
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== New Kingdom of Adhomai ​==&lt;br /&gt;
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The early Imperial Army inherited most of its traditions from the pre-revolution forces until the draft. With the new surge of conscripts, a clear division between the nobles and commoners in the military emerged. The nobility is infamous for its internal rivalities and glory-hound tendencies; officers frequently engage in risky operations to gain fame and the attention of their superiors. Subject to the whims of their superiors, a strong sense of camaraderie exists between the commoners; they stand together to survive whatever the enemy and their officers throw at them.&lt;br /&gt;
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The day of a New Kingdom&#039;s soldiers starts with them being awake at dawn to perform basic maintenance of their bases. After their installations are in order, training exercises are performed until the afternoon, when their superiors either dismiss the Tajara or assign them other tasks. Outside of patrolling and guarding bases, conscripts are frequently tasked with doing personal tasks for their superiors; many noble cottages were built by conscripts. Thanks to the frugal nature of the Royalist military installations, servicemen are left with little options on how to spend their leisure time; most just head to the nearest pub.&lt;br /&gt;
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The Royalist salute is done by raising the right hand to the head while using only the index and middle finger, bending the other fingers at the knuckles, with the palm facing towards the signer with the ears folding backward.&lt;br /&gt;
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= Notable Decorations and Medals =&lt;br /&gt;
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Because of the cultural impact of the civil wars in the Tajara species, medals are treated with the utmost respect by society. Veterans commonly wear their decorations to formal occasions. Falsifying or selling a medal is a crime in all Tajaran nations.&lt;br /&gt;
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== People&#039;s Republic of Adhomai Medals ==&lt;br /&gt;
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*&#039;&#039;&#039;Hero of the People&#039;s Republic Medal:&#039;&#039;&#039; the highest distinction in the People&#039;s Republic of Adhomai, awarded for great service or heroic act while in duty to the nation. It can be bestowed to civilian and military recipients. Unlike all other rewards, this medal is given by President Hadii personally.&lt;br /&gt;
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*&#039;&#039;&#039;President Hadii Medal for Courage:&#039;&#039;&#039; a medal awarded to the soldiers and PSIS agents who performed acts of bravery during the war, security operations, or during military duties. While this medal has no benefit attached to it, being granted one is a matter of pride to Hadiist troops.&lt;br /&gt;
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*&#039;&#039;&#039;Messa&#039;s Virtue Medal:&#039;&#039;&#039; a posthumous award bestowed to Tajara who lost their lives while serving the People&#039;s Republic. This medal, alongside a lifetime pension, is usually handed to the family of the recipient. &lt;br /&gt;
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*&#039;&#039;&#039;Medal for the Evacuation of Das&#039;nrra:&#039;&#039;&#039; a medal given to anyone who participated in the evacuation of the Republican Army from Das&#039;nrra in 2460. The civilian crewmembers of the ships repossessed for the operation were also granted this award.&lt;br /&gt;
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*&#039;&#039;&#039;Medal for the Defense of the Homeland:&#039;&#039;&#039; awarded to those who fought alongside the  S&#039;rand&#039;marr Coalition in 2461. This was the last medal issued concerning the Second Revolution. It is one of the few Hadiist service awards to be bestowed to non-Tajara; a few select members of the Tau Ceti and Nralakk Federation forces were given this award.&lt;br /&gt;
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== Adhomai Liberation Army Medals ==&lt;br /&gt;
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*&#039;&#039;&#039;Adhomai Hero of the Liberation Medal:&#039;&#039;&#039; the highest decoration given to any Al&#039;mariist citizen for their service to the Democratic People&#039;s Republic. Only the President and the Supreme Commander are allowed to bestow this medal.&lt;br /&gt;
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*&#039;&#039;&#039;Al&#039;mariist Medal for Bravery:&#039;&#039;&#039; an award bestowed to Liberation Army fighters for acts of courage during their service. Since Junta commanders are allowed to issue this medal, the pieces have a varying degree of quality - ranging from scrap metal to silver - and artwork.&lt;br /&gt;
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*&#039;&#039;&#039;Al&#039;mariist Martyr Medal:&#039;&#039;&#039; an award granted to those who perished or were gravely wounded while fighting for the Liberation Army. This medal was also infamously awarded to terrorists from the liberation cells.&lt;br /&gt;
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*&#039;&#039;&#039;Medal for the Liberation of Das&#039;nrra:&#039;&#039;&#039; awarded to the Liberation Army soldiers who fought to expel the People&#039;s Republic army from the continent of Das&#039;nrra. Because of the presence of the entire Republican Guard during the battle, this medal is considered a symbol of bravery.&lt;br /&gt;
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*&#039;&#039;&#039;Medal for the Liberation of Gakal&#039;zaal:&#039;&#039;&#039; the first medal to be created after the Second Revolution; it was awarded to the Tajara who took part in the liberation of [[Gakal&#039;zaal]]. It was also granted to civilians who actively sabotaged the Unathi war effort.&lt;br /&gt;
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== New Kingdom of Adhomai Medals ==&lt;br /&gt;
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*&#039;&#039;&#039;Order of the Victorious Sun:&#039;&#039;&#039; the highest order in the New Kingdom, granted for exceptional service to the Royalist cause or for leading the military to victory. A non-hereditary title of nobility is also bestowed to the recipient if they are not already part of the nobility.&lt;br /&gt;
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*&#039;&#039;&#039;Order of Mata&#039;ke:&#039;&#039;&#039; an order bestowed to soldiers and officers for acts of bravery while in the service of the Crown. The awards given to commoners are known to be less adorned than the ones awarded to nobles. This order does not grant a title of nobility.&lt;br /&gt;
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*&#039;&#039;&#039;Order of the Blue Heart:&#039;&#039;&#039; a decoration awarded to those killed while serving the Kingdom&#039;s military. Due to issues with keeping up with the production shortly after the start of the war, this medal is now only given to higher-ranked members of the military.&lt;br /&gt;
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*&#039;&#039;&#039;Medal for the Defense of the Kingdom:&#039;&#039;&#039; a medal awarded to those who participated in the defense of Northern Harr&#039;masir during the Hadiist offensive of 2458. Thanks to the presence of the volunteer forces, this was one of the few Royalist campaign medals to be given to non-Tajara.&lt;br /&gt;
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*&#039;&#039;&#039;Medal for the Harr&#039;masir Offensive:&#039;&#039;&#039; an award bestowed to the military personnel who took part in the final offensive to liberate Harr&#039;masir from Hadiist occupation in 2461. This medal is the only service award to be granted to the Rock Nomads by the New Kingdom.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Crevus&amp;diff=26698</id>
		<title>Crevus</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Crevus&amp;diff=26698"/>
		<updated>2022-09-06T22:30:24Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Criminal Organizations */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
= Overview =&lt;br /&gt;
The Free City of Crevus is a semi-autonomous city-state in the [[Democratic People&#039;s Republic of Adhomai]]. It was founded in 50 CE in Das&#039;nrra as a fishing village that eventually grew into a powerful and rich merchant city. In modern times, Crevus exists in a state of anarchy. While considered part of the civilian government the National Assembly of the DPRA has little to no power within Crevus. Instead, the city&#039;s politics are dominated by crime families that fight one another for control of its profitable entertainment and services economy.&lt;br /&gt;
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= Geography = &lt;br /&gt;
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Crevus is situated on the western coast of the Das’nrra continent. It experiences the same harsh winters and temperate summers as much of [[Adhomai]]’s equator. The presence of the waters of the Sum’add ocean and its warmer current alleviates the cold weather. In contrast to the winters, summers are typically cloudless but retain the light breezes or windstorms that Crevus receives year round. The biome of Crevus is a boreal forest. The forest’s floor is covered in feets of snow in the winter and bare grassless dirt come summer. The only natural plant life are local hardwood trees and some small mammals such as ice-tunnelers. Growing domestic plants requires credits and dedication, making gardens a symbol of status. The region’s population has been fed through the local fisheries with the nearby waters hosting much in the way of fish, crustaceans, and clams. But, the local fishing villages and rural hamlets around Crevus have been steadily declining due to urbanization. This has led to Crevus relying more on food imports by sea or land.&lt;br /&gt;
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=== The City === &lt;br /&gt;
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[[File:CrevusTopographic.png|thumb|Crevus is a sprawling metropolis on an otherwise lifeless and barren tundra. Travellers to the city can see its shining lights from afar at night.]]&lt;br /&gt;
Crevus itself is an architectural exception upon Adhomai. Owing to its history, the city’s buildings are a crossroads of traditional adhomaian architecture and Xeno influences. Classical styles of Tajara remain the most popular, with blocky (Sometimes ziggurat-like) buildings, art-deco facades, and domed or terraced tiled roofs. Establishments decorate their facades with vibrant neon signs, some buildings even going as far as to pay for extensive work that covers stories upon stories with line-tube art. The local love for bright displays and beaming lights dazzles many visitors to the city. Metal, airlock like designs have a major market in Crevus with many establishments and manors springing for fanciful doors. Skrellian influence can be seen with an explosion of flashy gardens and grey/black walled interiors with vibrant painted furniture. Buildings in the mostly out-of-sight poorer regions are a far cry from the glamor of Crevus’ developed areas. They are cramped and made of simple brickwork, but provide a cheap residence for those who need it. The streets are paved in concrete with heat lamps below every street lamp. This keeps the poor from freezing and assists xenos unused to the cold of Adhomai. Owing to its accelerating development and expansion Crevus is turning into a massive centre for construction. This attracts both humble workers and aspiring architects who wish to leave their own mark on the city.&lt;br /&gt;
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Crevus is split into several informal districts. Those neighboring the river Kir and west of it are of the wealthiest. The poorest live in shantytowns along the edge of the east. Hephaestus provides cheap transportation such as suspended tram cars, taxi services, and buses. Personal cars and motorbikes are becoming more common for the regular citizen. Most citizens currently rely on Icycles if they need personal transport. Some areas of Crevus are so winding and cramped that one would need a local guide to avoid getting lost. This is more common in the poorer neighborhoods of the east and south.&lt;br /&gt;
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= History = &lt;br /&gt;
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Originally founded as a fishing village, Crevus grew in size and importance due to a brief period of peace between the warrings kings of its time. It was able to establish itself as a strong trading port as it developed. The city attracted several unlanded nobles that founded trade companies and served as captains for the countless ships bound for exploration or trade with other parts of Adhomai. Some merchant&#039;s families amassed large treasuries, becoming powerful patricians that held great influence upon the king of Das’nrra.  &lt;br /&gt;
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Mayors of Crevus were elected for life by the city’s aristocrats. The merchant dynasties were known for their incessant plotting against each in an attempt to gather enough favor to have their members selected for the office. Murder, sabotage, and warfare between private armies were common sights in the months prior to the election. Life for the other races was only a degree better than the toil of peasants in the kingdoms. The patricians saw them as little more than fodder to fuel their ambitions for power and wealth. &lt;br /&gt;
Due to the riches brought by the trade and exploration, Crevus was able to buy its status as a free city from the Empire of Das’nrra. The Mayor would pay an annual tribute to its neighbor in exchange for military protection, but the inhabitants were allowed to handle their own internal affairs in any way they saw fit. Despite this treaty, the patricians controlled a large fleet composed of merchant and military ships.&lt;br /&gt;
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After the age of exploration was over and other kingdoms opened their own trade routes, Crevus’ importance and wealth started to decline. The patricians revitalized the city by promoting it as a tourist attraction for the nobility. This marks the beginning of Crevus’ famous service economy as the first casinos and clubs opened. Life marginally improved for the peasants during this time. Crevus became the only city on Adhomai with something close to resembling a middle class. The patricians allowed their workers to have a day off each week to distract themselves with the new Crevan lifestyle. This kept wages flowing back into the coffers of the merchants while ensuring that Crevus wouldn’t have to rely on a constant military presence to suppress rebels. &lt;br /&gt;
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This status quo would end dramatically in &#039;&#039;&#039;2418&#039;&#039;&#039;. In mid-summer a strange transmission was repeating on ham radios and wireless receivers across Adhomai, repeating a single message in the halls of the noblemen and military generals who exclusively had use of radio technology. It was [[Sol Alliance]] Representative Pam Hu announcing the arrival of the humans and their intended landing in the Free City of Crevus.&lt;br /&gt;
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The Free City of Crevus became host to hundreds of nobles from all across Adhomai. All of the important leading families came to Crevus. Then-Mayor Imazkar Juhrakur spent obscene amounts of the city’s funds entertaining the visiting noblemen and the alien dignitaries. Crevans were the first to become translators for humanity. With this and their ability to act as brokers, Crevus became the link between humanity and Tajara. Once Pam Hu and her team integrated into the Tajara language and customs, within a year they founded the Pam Hu district. Members of her science team then began to enter the casinos and clubs to begin ‘field research’. Megacorporations followed the explorers and established their inroads in Crevus. Idris, Hephaestus, NanoTrasen, and the EPMC made their offices and constructed the Crevan spaceport in just a year after contact.&lt;br /&gt;
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During the uprisings following humanity’s cataclysmic impact upon Adhomai, Crevus attempted to stay neutral in the conflict. Turmoil in the Empire of Das’nrra allowed Mayor Juhrakur to ignore the payment of tribute. The Free City was able to defend itself from several rebels&#039; incursions using its fleet and mercenaries. When the Hadii faction reached Crevus the patricians argued whether to throw their support behind the revolution or beg a megacorporation to defend the city. Ultimately, the revolutionary side won out. The merchant dynasties traded their independence for safety and a place in the new world order under the Hadii. Their ships were used by the newborn Republic to conquer the rest of Adhomai and they were left alone to live as regular citizens. Some even rose to become party members and military officials.&lt;br /&gt;
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Relations between the People’s Republic and Crevus turned sour in the first year of Al’marii’s rule. The treaty between the merchant dynasties and the Hadiists stated that Crevus would retain a special status within the People’s Republic and remain autonomous. However, the party had other plans. All businesses owned by the Njarir’akhran were seized and put into a state-corporation run by the Mayor of Crevus. Mayor Juhrakur then disappeared without a trace while travelling to attend a wedding in Shastar City. His replacement, Poaima Krramazsi, was not chosen through a local election but a party committee. The sudden economic changes and drying of the tourist industry thanks to the aftershock of the First Revolution brought heavy unemployment to Crevus. Criminal organizations sprang up across the city performing burglaries and heists. Eventually, these organizations began to be invested in and led by the angered dynasties. These new leaders established rules, ranks, rites of initiation, and began the first Crevan mafias. These organizations fought each other in street wars to carve out their territory. The situation worsened as some criminal organizations in other regions were uprooted by the PSIS and destroyed. Their surviving members often made their way to Crevus to continue plying their criminal skills to those who would pay. Most notably in &#039;&#039;&#039;2442&#039;&#039;&#039;, some surviving Amohdan crime syndicates banded together underneath the Raghmara Clan and cut a bloody swathe into the city. &lt;br /&gt;
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Overwhelmed by the violence on the streets and her inability to control the population, Mayor Krramazsi tried her hardest to expand the Crevan police department. New guns and equipment were brought in, officers from other cities were hired at high wages, but it wasn’t enough to control the population. When the Adhomai Liberation Army rose up in &#039;&#039;&#039;2451&#039;&#039;&#039; the situation in Crevus was finally lost. The families came under a truce and sided with Supreme Commander Nated. One fateful night in Crevus they launched an all out attack on the Hadiist authority remaining in the city. Police officers, city officials, and the mayor herself were killed in coordinated attacks. Only those who hid or escaped before the purge survived. This event became known as the Crevan Uprising. The heads of the major families met afterwards to decide who would become mayor. Initially the Rhan-Cresh and Raghmara leaders put their support behind Laikr J’shar. After his sudden death Mazula Azuala became the next choice.&lt;br /&gt;
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Throughout the Second Revolution Crevus supplied the Adhomai Liberation Army whatever they demanded. Artillery smuggled in from the [[Eridani Federation]], arms from [[Vysoka]], credits made from the now-booming tourism industry, anything to support the on-going war effort and ingratiate Crevus to the ALA command. Life in Crevus has changed rapidly and most denizens will say it is for the better. The strong economy allows Crevans to live a better life than citizens anywhere else in the DPRA. The corporate presence allows easy employment while also providing products never seen in other cities of the DPRA. The parties never stop and while the violence continues it is more than easy to avoid the conflict-ravaged blocks when the next Raghmara raid begins or the J’shar and Azaula come to blows once more. Critics point to the corruption and gang violence as clear signs that Crevus is deeply unstable; A powderkeg ready to explode. Lovers of the city simply say that it&#039;s part of the charm.&lt;br /&gt;
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= Culture =&lt;br /&gt;
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Crevan culture can be summed up in a single term: “Live, and let live.”. Luxury and vice is an integral part of the city and the daily lives of the people there. A lucky man can find great wealth in Crevus only to lose it all in the same night, and return to repeat the cycle again and again. Money can buy anything in this city and money dictates the power. Some outside of Crevus find the city appalling, a display of pure decadence, and refer to its people as “Crevans&amp;quot; in a spiteful pun. This term is readily accepted by the denizens of Crevus as a perfect term for themselves. &lt;br /&gt;
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Life for a typical citizen in Crevus is a cycle of work in the service economy and burning away their money in those same businesses at night. While a lucky few make it big enough to join the rich of The Knuckles many remain stuck in this repetition of working and partying. Oftentimes when a Crevan becomes bored they find escape through the gangs (And subsequently, the families.) or join onto the megacorporations to seek some sort of adventure. The poor rub shoulders with the rich in most businesses, and one can become the other in just an hour. The unluckiest find themselves in downward spirals with no way out, their debts racked high, and stuck to a life of dodging debt-collectors in the slum of Liceland. The only way out of Crevus for these unfortunates is a trip to the bottom of the ocean or onto a smuggler’s vessel. &lt;br /&gt;
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The city’s wealthy are mostly the same Njarir dynasties that ruled the city before the Hadiists came. These centuries-old houses survived much of the chaos of the First Revolution thanks to careful planning and willingly handing the city over to the rebels when they reached Crevus. However, the effects of Hadiist rule on them were similar to their counterparts outside of the city. Many of their practices were ceased on order of authorities and in an effort to avoid attracting attention to themselves. Those who didn’t stop found themselves sent to Castle Vladis. Much of the younger generation of Crevus’ Njarir grew up not knowing the cultures of their predecessors. There are rumors of hidden societies that continue to preserve the old Njarir culture, but their existence following the arrival of the [[People&#039;s Republic of Adhomai#People&#039;s Strategic Intelligence Service|PSIS]] is doubtful. Not all of the city’s Njarir’akhan were this lucky. Some nobility survived the First Revolution by fleeing to Crevus only to wind up living among the same “commoners&amp;quot; they looked down upon. No Njarir’akhran in Crevus styles themselves a noble except for those who hail from the New Kingdom. Nonetheless, to be one of these old houses or the newer upper-crust is to have all of Crevus open to you. Some businesses pride themselves on exclusivity, such as posh opera houses and decorated smoking lounges. To just be in one of these acclaimed businesses for a night is something lower class Crevans strive towards. &lt;br /&gt;
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Due to its history as an open port, Crevans are more open minded towards outsiders and new experiences than other Tajara. It was for this reason that Crevus became a welcoming city for xenos and megacorporations. Any Tajara can also come to Crevus to try and find their fortune. Though the same problems Tajara face still plague the city. Many of the Zhan-Khazan have been stuck in the poorer blocks and slums, political radical groups continue on in the Crevan underground, and spies of the various nations fight here in a game of cloak and dagger. This is to say nothing of the massive underworld the city is infamous for. A single wrong step in a night of carousing can result in someone stumbling unto a deadly meeting, or taking the turn onto a block broiling with conflict. This hotbed is made even worse by the army presence in Crevus. Soldiers of all factions can be seen given its status as a popular spot for military leave. When these rivals bump shoulders it without fail turns into a violent clash until they’re pried apart by family enforcers. Along with this are the competing officers of the ALA warlords. Each wishes to grant their general an upper hand in the city and gain them favor among the families.  &lt;br /&gt;
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Within Crevus there exist three cultural minorities: Amohdans, Southern Harr’masir, and Northern Harr’masir. Each dwells within their own districts and holds tight to their original cultures. All Tajaran languages can be found in the city. Ya’ssa has seen its own hidden revival among some of the Njarir’akhran, but they avoid speaking it publicly so as to not draw negative attention. Humans and Skrell can be found in The Knuckles living in the Pam Hu district. These aliens come from all walks of life and lack any cohesive or unique culture, barring their own love for the Crevan lifestyle. IPCs are a rare sight in the city but not unheard of. Citizenship with another nation doesn’t stop one from being able to live in Crevus as much of Silver Streets’ population hold NKA citizenship and PRA citizens can still be found in the city.&lt;br /&gt;
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== Media ==&lt;br /&gt;
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Production companies became a massive business in Crevus in the interwar period. With crime family-funded record labels and studios popping up across the city, an entire industry of film, television, and music sprouted in just a few years. The Crevan attitude of gambling extends to this industry as well. Executives are always happy to take a risk and promote new ideas, which keeps Crevan media much more diverse than their counterparts in the PRA and NKA. The rapid interwar growth was hampered by the second revolution but post-war it continues to diversify. Young artists are drawn to the city to try and make their way even if they’re consigned to being one of the many street musicians. Anyone can find something to suit their personal music taste in Crevus. Be it beautiful Njarir’akhan opera singers, duelling rockers from the slums, traditional Ras’nrr folk singers, and even imported [[Republic of Elyra|Elyran]] and [[Venus|Cytheran]] holotapes. &lt;br /&gt;
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Thanks to a lack of local regulation, Crevus is popular among DPRA film studios to set up in. The cheap cost of production also lends itself to making films with a wider scope. Many of those in the film industry hope to overtake the radio as the entertainment of choice in the Democratic Republic. Shows and movies made here usually centre around daring crime tales, historical epics, and the Tajaran favorite of war stories. Small markets are growing for experimental and artistic films, action-comedies with exaggerated fights, and documentaries. Crevan television and films do sometimes feature xeno actors. Due to the wider attitude towards them in the DPRA they are relegated to antagonistic roles.&lt;br /&gt;
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== Sports == &lt;br /&gt;
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Sports, unlike the rest of the DPRA, had never reached the level of popularity that cities like Shastar City or Trizar have in Crevus. Mahmrro became boring to the common people when the casinos opened up and the nobility cared for little more than their farehal. Farehal was, and still is, used only as an excuse by the nobles to meet up in gated courts and enjoy the day drinking, smoking, and eating while playing a few minutes of the game to justify spending hours at the expansive clubs. For the majority of Crevans one sport remained above all else and it was one sport that the Crevans came to be known as the best in: Prize-fighting. &lt;br /&gt;
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The tradition remained constant through the eras. In arenas painted with murals or decorated with figures of Rredouane Crevans gathered to watch fighters square off in honor of the God and for their own enjoyment. Over the years this changed from dueling knights to the modern version of martial artists. Boxers, Baghrar masters, and other hand-to-hand fighters have been drawn to Crevus to open their own schools and compete in the city’s many tournaments. There’s much money to be made for the champions, even if the city families maintain a tight grip on the entire sport. Fixing fights isn’t unheard of for the lower tier of fighters but not even the families would dare to try and rig one of the larger championships. Fighting champions are large celebrities in Crevus. Their victories win them fame, honor, money, free casino visits, and even film roles regardless of their acting ability. &lt;br /&gt;
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== Religion ==&lt;br /&gt;
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The majority of Crevans are [[Ma&#039;ta&#039;ke Gods|Ma’ta’ke]] pantheon followers with [[S&#039;rendarr and Messa|S’rand’marr]] worshippers making up around a tenth of the population as a prominent minority. The Parivara keep to their own neighbourhoods that are built around the local temples. Sun Priests take a less favorable view on Crevus’ culture of carousing and gambling than their Ma’ta’ke counterparts. This is shared by most of their followers, who stick to the more respectable businesses. Priests and priestesses of the Ma’ta’ke pantheon are much rarer in Crevus owing to a lack of interest in the native population in embracing the life of a priest. Shrines and temples dedicated to the gods are small and hidden away. There is one notable exception to this trend: Rredouane.&lt;br /&gt;
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=== Rredouane ===&lt;br /&gt;
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[[File:Rredouane.png|thumb|The huge colossus of the Ma&#039;ta&#039;ke god Rredouane is considered one of the greatest wonders of Adhomai.]]&lt;br /&gt;
[[Ma&#039;ta&#039;ke Gods#Rredouane|Rredouane]] is revered as the patron god of the Free City. At the northernmost shore on an artificial island, on a former star fort, there is a large colossus of Rredouane that stands 275ft tall from its feet to its raised goblet. It shows Rredouane holding up a goblet with an arm outstretched towards the sea, beckoning sailors with promises of games and fun. He holds a sword that displays his warrior status. No casino or bar is considered legitimate until they have a painting or statue of Rredouane. Rings bearing his sword and goblet are commonplace in the city and a sign of Crevan origins. Every Crevan, no matter their walk of life, revere and pray to the god. While most prefer to beg for lucky rolls some continue the tradition of Rredouane’s warlike nature. ALA fighters from Crevus were well-known for their fanaticism for Rredouane and for encouraging veneration of the deity among their army units. Crime family members pray to him for blessings so that they may overtake their enemies and destroy their competition. Around the city one can find several venues that pay homage to the god through martial tournaments such as boxing and wrestling. Some even use animals in their fights, most notable being the extensive sham’tyr fighting rings. The luckiest in Crevus are considered to have gained Rredouane’s blessing somehow. But, every Crevan knows that the god’s blessing is finite. When it runs dry negative luck will surge back to the person in a tidal wave of mistakes and misery. Some occultists in the city claim to be able to channel Rredouane’s blessing into artifacts. Crevans ignore them but tourists will always be happy to buy a charm if they believe it will help them strike it big.&lt;br /&gt;
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=== The Lock === &lt;br /&gt;
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Crevus is a popular gathering point for [[Tajaran Minor Religions#Raskariim|Raskariim]]. Cultists are known to come to the city to party their brains out. Repeatedly being uprooted and kicked out of the city for their more deadly or horrific rituals, the cult has slowly learned to not wear out their welcome by being public with the things they do; their main gathering grounds is a particularly seedy nightclub called The Lock where sometimes fewer people come out than went in. The Lock always relocates and gains its followers no matter how many times it is burnt down, broken up by enforcers, or smashed by fearful gangs. There is no shortage of abandoned buildings that can fit speakers, flashing lights, smoke machines, and music. Hopeful entrants into the club only need to speak the 2-word password to get in.&lt;br /&gt;
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= Criminal Organizations = &lt;br /&gt;
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Once merchant families before the revolution, the ruling Njarir dynasties of Crevus were forced to hand over their enterprises to the new mayoral office following the First Revolution. Rather than simply retire and enjoy their new lives as regular citizens most of these dynasties found another way to dominate the city once more: Crime. &lt;br /&gt;
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Extortions, smuggling, drug production, trafficking, nothing is off the table when dealing with the lords of Crevus’ underworld. Within Crevus there exist four major families acting as the dominant powers. Each one is an organization made of dozens of lesser families. These operate businesses and are led by their own Njarir’akhran line or Hharar administrators. Underneath those are the gangs, who are used as cheap labour and a recruitment pool if some members prove useful. Following the second revolution the major families have become de facto rulers of Crevus. The mayor of Crevus since the Crevan Uprising has been the head of the Azaula family. Positions on the city council are held by the other leaders of the major families and their cronies. For now the major families try to coexist with one another. None has declared a full-scale war against the other, but lesser families still freely clash with other lesser families for power and control. This allows competition without a full escalation while also containing the violence to a few easily contained neighbourhoods.&lt;br /&gt;
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*&#039;&#039;&#039;Azaula Entertainment:&#039;&#039;&#039; The wealthiest of the families, the Azaula currently control Crevus’ mayoral office and dominate the city’s politics. Azaula businesses are the favored ones for most denizens of Crevus and are considered the most luxurious by those who get into Azaula territory. Their location next to The Knuckles allows them to get the off-worlder cash stream as well. The Azaula are based out of the massive Rredouane&#039;s Palace. This sprawling complex of courtyards, restaurants, bars, discos, and gambling houses is the premier business of Crevus. It is the entire experience of the city from its drug dens to high-rise restaurants condensed into a few city blocks. The Azaula have tied themselves closely to Idris Incorporated for better and worse. While their businesses have seen a steady increase in profits thanks to allowing Idris to co-partner on them, many outside and within the family question just how much control the company should be given over family affairs. Another problem has been the temptation of Azaula enforcers to join Idris. Some lesser families are already reporting a crippling lack of manpower thanks to their enforcers leaving to join the banking corporation. A few of these lesser families attempt to use ISUs to bolster their numbers but the high costs outweigh the usefulness of the units. The head of the Azaula family is Mazula Azaula, the elderly but cunning matriarch of the family and mayor of Crevus for the last decade. Never seen without her pistols, this has earned her the nickname “Twin-gun Granny”. As both mayor and the accepted leader of the families Mazula meditates the larger conflicts between the leaders of the major families.&lt;br /&gt;
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*&#039;&#039;&#039;J&#039;shar Mariners:&#039;&#039;&#039; Led by the voracious and decadent Tul’baq J’shar, who took over after his father Laikr’s death from a seizure, the J’shar Mariners dominate the dockyards of Crevus and the coastal districts. When travellers arrive in the city by boat it is the J’shar’s businesses they find themselves losing their vacation money in. Their control of the fishing industry has naturally lent itself to the J’shar modifying their boats for smuggling. These trawlers are retrofitted for long journeys and have hidden holds. Many believe that some of the sailors for the J’shar fleet were former members of the ALA pirate flotillas. The loss of Duellist’s Crest to the Raghmara and the mayoral office to the Azaula is a shame on Tul’baq, but he tries to avoid continued conflict with both. However lesser families bordering Duellist’s Crest continue to attempt forays into the district with predictable (And bloody.) results. When the people of Kaltir began to flee to Crevus and settled at the Silver Streets the J’shar came to rule over them following a war against the Rhan-Cresh. This has allowed them to control the Silver Streets&#039; alcohol industry and exert some control over the Northern Harr’masir people. The crown jewel of the J’shar businesses is Minharrzka’s Heart, a casino boat known to double as a bank for the family. Besides the fresh seafood and comedy shows Minharrzka&#039;s Heart is also famous for the “Five mile rush”. A game in which drunk gamblers attempt to swim from the ship to the docks. While not encouraged by the family and stopped by their enforcers, daring customers continue to attempt the swim for their personal glory. The J’shar also have control of the Crevan icon “Mr Snuffles”, a centuries old steelclad destroyer that patrols their docks and sinks those who routinely balk at the docking fees. The J’shar have denied Hephaestus offers to improve their vessels and Mr Snuffles. Their stated reasons being that they wish to stand on their own two feet, not rely on megacorporations for expansion and profit. &lt;br /&gt;
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*&#039;&#039;&#039;Rhan-Cresh Charities:&#039;&#039;&#039; Holding onto power through domination of Crevus’ land routes and the poorer southern half are the Rhan-Cresh. They control the population there through soup kitchens and food drives. This not only allows them to claim lip service to Al’mariist ideals but also instills a stronger sense of loyalty in their blocks. Zhan-Khazan make up a large number of enforcers from the Rhan-cresh as the Zhan communities lie in their territory. Many of them also found work in the Rhan-Cresh “Highway Patrol”, which is a supposed police force tasked with helping keep the rail lines and highways to Crevus clear of bandits. As they hold Crevus’ train stations most visitors from Das’nrra wind up spending their time in the cheaper businesses of the Rhan-Cresh. This family also presides over the Southern Harr’masir enclave of Herder District. This section of the city provides a valuable arms production industry for the Rhan-Cresh’s profit. Over the last two decades gunsmiths went from working in workshops to legitimate factories thanks to Hephaestus&#039; assistance. This assistance was through upgrading machines and also providing industrial IPCs to be used in moving and working with the materials needed for the factories. But of all their businesses the fancy trains that bring visitors to the city are the family’s pride. The railcars of these trains are full of high-class cafes, bars, small gambling halls, and even saunas or pools. They stand in stark contrast to the poor businesses within Rhan-Cresh territory. Those are only popular due to their cheap prices. Idris has poured investments into the Rhan-Cresh’s luxury trains to expand their operations. Currently they travel across Das’nrra on routes to Shastar City and Mztel’mir. The leader of this family is the affable Prr’oak Rhan-Cresh, who maintains an image of being a gentle philanthropist. Prr’oak enjoys high loyalty in not just his family but also the communities they preside over. Keen-eyed citizens know that Prr&#039;oak&#039;s philanthropy only exists to keep his recruitment numbers high.  &lt;br /&gt;
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*&#039;&#039;&#039;Raghmara Clan:&#039;&#039;&#039; Considered the most brutal of the families, the Raghmara Clan struck fear into the hearts of Crevans when they tore into the criminal underworld. Wiping out rival Azaula and J’shar families Iakarr Raghmara led his band of Amohdan warriors and surged into Duellist’s Crest. His Clan is infamous for their brutal methods of handling those who attempt to encroach on their claimed streets. When J’shar families attempt to break into Duellist’s Crest the survivors often come back a few limbs lighter. Their failures at rebuilding the economy of Duellist’s Crest kept the Raghmara contained. But, with refugees arriving from the failed 2462 Amohdan [https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?do=findComment&amp;amp;comment=142055| Rebellion], their numbers have been bolstered and their lesser families have begun to push into rival territory. This manpower did not come without any drawbacks, however. With these new arrivals came an increase in political tensions in the Amohdan community and the Raghmara clan. With lesser clans now bickering and split between nationalists, royalists, and DPRA or NKA loyalists, Iakarr has his hands full trying to keep the internal peace in his syndicate. Due to the sea trade being monopolized by the J’shar the Raghmara turned to drug production as their primary income. Synthetic drugs like nightlife and the dangerous red nightshade have found their way to Crevus thanks to the hired chemists of the Raghmara. Most people outside Duellist’s Crest avoid going to the Raghmara’s businesses but they do hold one popular spot: The Starry Lounge. This disco is popular among punks, gangers, and others who enjoy the small-time pride of bragging that they went into Raghmara turf and lived to tell the tale. Some guests aren’t brought into the dance floor with its flashing lights and thumping music. Some are brought by enforcers into the sound-proofed and tarp-covered rooms of the back. The Raghmara Clan are the only family within Crevus led by M&#039;sai instead of Njarir and Hharar. Because of a lack of interest stemming from their overly violent methods, none of the Crevan corporate offices have approached the Raghmara for any dealings.&lt;br /&gt;
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=== Gangs === &lt;br /&gt;
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For the beginners of Crevus’ crime scene, there are the gangs. These thugs are often younger Tajara who came to Crevus in search of quick riches or teenage citizens fed up with their current lot in life. Gangers are small-time and aimless punks who wish for nothing more than to rob others, fight their rivals in street brawls, and enjoy the Crevan lifestyle in its basest form. Whatever businesses they own are horribly run and only for the most desperate to turn to with poorly-equipped workshops and junkyard-supplied casinos being the most common. The gangs of Crevus provide a never-ending stream of easy muscle and potential recruits for the families. The luckiest will become made men and join a crime family proper. The most unlucky run afoul of an actual crime organization and are destroyed. It is incredibly rare for a gang to last longer than a few years. When one splits apart from infighting, the death of its leader, or other reasons, members tend to blend into other gangs or attempt to go down a more legitimate path. Gangs typically identify themselves through common colors, clothing, and simple names. &lt;br /&gt;
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=== Olokun Curios === &lt;br /&gt;
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Arriving in Crevus following the Steeple Peace in &#039;&#039;&#039;2461&#039;&#039;&#039;, Olokun Curios is a company led by members of the EPMC’s [[Eridani Federation Military|Ringspire]] company. Allying with so-called archeologists, delvers, prospectors, and even the warlord [[Democratic People&#039;s Republic of Adhomai#Din&#039;akk Mountains|Alexeii K&#039;marr]], Olokun Curios gather artifacts from across Adhomai to sell to wealthy buyers in the Eridani Federation. It operates underneath the guise of simply being an art dealership. This business model has proven quite lucrative. The company&#039;s core leadership is the Eridanis who came to Crevus to make a profit. These intrepid businessmen are the ones who handle deals for artifacts or lead expeditions to find anything worthwhile to sell. However, the xenophobic attitudes of many Tajara on Adhomai force them to stay out of sight during expeditions. The majority of the organization is Crevan Tajara who hope to make quick credits and get a shoe-in for the EPMC when they join Ringspire proper. Eridani technology gives them an advantage when thieving and allows them to outgun most resistance they encounter. The arrival of these profiteers has not escaped the notice of the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Restorers]] or the [[Little Adhomai#Society of the Hidden Dusk|Society of the Hidden Dusk]]. The latter patronize the company to gather artifacts for them, providing maps and allowing them to sell any artifacts they deem “unimportant” in their pursuit of occult knowledge. The former, along with [[S&#039;rendarr and Messa#Kin of S&#039;rendarr|others]], are forced to fight Olokun Curios whenever they cross paths.&lt;br /&gt;
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=== Crevan Liberation Army ===&lt;br /&gt;
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When it became clear that Crevus would tolerate the xeno and corporate presence there, some former ALA members banded together to begin waging a war against the families. Putting aside political differences they established what became known as the Crevan Liberation Army in the closing years of the Second Revolution. The CLA’s stated goal is to overthrow the crime families and for the Crevans to find their destiny in the hands of another government. CLA attacks are a problem outside of the Pam Hu district, which is protected by the EPMC, with the enforcers of the families struggling to fight CLA troops wherever they appear. While they do get a large amount of war material from an unknown source the CLA lack any popular support among the Crevan population. They are largely despised for their constant arsons, bombings, vandalism, and assassinations. Most people in the city expect the group to die out as more of their fighters are gunned down and more of their safehouses are destroyed.&lt;br /&gt;
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= Economy = &lt;br /&gt;
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Trade is still a cornerstone of Crevus’ economy today, but their tourism industry is what fills the coffers of the ruling families. Most Crevans are employed in the service economy to work in hotels, casinos, bars, drug dens, clubs, and discos. Any business can be found in Crevus, legal or not. People travel to the city to spend their time carousing and gambling so they can forget their woes or enjoy their lives to the fullest. Crevus is all the more happy to oblige these seekers. Between the diversions, drinking, and drugs, visiting gamblers tend to burn away their money fast. It is for this reason that every seasoned tourist recommends that travellers buy return tickets as well so that they do not become one of the many beggars who failed to plan a way back. &lt;br /&gt;
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Given its site as first contact with humanity the city became a natural choice for the first spaceport upon Adhomai. With legitimate businessmen also came smugglers. Allying with anyone willing to do business these less-than-savory merchants brought illegal goods from across the spur into Crevus. Tajaran smugglers provided their own wares or labour to be taken in exchange, thus beginning the on-going trend of Tajaran smuggling. The spaceport of Crevus has no authority beyond corporate safety officers. There are no weapons checks, no security scans, no cargo inspections. This has made Crevus the jugular of Adhomai’s black markets. These smugglers also found an income through transporting Tajara to far-away ports like Tau Ceti. Known as “Ha’rron” they would later establish more legitimate transportation businesses after the armistice. These vessels brought guns and equipment to Adhomai during the Second Revolution and now are used by the ALA to bring their influence to far-flung planets. &lt;br /&gt;
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Xeno tourism exploded following first contact as humans and skrell from across the galaxy arrived to take in the splendours of Tajaran culture. The interwar period saw these numbers decline as the PRA tightened its grip on the city. It paradoxically exploded once again during the Second Revolution. With Crevus relatively safe from attacks and megacorporations providing protected transport, tourists flocked to the city for a safe cultural experience. Now, one can find a diverse range of travellers within the city. Even if most stay in The Knuckles and the Azaula’s territory. The threat the CLA pose to alien tourists is a major driving force behind the families’ drive to wipe the army out. The Idris supporting families of the Azaula and Rhan-Cresh hope that, given time, Crevus can become one of the biggest tourist spots in the Orion Spur. Other families like the J’shar fear that catering to xeno tastes will eat at Crevus’ own identity.&lt;br /&gt;
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=== Megacorporations ===&lt;br /&gt;
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Just a year after first contact, Idris Incorporated, Hephaestus Industries, and Nanotrasen established offices to draw in Tajara workers. Post-First Revolution NanoTrasen had dominated Crevus as they did with the rest of Adhomai. But, the Hephaestus and Idris branches still remained open as a way for Tajara to find work and leave Adhomai. EPMC’s Phalanx Incorporated has always been present to function as security for the company offices and the Pam Hu District. They were allowed to establish a base at an old gun-fort on the city’s outskirts. The gun-fort also doubles as an office for recruiting Tajara and as Olokun Curios’ base of operations.&lt;br /&gt;
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The influence of megacorporations can be felt across Crevus. Idris goods and employees are cropping up in many of the popular businesses. Hephaestus runs several transportation businesses including a new system of suspended tram cars to act as “public” transportation. NanoTrasen holds the least influence, but their subsidiary Getmore Corporation is active in the city to facilitate trade of exotic foodstuffs. Hephaestus and Idris both run rental services for their IPCs. For Idris, the ISUs are rented to the rich to serve as bodyguards and steel muscle. Hephaestus rents out their units to function as engineers for establishments and to assist in family-run factories. IPCs are unsurprisingly expensive to rent out due to the costs of maintaining them in a city unsuited for their regular use such as Crevus. Unlike the rest of the DPRA , the companies are respected by the locals. Families have their own relationships and ties to these companies. Only the J’shar and Raghmara are somewhat free of their influence. The presence of megacorporations in Crevus have led to calls from both army radicals and civilian lawmakers to restore order in the city. President Harrlala and Supreme Commander Nated do not heed these calls. For them, the credits and ships Crevus provides is enough to justify the city’s lawless status. &lt;br /&gt;
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= Notable Locations = &lt;br /&gt;
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[[File:CrevusTopographicWithoutBox.jpg|thumb|left|A map of Crevus depicting its districts, locales, and the territories of the major families. The Knuckles and Pam Hu District are considered neutral ground.]]&lt;br /&gt;
*&#039;&#039;&#039;The Knuckles:&#039;&#039;&#039; The Knuckles is the home of Crevus’ rich. It is full of manor houses and estates neatly arranged into grids and protected by virtue of being where the crime family leaders live. The wealthy of Crevus are not just descendents of its old Njarir’akhran houses, but also new money in the form of Tajara who struck it rich after the First Revolution. Some of its denizens are even rumored to be members of the Party or former ALA commanders. Life in The Knuckles is idyllic if one can afford it. There is always a banquet or jubilee to attend and families’ leadership ensure that their business doesn’t spill into their own backyards. The entire district is heavily guarded by patrolling cars of family enforcers and hired mercenaries. The Tajara who live here live in pure comfort and have their every need met by servants waiting on them. This wealth disparity may anger new-comers to the city, but for native Crevans, it is the ideal that they all aspire to and hope to one day attain. &lt;br /&gt;
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*&#039;&#039;&#039;Pam Hu District:&#039;&#039;&#039; Home to the xeno population of Crevus, Pam Hu is a section of The Knuckles. Here lives human and skrell megacorporation workers alongside wealthy expats who made their home in the city for one reason or another. The houses here are the same as the rest of the Knuckles. Lower class workers, such as Idris servers or Hephaestus tram driving instructors, live together in manses paid for by their corporation. High class workers and the expat population live comfortably in their own manors. Located in the Pam Hu district is a statue of its namesake, Xeno-Culturalist Pam Hu, shaking hands with a Tajara noble. The expats of Pam Hu came to Crevus for their own reasons. Some were drawn in by Crevus’ culture, cheaper costs, or a wish to remain here to party and enjoy their life to the fullest. Others were drawn to Crevus by an idea circulated in illicit circles. An idea that as long as one has wealth, Crevus provides the perfect place to lay low and hide from off-world forces. &lt;br /&gt;
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*&#039;&#039;&#039;Herder District:&#039;&#039;&#039; Herder District is the home of the Crevan Southern Harr’masir people. Many of them were brought in to work in the meat-packing industries and logging during a labour shortage in the 22nd century. The district is rife with concert halls, weapons shops, and race tracks. The traditions of zhsfram riding has been kept alive by the locals through rider associations and gave rise to a culture of urban riders. Herder District has seen the most improvement of all districts in the previous decade. Under Rhan-Cresh leadership the streets have been repaved, businesses have been revitalized, and local income has steadily increased. Dwellers of Herder District are generally considered a wild-eyed sort. This reputation is supported by the fact that many gunslingers from the district have become infamous as hitmen for the families. Herder District and its people are firmly under the control of the Rhan-Cresh family and is administered by local lesser families. &lt;br /&gt;
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*&#039;&#039;&#039;Duellist’s Crest:&#039;&#039;&#039; The Amohdan quarter of Crevus is the oldest of the cultural enclaves. Amohdans have been arriving to Crevus since the 18th century, travelling along their shipping lines to the city and establishing a strong community there. They historically found work in the marine industries such as fishing and shipping. Their traditions of swordsmanship were kept alive through dojos and mercenary bands that worked for the Njarir’akhran dynasties of Crevus. After the First Revolution it came underneath J’shar and Azaula control. But, when the Raghmara came, those families fled along with Duellist’s Crest’s prosperity. Now the district is one of the poorest in Crevus. It’s buildings have fallen into disrepair as the Raghmara desperately try to attract customers or corporate interest. With Amohdan refugees arriving from the isle however, the Raghmara’s lesser families have instead begun trying to expand into their rival’s businesses instead. The Crevan-Amohdans that remain in the enclave have found their lives to be fraught with hardship thanks to the high poverty and increasing political divides. This leads the younger generation to see fighting for the Raghmara or signing onto a megacorporation as the only ways to support themselves. &lt;br /&gt;
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*&#039;&#039;&#039;Silver Streets:&#039;&#039;&#039; Originally considered part of Herder District, the Silver Streets became a gathering place for Northern Harr’masir Tajara in their diaspora following Kaltir’s fall. In just a decade, their numbers swelled to the point that southern harr’masir became a minority in the district. Following a war between the Rhan-Cresh and J’shar it came underneath J’shar control. The Silver Streets supports itself through breweries, beerhalls, and local traditional artisans. Their control of the best of the breweries has made the ruling lesser families wealthy enough to avoid conflicts with the other families. This allows them to put on a veneer of neutrality despite pledging fealty to the J’shar. The culture of Northern Harr’masir runs strong in the Silver Streets and their dialect is still commonplace. The district has seen heavy construction following the return of denizens who volunteered to fight for the NKA. Pillboxes, sewer bunkers, and sniper nests have been constructed across the streets in the event of an attack. The majority of the population here holds citizenship with the NKA and not the DPRA.  &lt;br /&gt;
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*&#039;&#039;&#039;The Hephaestus Grand Pyramid:&#039;&#039;&#039; As the name implies, The Hephaestus Grand Pyramid (Referred to as “the pyramid” for short.) is Hephaestus Industries’ foothold in Crevus. Twenty stories tall, protected by black plasteel plating, and covered by brilliant tube-art depicting soaring ships, Hephaestus is able to lure in Tajara with its stunning visuals alone. The pyramid is also well known for its excellent food court with several styles of grill-centred eateries. At night this court is packed full of drunken gamblers wanting to round out their night of partying with a heavy meal. It also sports an extensive robotics lab located in the pyramid’s top. This is where its rented industrials are maintained and kept until bought via contract. &lt;br /&gt;
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*&#039;&#039;&#039;The Shard:&#039;&#039;&#039; Situated in the centre of The Knuckles, The Shard is the central tower for NanoTrasen in Crevus. It cuts a magnificent figure with its silver plated cladding to catch the eye and entice Crevan to shop, dine, and gamble there. NanoTrasen’s domination of Adhomai in the interwar years enabled them to field thousands of employees in the once-bustling skyscraper, but the changed political situation has resulted in their influence waning. Now, much of the Shard is emptied and supposedly abandoned. It has a reputation of being a first-time casino full of young rich-kids and xenos too afraid to venture out of The Knuckles. &lt;br /&gt;
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*&#039;&#039;&#039;Twin Nm’shaan Mall:&#039;&#039;&#039; Once just a bank, the Twin Nm’shaan Mall grew as Idris Incorporated bought more land around it to develop the location further. Now with its raised glass ceilings, white marble facades, and gleaming luxury stores, the Twin Nm’shaan Mall is a favorite for any Crevan shopper. Besides its stores the mall also boasts a glorious holo-theatre and a sprawling park featuring a heated Konyang style koi pond. ISUs are on constant patrol here to ward off any attackers or robbers. Tajara who shop here are easily drawn in by the company’s image of glitz and glamour. Idris retains a recruitment office at this location to bring in Crevans or any other Tajara seeking to employ with them. &lt;br /&gt;
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*&#039;&#039;&#039;Kjal’hr Gambling Hall:&#039;&#039;&#039; The decrepit Kjal’hr Gambling Hall is not a business famous for its nightlife or food, but its story. The tale goes that a royal cadet branch, the Kjal’hr, settled in Crevus after the First Revolution. They constructed a gambling hall and hoped for nothing more than to be left alone. In the first years the gambling hall performed well. But in the fifth year came the haunting. Guests vanished in their rooms. Workers began to commit suicide from plummeting from the roof or jumping down opened elevator shafts. These came randomly and with no warning or reasons why. When the customers stopped coming and the money dried the head of the Kjal’hr line, Rreghal Kjal’hr, ended his house himself: Through locking the doors of the hall and setting the building alight. The charred brick-work ruins are avoided by Crevans. No construction occurs around it, and its entire block lies dark and abandoned. People who venture into the block on dares come back with stories of their electronics going haywire and seeing odd things in the dark corners. &lt;br /&gt;
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*&#039;&#039;&#039;Depot 37E:&#039;&#039;&#039; Built in the interwar period, this PRA naval depot was lost to the DPRA after its crew defected during the Crevan uprising. Though still considered in-use by the ALA the depot sits abandoned in the docks of Crevus. All it holds is badly damaged destroyers and torpedo boats scoured for parts to sell by the squatters dwelling there. These same squatters venture into the docks to steal from whatever shipments they can find. Rumors remain abound about the secretive community of vagrants in 37E, ranging from it being a cult to being secretly ruled by rogue Hotak commandos. Between fears of catching Supreme Commander Nated’s ire for damaging a technically still used depot and the vagrants’ stubborn resistance, the J’shar refuse to clear out the building. &lt;br /&gt;
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*&#039;&#039;&#039;Liceland:&#039;&#039;&#039; Liceland is a sprawling shantytown in the east. Made up of Crevus’ poorest and those who lost everything in the casinos, its population exploded in the previous decade due to refugees arriving in streams. People there live in cramped squalor and are preyed on by violent gangs seeking to make the riches to escape by any means necessary. Periodically these gangs find their way into the bordering Rhan-cresh, or J’shar territories and wreak havoc. The massive increase in population led to Liceland eventually spilling into city blocks controlled by the aforementioned families, who’s previous tenants ran deeper into the city. Liceland is widely considered as one of the worst places a Tajara could live in. It becomes even more horrible the deeper one goes inside. With no feasible plans to clear it out and move its victims, the families leave Liceland alone. For now.&lt;br /&gt;
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		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Gakal%27zaal&amp;diff=26560</id>
		<title>Gakal&#039;zaal</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Gakal%27zaal&amp;diff=26560"/>
		<updated>2022-08-26T22:08:41Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Free Gakal&amp;#039;zaal Station */ expands gakal&amp;#039;zaal station entry&lt;/p&gt;
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=Overview=&lt;br /&gt;
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Gakal&#039;zaal is the sixth planet in the Gakal star system with its capital city being Zikala. Currently under the control of the [[Democratic People&#039;s Republic of Adhomai]]. The majority of the surface is covered by hills, steppes, and forests. Temperatures are generally low, but the average climate is considered to be more moderate and warm than Adhomai. Gakal’zaal is home to a large Tajara population, with an Unathi minority living at the equator.&lt;br /&gt;
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=History=&lt;br /&gt;
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Gakal&#039;zaal was first colonized in 2452 by Tajara refugees who could not enter [[Tau Ceti]] or the [[Sol Alliance]]. The population organized themselves into semi-autonomous settlements involved in agriculture and trade with nearby worlds. Due to the similar weather to Adhomai, Adhomai crops and livestock could thrive without a problem and soon replaced most of the native life. The planet was found by a band of pirates in 2455 and the locals were forced to pay protection money. Resistance among the local population soon followed, but with limited success. This continued until 2457, when a new fleet of the [[Unathi#Izweski_Nation|Hegemony]], commanded by Lord-Admiral Yizarus, appeared and expelled the pirates. The planet was annexed by the Izweski Hegemony after a deal with a powerful Tajara family; the Drrawa&#039;jur Dynasty who used this opportunity to expand their influence. Makar Yizarus, the cousin of the famed Admiral, was appointed as its overlord. The nations of Adhomai were not interested in interfering because of the ongoing war.&lt;br /&gt;
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The Unathi conquest was not well received by most of the population, civil unrest and armed resistance continued against the new masters. The Hegemony was able to maintain control of the equatorial regions. Except for the Drrawa&#039;jur, all positions of authority were occupied by Unathi settlers. Society was reorganized in a feudal manner similar to the Hegemony, with the Tajara being forced into serfdom. The economy was dominated by the Unathi nobility through the use of [[Unathi Guilds]]. Sk&#039;akh priests were brought in an attempt to convert the Tajara; they only found some moderate success in the cities and among members of the Drrawa&#039;jur family.&lt;br /&gt;
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The Hegemonic control over Gakal&#039;zaal was seriously challenged in 2461 when the Adhomai Liberation Army supplied weapons, training, and thousands of fighters to the Tajaran resistance. The low-intensity insurgency turned into open warfare when an organization known as the Gakal&#039;zaal Liberation Front emerged to lead the fight against the Overlord in 2462. Due to the succession crisis at Moghes and the breakdown of relations between Not’zar and Overlord Yizarus, the Unathi forces on the planet were left to deal with the insurrection on their own. After a year of guerrilla warfare and sabotage by the Tajara population living under Hegemonic rule, the colony was liberated with the fall of Zikala in the final months of 2462.&lt;br /&gt;
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The liberation of Gakal&#039;zaal brought sweeping changes: titles of nobility were abolished, the guild and the feudal systems were dismantled, and proselytization of the alien faith was prohibited. The planet enjoyed a short period of independence as the Free Republic of Gakal’zaal. The young Republic joined the Democratic People&#039;s Republic through a referendum at the end of 2462. Despite the supposed democratic nature of this act, foreign freedom fighters were allowed to vote and the Unathi population was excluded from this decision. The colony is currently ruled by a military junta headed by Andranik Huwaytat, the leader of the defunct Gakal&#039;zaal Liberation Front. Under Tajara control, the planet has become a base of operations for the Liberation Army forces; weapons and DPRA citizens, usually heading to other systems, pass by Gakal&#039;zaal daily.&lt;br /&gt;
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One year after the liberation, the ruling junta called for a military offensive to defeat the remaining Unathi resistance on the planet. Adhomai&#039;s attention has returned to the planet as the Al&#039;mariit factions try to influence the campaign to gain the upper hand in Gakal&#039;zaal&#039;s future elections.&lt;br /&gt;
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=Culture and Society=&lt;br /&gt;
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Gakal&#039;zaal is divided between the Tajara majority and the Unathi minority. Because of the recent conflict and social changes, there is much tension and resentment between both sides.&lt;br /&gt;
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The Tajaran sector is culturally similar to their Adhomian counterpart, learning towards the ideals of Al’mariism. They make up the majority of the workers across the planet. The food production of the planet relies entirely on the Tajaran rural population. Since the liberation of the planet, Tajara replaced the previous Unathi leadership. Positions of authority in the government are held exclusively by Tajara, alongside the right to vote.&lt;br /&gt;
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The Unathi population in Gakal’zaal is made up of guild members, merchants, previous nobles, warriors, and settlers that were left behind or were too stubborn to leave. Present only in the equatorial regions, these Unathi are deeply involved in the trading and manufacturing sectors of the planet. Their legal status is nebulous at best; they are not citizens of the DPRA and have far fewer political rights than the native population. Despite being removed from their previous positions of authority, they exercise their influence through their economic power. Traditional Unathi clans and family structure on Gakal&#039;zaal remain virtually unchanged since the liberation. &lt;br /&gt;
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==The Legacy of the Guilds==&lt;br /&gt;
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Despite the abolishment of the guild system and the nationalization of their property according to principles of Almariism, the Gakal&#039;zaal Liberation Front failed to completely eliminate the Unathi grasp over the planet&#039;s wealth. To avoid mass migration and the collapse of the planet&#039;s economy, the Unathi were allowed to maintain their positions and were given a share similar to the Tajara. Due to these circumstances, Unathi still have a prominent role in the trade and can strongarm the colonial government in prolonging the status quo. The DPRA is attempting to dismantle this situation by incentivizing the population to open their own business and through the buyout of Unathi controlled shares.&lt;br /&gt;
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=Major Cities=&lt;br /&gt;
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*&#039;&#039;&#039;Zikala:&#039;&#039;&#039; located at the center of the equator, Zikala is the capital and largest city of Gakal&#039;zaal. The city used to host the overlord&#039;s court until the liberation of the planet. Its population is evenly divided between Unathi and Tajara. Zikala is the most industrialized city on the planet and has a spaceport. The Unathi presence has begun to dwindle as more Tajaran migrants arrive. Due to the strong presence of the Liberation Army, interspecies violence remains contained.&lt;br /&gt;
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*&#039;&#039;&#039;Kr&#039;yata:&#039;&#039;&#039; situated at the edge of the equator, Kr&#039;yata has a large Tajaran presence and a small Unathi population. During the revolt, the settlement was the site of a notable popular uprising. The city is the major transport hub on the planet; trains and roads coming from the other settlements and villages all converge to Kr&#039;yata. The only industry is focused on foodstuff and maintaining the transportation network. Because of the overwhelming Tajaran presence and lack of proper policing, the Unathi have begun to abandon the city due to growing discrimination.&lt;br /&gt;
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*&#039;&#039;&#039;New S&#039;th:&#039;&#039;&#039; famous for being the only city with a majority Unathi population, New S&#039;th is the planet&#039;s commercial center. Boasting the largest spaceport in Gakal&#039;zaal, most of the imports and exports pass by this town. The Liberation Army garrison in this settlement is known for being infamously corrupt; the remaining Unathi riches are more than enough to give them sway in their policing. Rumors claim that the Unathi community from New S&#039;th actively contributes to the Yizarus Brigade with material support and new fighters. The city remains a thorn on the side of the planet&#039;s administration.&lt;br /&gt;
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=Free Gakal&#039;zaal Station=&lt;br /&gt;
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The Free Gakal&#039;zaal Station, originally known as Makar Castle, is an orbital station floating around the planet. The facility was built by Unathi to serve as their seat of power; it was abandoned after the planet joined the Democratic People’s Republic, taken over by Tajara, and turned into a spaceport. It has also become a smuggler&#039;s haven as, thanks to them, the large-scale transports of men and materials became possible. Now they enjoy a degree of immunity from the authorities after creating this large black market on the station.&lt;br /&gt;
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The station is slowly becoming an eclectic mix of the original Hephaestus design and arbitrary additions. These ramshackle additions are matched by modifications made to the rooms within the station. What were once Unathi dining halls are now privately-owned restaurants, the barracks became hotels, and the former throne room of the Yizarus clan is now the Rrhaza-Akhran’s command room. Curiously, a fair number of rooms and sections not noted on the blueprints have been found.&lt;br /&gt;
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The DPRA has taken full advantage of their new station. The dockyards being reactivated have allowed for the construction of their own [[Tajara_Space_Capability#Democratic_People&#039;s_Republic_of_Adhomai|space fleet]] and the attraction of smugglers allows for a possibly permanent base of smugglers to assist in the next conflict. Urban planners have put forward as-of-yet unapproved proposals to turn the station into the first Tajaran space city.&lt;br /&gt;
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The men and women who live and work upon the Free Gakal’zaal station have been a mix of Unathi and Tajara, many having been working there since before the revolt. But now, years later, the number of Tajara working there continue to rise with Unathi maintaining their relevancy (and higher pay) through the skilled labor and knowledge they hold. Much of the menial labor such as janitors or guards are Tajara while Unathi are the engineers, atmospheric technicians, and ship repairmen.&lt;br /&gt;
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The Unathi hold their own union in the form of the Makar Guild. Regular protests and the shutting off of the station’s power whenever the local authorities attempt to suppress the group have allowed the Unathi workers to keep their positions and steadily work the government for better pay and benefits. One particular point of contention has been the station’s temperature. Whereas Tajara prefer it at 15 degrees celsius, the Unathi prefer 22. Most protests are held over the station overseers turning it to 15 before the Unathi shut off the power and demand it be flicked back up. Tajaran workers from the Free Gakal’zaal Station identify themselves with armbands or bandanas that are black with white stripes while Unathi identify themselves with red and orange armbands, traditions that both species carry off-work. &lt;br /&gt;
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Since its taking in 2462, the Free Gakal’zaal Station became a hotspot of illegal activity. Tajaran smugglers that brought guns and volunteers to Gakal’zaal during its revolt against Izweski power set up shop in the industrial station after the Adhomai Liberation Army seized control. With these smugglers came new customers: [[Unathi_Piracy|Unathi pirates]]. While tensions are still high between the Unathite and Tajaran populations, Free Gakal’zaal station has become a point of commerce for both groups to profit off of. Tajaran smugglers bring in all sorts of odd curio[[Hro%27zamal#Fauna|s]] and hefty amounts of weaponry while Unathite pirates bring their own ill-gotten gains from raids and tribute payments. In hazy, haphazardly constructed smoking lounges, credits are exchanged from furred to scaled hand. Crates are moved from modified stealth frigates to armed-to-the-teeth cruisers. Through this, Unathite pirates are able to gain a cheaper source of supplies and a freeport to hide out and repair in— provided they pay the right bribes to the DPRA Spacer Militia. These militia types are all that pass for authority in the space around Gakal’zaal. &lt;br /&gt;
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Of course, not all pirates see the same way on Free Gakal’zaal Station, especially when payment and pride gets in the way. The more politically minded are all too happy to continue supplying the Yizarus Brigade with arms and fighters against the Tajaran government on the planet or to keep harassing trade going in and out of the system, either for their own benefit or the benefit of certain employers. [[Unathi_Piracy#Izharshan&#039;s_Raiders|Izharshan’s Raiders]] in particular have launched small time raids into and near the system, bringing concern to both the Spacer Militia and the rival pirate groups that these could be the forbringers of a full-scale assault on the system.&lt;br /&gt;
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=Anti-Bandit Offensive=&lt;br /&gt;
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After the liberation of the planet, not all Unathi loyalists surrendered. Hostile forces attempting to wrestle away the control of Gakal&#039;zaal from the DPRA are still active on the planet. To solidify the Al&#039;mariist control once for all, the junta called for a large mobilization effort to crush these guerrillas in 2464.&lt;br /&gt;
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==Armed Forces==&lt;br /&gt;
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===Yizarus Brigade===&lt;br /&gt;
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The Yizarus Brigade is an Unathi guerilla organization fighting against the Tajaran government of Gakal&#039;zal. Created from the remains of mercenaries, pirates, and warriors loyal to the previous overlord, the Brigade commonly engages in acts of banditry across the equatorial region. Looting and stealing are essential to the survival of the brigade; as they are outnumbered by the Liberation Army. They are currently led by one of Makar’s sons, Drokzisz Yizarus, who refused to abandon the colony that would be his inheritance one day.&lt;br /&gt;
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===Redemption Battalions===&lt;br /&gt;
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During the liberation of Gakal&#039;zaal, the Liberation Army captured a sizable number of Tajaran collaborators. These individuals were seen with extreme suspicions and remained imprisoned until 2464. With the announcement of the Anti-Bandit Offensive, the traitors were given a choice: join the fight or leave the planet to never return. Those who decided to enlist were organized into the Redemption Battalions, military units composed solely of the collaborators. These forces are frequently assigned dangerous and exhausting tasks. After three years of service, the battalions will be dissolved and their survivors will have their past crimes forgiven. The Redemption troops are considered to be traitors and cowards by the Yizarus brigades; any of them taken as prisoners or deserters are executed on-site.&lt;br /&gt;
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===Sinta Volunteer Forces===&lt;br /&gt;
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Taking advantage of the stratified Unathi society, the Liberation Army created a military unit composed solely of Guwans. These soldiers are given privileges, such as carrying weapons outside of their homes, frequently denied to the rest of the Sinta population. They are armed with Thermal Spears, adapted industrial tools capable of creating a high-temperature plasma arc. The Guwans are forbidden from wielding ranged weapons. The volunteers are used in close combat encounters and as vanguard troops in battles against the Yizarus Brigade. The Sinta Volunteer Forces are highly controversial among the Unathi population in Gakal&#039;zaal as many fear they will soon be used to patrol Sinta neighborhoods. Many Guwans living on the Gakal&#039;zaal and closer systems gladly took this opportunity to acquire a higher pay or authority usually inaccessible to them.&lt;br /&gt;
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==Notable Leaders==&lt;br /&gt;
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===Andranik Huwaytat===&lt;br /&gt;
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Andranik arrived at Gakal&#039;zaal in search of a better life shortly before the Unathi subjugation. Until the Armistice, he led a small resistance group. With the help of the Liberation Army, he created the Gakal&#039;zaal Liberation Front, the organization that would defeat the Unathi. When the colony joined the Democratic People&#039;s Republic, Andranik became the planet&#039;s Rrhaza-Akhran. While his allegiances seem to lie with the ALA, he appears to be willing to step down after Gakal&#039;zaal has been pacified. Only time will tell if he will fulfill this promise. &lt;br /&gt;
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===Drokzisz Yizarus===&lt;br /&gt;
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As the oldest son of the previous overlord, Drokzisz Yizarus was the designated heir for Gakal&#039;zaal. His dreams of acquiring his fiefdom were crushed by the Tajara insurgency. Unlike his father, he refused to flee. Uniting the remnants of the old feudal army, mercenaries, and pirates, he created a rebel group to reconquer his birthright. Drokzisz quickly adopted tactics similar to the Tajaran guerillas despite his stubbornness during the revolt. The deposed heir now lurks in the shadows, from where he lures more fighters - including pirates, raiders, volunteers, and sympathizers - with promises of land, plunder, and glory.&lt;br /&gt;
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===Ershe Hasuzohi===&lt;br /&gt;
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Once the head of the trade guild of New S&#039;th, Ershe assumed the role of the unofficial leader of the Unathi community in Gakal&#039;zaal after the departure of the Overlord. Even with the nationalization, he remained in an importation position in the new commerce cooperatives and kept most of his influence. Hasuzohi now intermediates much of the conflict between both communities. Despite being on good terms with Andranik, their relationship was deeply shaken by the creation of the Sinta Volunteer Force. Some rumors claim that Ershe secretly supports the Yizarus Brigade.&lt;br /&gt;
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===Leziuz Guwan===&lt;br /&gt;
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Exiled for murdering a clan member over a minor dispute, Leziuz first arrived at Gakal&#039;zaal as a stowaway. Like most Guwans, he was drawn in by the criminal underground of the colony. Infamous for his brutal and merciless ways, he quickly climbed to the leadership of a gang. Leziuz joined the Sinta Volunteer Forces with the promise of acquiring further riches. The Guwan was chosen by Andranik to lead the unit because of his reputation. Both Tajara and Unathi alike are wary of his future ambitions.&lt;br /&gt;
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===Yesenia Ivanyutina===&lt;br /&gt;
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Before her transfer to Gakal&#039;zaal as a military advisor, Yesenia was part of the Hotak&#039;s Commandos. Specialized in intelligence gathering and infiltration, she worked closely with guerilla cells during the war. In the colony, she was given control of the Redemption Batallions by Andranik Huwaytat. Yesenia is one of the main proponents of continuing military rule on the planet; she argues that due to the planet&#039;s unique position, a large army garrison is needed to protect the DPRA. How much influence Hotak still has left under his former soldier on Gakal&#039;zaal is unknown.&lt;br /&gt;
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		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=26558</id>
		<title>Unathi Piracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Piracy&amp;diff=26558"/>
		<updated>2022-08-26T21:59:51Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Relations */ adds gakal&amp;#039;zaal section&lt;/p&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
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== Overview ==&lt;br /&gt;
From the humble smuggler, carrying exotic and illicit goods from one place to another; to the brash marauder, pillaging and plundering vessels for their riches; to the brave explorer, searching for a destroyed vessel of lost treasures and their future love amongst the cosmos— Unathi piracy is as vast a topic as the stars they traverse. The concepts of combat and seeking glory through conflict are not new to Unathi; however, they are traditionally coupled with honor and righteousness. Piracy comes about when a Unathi forsakes their honor for a life of adventure and intrigue. Despite their shady backgrounds, a pirate’s skill on a ship is renowned as it is sink or swim for these Unathi, and as a result, those that have left the life of a pirate behind— whatever reason that may be, they can be found in the most unlikely of places.&lt;br /&gt;
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The life of a pirate for Unathi is not unlike that of life for most pirates in the Spur. However, some things about them remain unique, such as their willingness to gather and share tales over a drink, a disdain for their homeland, and an almost unique view of religion and society as a whole. Their crews are open to anyone who wishes to join, and anyone who feels rejected by their upbringing and seeks a life of adventure finds a good home among Unathi vessels.&lt;br /&gt;
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Unathi captains often do not start with their own ships; stealing them when opportune, buying them, making them from parts and with teamwork, or even renting them in the most bizarre of circumstances are all ways in which these lawless vessels come about. The recent chaos of the Phoron Shortage and the Solarian split into several states vying for power has led to a greater proliferation of pirates and the formation of new crews among the seas of space in the Spur.&lt;br /&gt;
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== Pirate Marks ==&lt;br /&gt;
The &#039;Pirate Marks&#039; refer to not only a person&#039;s place on a ship, whether as a shiny new recruit or the captain of a vessel, but also to one&#039;s occupation. There exists a wide selection of those that call themselves pirates and no two crews will really look the same.&lt;br /&gt;
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Recruits into the pirate life are not restricted. In fact, most pirates are the rejects of society; those that didn&#039;t find [[Aut&#039;akh]] enticing, felt restricted in the current climate of the [[Izweski Nation|Izweski Hegemony]] and Unathi culture, or were criminals or Guwan were found among pirate crews without much discrimination or thought to their presence. Holdover ideals and beliefs of prior society may be found, especially if someone finds out a Unathi was a Guwan, but they are otherwise met in good company and accepted. A person&#039;s gender, sexuality, religion, and previous status— rarely have any bearing on someone&#039;s new life as a pirate. Traditionalists make up the largest group of space piracy, followed next by Hegemony peasants and undesirables, then warriors, and finally, nobles. Interestingly enough, Aut&#039;akh are impossibly rare due to their dispassion for violence, despite the breed of pirate that focuses more on exploring the unknown.&lt;br /&gt;
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New recruits have an interim period of a fourth of a galactic year or three months. During this, they earn half a share that a normal crew member would earn, their drinking is always rationed, and they are always delegated to the most menial labor aboard the vessel. However, if they survive this interim period (quite literally for some), they are given the remaining shares they would have earned were they a full member of the crew, and there is a celebration in their honor.&lt;br /&gt;
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Taking slaves is a concept that is perhaps the most scorned by folks universally; Unathi that have won a conflict sometimes take slaves, where food and supplies are high, in order to have labor attended to. This is in the form of untrained labor, but also any specialists that may come in handy, such as those that know ship engineering, hydroponics, research and development, or other valuable skills on a vessel. From this, most non-Unathi pirates join their crews; most slaves often find themselves willingly offering their service if it would mean no longer being a slave. This is typically allowed if a slave can be proven useful. Rarely, a crew may take slaves permanently. Once a slave has been in service, around a month or some odd weeks, they are let go at the next dock with a laser pistol, a meager share of spoils (a fifth of a crew member&#039;s share on average), fresh clothes, and information on a route back to a country of their choosing, if a captain or quartermaster is knowledgeable about space travel.&lt;br /&gt;
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Raiding is the most popular form of piracy among Unathi. Whether pillaging ships, landing on small colonies, or fighting &#039;tyranny&#039;— in whatever forms it may take, as opinionated as those may be— it remains the most lucrative and rewarding trade. The acquisition of goods through immoral means is then distributed across space to whoever delivers the most profit and requires the least costs of travel to get to. Warlords of the [[Sol Alliance|Solarian Alliance]], desperate colonies in the Deep Frontier, and the pits of [[Ouerea]] remain the most prominent locations among the wider Spur. Due to their proficiency in combat compared to other kinds of pirates, these also offer their services as rogue mercenaries that aren&#039;t afraid to get their claws dirty. It is for this reason that they come in handy as additional vessels to pad out an assault for warlords in their conflicts with each other or to perform tasks on their behest. The non-affiliated nature of these ships makes them a unique asset, in that they can avoid the heat official fleets of Sol receive when passing through enemy territory, though their status as pirates will always leave some threat of capture or being shot down. Whether due to a discriminatory view on Unathi and their use as disposable fodder or a tactical move to bring an undervalued asset into the fold, raiders, as well as other pirates, have become increasingly common in Solarian [[Human Wildlands|Wildlands]] space.&lt;br /&gt;
[[File:Varizflag.png|thumb|right|A common pirate flag for Unathi. Depictions of Unathi skulls or heads and axes are particularly common. Done by CNEGecko#9618 on Discord.]]&lt;br /&gt;
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Different captains and crews have different standards for what is allowed and what isn&#039;t for engaging ships, stations, and cities. Taking a portion of supplies and leaving those that surrender unharmed is common, and it is more common to leave a vessel operable and temporarily or permanently disable its defenses. This is to reap supplies that may be destroyed or devalued by being exposed to space, such as sensitive materials, food, supplies, and machinery. A rare few will destroy and plunder as they see fit whenever they are high on necessities, and a scrapped ship is easier to gather supplies from than an operable one with a full crew. Some still will kill an entire crew and sell their ship in deep space to colonies outside of the greater galactic community as verifying a license would be harder out there; alternatively, these ships are retrofitted and added to their own fleet. Raiders have the most specialists among them on average, as making value out of junk, creating or modifying weaponry and defenses, and ultimately understanding technology make for extremely valuable assets in fights against other vessels.&lt;br /&gt;
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Smuggling is a lucrative activity and, even for those that do not premiere in this trade, it remains common among Unathi pirates as a way to make credits on the side. The premise is simple: illegal or regulated goods, such as firearms, drugs, illegal modifications or prosthetics, organs, combat synthetics, and, very rarely, sentient slaves all make for a valuable line of profit. Smuggling relies less on combat and conflict, but on knowledge and charisma. It takes knowledge to know the markets and what can be valuable somewhere, in some corner of the galaxy, and charisma to make connections with those that know what a Unathi may not. Though it makes less than raiding on average, a very successful smuggler can often retire early with their crew and live a luxurious life, something that all smugglers aspire for. It is a trade that rewards, when someone is successful though, punishes when a crew fails.&lt;br /&gt;
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Ironically, these crews are the most immoral; even though they rarely kill or attack other crews, due to the contents of what they smuggle, they are frowned upon by nearly everyone looking at this subculture. Unathi smugglers remain as a mirror to the megacorporations, though while Unathi merely defy the law, megacorps took to manipulating it in their favor through their own dishonor— or so most smuggler captains proudly claim.&lt;br /&gt;
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Exploring the unknowns and farthest reaches of space is the most mystical and romantic aspect of piracy for Unathi, whether for their own curiosity of the unknown, wishing to redeem themselves to their clan, to take payment from groups like NanoTrasen who don&#039;t wish to risk their own resources, or merely looking for treasure on the fringes of civilization. This is the focus of those that see piracy as a novelty or adventure, and to this end, pirate groups that focus on exploration and adventuring reliably recruit burgeoning warriors, merchants seeking new riches and trades to make for profit, and even peasants who wish for more. This remains the least common form of piracy and crutches on raiding other pirates and smuggling less immoral goods in order to get by. Rarely do these crews make it big, though some fortunate enough to find treasures like tiny phoron deposits or exoplanets with other notable resources can make good credits off of them.&lt;br /&gt;
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Of course, the risks of deep space are just as perilous. Those that stray too far outside of civilization can become lost, with other explorers coming across ships full of withered supplies and skeleton corpses. Some ships go missing entirely, and rumors circulate that monstrous space fauna bigger than space whales puncture and bite into ships, that Lii&#039;dra slowly fold more stray vessels into their hive-minded army, and Bluespace horrors linger in the darkness between the stars. Equally unfounded rumors are those of famous pirates that have since perished having buried their treasure just outside of civilized space in a spot on star charts that require riddles and clues to locate. This remains an exciting aspect of the explorer&#039;s life: adventure, the romance of the new lifestyle, and charting the unknown.&lt;br /&gt;
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=== Ranks ===&lt;br /&gt;
Captains found and lead ships. Their way of leading a Unathi pirate crew is similar to those that humans run; however, mutiny remains rare, even in the direst straits, and crews are likely to be loyal. It is only when there is a major betrayal or failure that a crew elects to mutiny. Captains are usually men, though it&#039;s not unheard of for a woman to become a captain. The most successful of them become leaders of a Fang Clan, or a pirate fleet. Fang Captains are highly elusive and successfully evade capture due to residing in deep space.&lt;br /&gt;
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Quartermasters solve disputes on behalf of the captain, keep track of supplies and stocks, and is generally the one responsible for the happiness and well-being of the crew. They are also typically the spiritual leaders of a ship if there is no ship shaman and a liaison between the captain and the crew. A ship&#039;s quartermaster has so many tasks that it isn&#039;t uncommon for them to recruit officers to help in their duties.&lt;br /&gt;
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Ship shamans are as the name implies, though they have a working knowledge of non-Unathi religions in order to perform basic rites for those following them among a crew. The most common ones to know are those for funeral rites, followed by basic ceremonies.&lt;br /&gt;
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Vesselhides are a ship&#039;s chief engineer. They have the dual role of not only managing the ship and its engine, but also the vessel&#039;s cleanliness and outside appearance. Some have taken up a light artistic talent that they then decorate their vessels with, either with a captain&#039;s permission or at their request.&lt;br /&gt;
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Gunners are appointed by the captain to learn the vessel&#039;s weapons and defensive systems, as well as the ones to lead boarding parties and repel hostile parties.&lt;br /&gt;
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Officers are any that have been appointed to the position of assistant to one of the previous roles, such as a gunner&#039;s right hand or a vesselhide&#039;s engineer. They are also next in line to seize the position above them, should their commanding officer perish due to disease or conflict.&lt;br /&gt;
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== Lifestyle ==&lt;br /&gt;
Pirates in the modern era are faced with more pastimes than ever before. The rigging of ships, adjusting sails, cleaning, cooking, and other processes are greatly streamlined by technology. As a result, hobbies are common among the crew where it was previously nearly and nigh impossible. Learning additional trades, such as someone learning under a vesselhide to become an engineer, is common, but so is arts like music, drawing, and sculpture from metal and wood scrap. Ships have a communal sense of clansmanship that is unlike any other group outside of a real clan. A good crew can be a found family for those that feel they are outsiders to society. Group games and less spacious sports are common with gambling for sport being the most popular. Though it is strictly forbidden to wager shares and credits, pirates will substitute these with daily chores for the next days or weeks, unique positions, and sometimes created works like clothes and weapons. It makes the activity simulate gambling as best as possible, to the disdain of quartermasters and ship shamans.&lt;br /&gt;
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Drinking and merriment are ostensibly common. Without the restrictions of society, crews freely mingle as they like, feast wherever possible, and are raucous with their fun and festivities. It is common to celebrate as if it were your last festival, whatever the object of celebration is. These can be a successful haul or raid, welcoming a new member or members of the crew, or simply celebrating for the sake of raising spirits and morale due to long months of hard work or little reward, or both. It can lead to incidents like fights or gossip about odd couples, but celebrations are seen as a time to forgive and forget, with any lesser conflicts being handwaved during these times.&lt;br /&gt;
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An odd thing some crews take to if they have the resources is animal husbandry and shepherding. It remains rewarding to keep Moghean livestock. Cows and chickens are also kept on board for their milk and eggs, and this activity also keeps meals more interesting outside of fish. Manure and extrament are recycled into aquaponics to tend to the fish and the plants that are ground into feed for both. Sometimes even exotic cargo like space carp and space sharks are taken, caged with energy cells, and then bred or harvested for materials. They can even be tamed by aggressive and domineering pirates, but this remains unreplicated by even expert xenobiologists. Most of this is owed to [[Dionae]] on pirate crews that help to connect with xenofauna through taking blood and a slow and patient process of domestication. It takes fine-tuning and a lot of practice (and some convincing of the relevant ship command) to get going, yet the strange animals outside of and within the Hegemony remain fascinating and fun to learn about for some pirates.&lt;br /&gt;
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A life adrift in space presents many challenges and problems that haven&#039;t been issues since the time of sailors on the sea. For starters, a person&#039;s livelihood is their vessel; should it sink for any reason, a pirate is especially put at a disadvantage compared to most because they would have no home to return to— if they survive the ordeal. Escape pods act as lifeboats in the modern space age, but even these only increase survivability for a few days before a lack of oxygen and supplies can spell doom for those trapped in them. Secondly, provisions of food to prevent illness are also an issue. While liver can help ease issues with scurvy, the lack of healthy sunlight remains a constant to tackle, and especially in human space, liver can be hard to come by due to its unpopular use in cuisine abroad. Navigation by hand can be nearly impossible without the proper tools and supplies. Even with it, doing it by hand is strenuous, meaning that, should a crew be bereft of navigation AI for whatever reason— malfunction, battle, degradation— a ship can easily become stranded. Backup navigation AI personalities are expensive, and calculating Bluespace jumps and space navigation by hand takes time and instruction that most crews don&#039;t have access to.&lt;br /&gt;
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=== Religion and Beliefs ===&lt;br /&gt;
Religion is an interesting place among these outlaws. The traditional forms of worship are common, but a majority of pirates convert to a form of [[Unathi Religion#Th&#039;akh|Th&#039;akh]] called Sik&#039;amakh Th&#039;akh. It is found not only among pirates but anyone that sees raiding and pillaging as a means of living and surviving and those that do not respect or have allegiance to any material power, like a nation or corporation. While it can be found elsewhere, it is a rare oddity to see it in more civilized areas, like the Hegemony. To these Th&#039;akhists, the Scythes of Sik&#039;amakh are the natural order of things in the Spirit World. Committing to no ideals, this event— not a spirit-god, notably, even if it has the power of one— is something that follows in the wake of both artificial and natural disasters like war, earthquakes, hurricanes, nuclear fallout, and other disasters. The Scythes of Sik&#039;amakh take these souls that suffer a premature death to the Realm of Spirits for their collective of hunters. Those that die naturally continue in the reincarnation process, and those that serve the hunters long enough may choose to either stay with these hunters or reincarnate themselves. Sik&#039;amakh is seen as a spirit-god of sorts, but only because their combined power in their hunts acts more like a force of nature than as an actual spirit-god. It is recognized uniquely among other religions as being the culling of life, to prevent it from choking out other forms of life and killing itself off in the process. Natural disasters especially are revered due to this, and artificial calamities like war and destruction at the hands of mortals are considered the influence of reincarnated hunters on the Material.&lt;br /&gt;
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The Unathi worshipers of Sik&#039;amakh Th&#039;akh and even those that are not religious (and remain superstitious) give offerings to the Scythes in an attempt to stave off ruin that besets its worshipers; warriors, pilots, and other Unathi in high-risk positions do this to ensure they do not suffer a premature death. Common offerings include traditional sacrifices, such as offerings of worth to someone, but also can be ritualistic killings of livestock and animals before making use of every single part of the animal. This shows the Scythes that there is respect for life wherever it is found and that no waste is left in the wake of a creature&#039;s demise.&lt;br /&gt;
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Skepticism and superstitions, like with Unathi in general, are core parts of the everyday life of pirates. The common belief is that a space whale is viewed as good fortune in endeavors, while space carp and sharks, especially those that are dispatched swiftly are a sign of victory in battles to come. Drawn on by influence from Skrellian crews and occasional pirates, some space-bound Unathi take to looking at the stars and planets of systems they pass for signs of omens to come. Meteor showers while docked at port, similar to solar flares and electrical storms, are all omens of disaster, though the specifics of these disasters vary from crew to crew. &lt;br /&gt;
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Honor, or the lack thereof, is an interesting concept among pirates. Their codes and policies often are created by the captain of the ship, and the crew must agree to take the pirate pledge to belong on the vessel. Despite this, it is not truly considered honor, but more like a set of laws that bind them all. Real honor for each Sinta aboard a pirate vessel varies, with some having honor, not unlike their previous ideals from Moghes, and others having none at all. It is seen as being honorable to follow the code of the captain and respect your fellow Unathi, but otherwise, the idea of honor is personable and varies between each person. Almost always different from traditional honor, it is tweaked to include a Unathi&#039;s own ideals and beliefs, especially those that might have made them an outsider from Unathi society in the first place.&lt;br /&gt;
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Prosthetics and augments are not forbidden and don&#039;t carry the same taboos as they do in traditional Unathi culture. Here, those that don&#039;t enjoy the Aut&#039;akh yet require major augmentation can find refuge among others like them that don&#039;t face scorn or hostility for their position. It is not a perfect culture free of discrimination, but it is much more tolerant of outside ideas.&lt;br /&gt;
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=== Portside ===&lt;br /&gt;
Moving to port provides relief from being trapped indoors and is a chance to mingle with those outside of the crew. Porting occurs rarely outside of larger cities and planets, though with forged documents, they can find shelter in these larger populations. Pirate faces are rarely recognized unless rather infamous, so if a ship can remain hidden, a crew is free to go planetside and recoup from weeks in space. This is the only notable way any of the crew can acquire their own possessions with their shares of spoils and engage in vices like heavier drinking, real gambling, drugs, and other mature endeavors.&lt;br /&gt;
[[File:Izharshan.png|thumb|right|A refitted ship going through space. Done by CNEGecko#9618 on Discord.]]&lt;br /&gt;
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The captain and quartermaster are usually at the hip when off-ship. They have the dual purpose of managing the shares for the ship&#039;s supplies as well as finding new recruits or leads on new work. It becomes paramount to always have an intake of new pirates as a majority of potential candidates leave before their interim period is over, and the crew constantly are under threat of death due to various reasons.&lt;br /&gt;
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Ship shamans stay aboard in lieu of other commanders and are de facto in charge while the quartermaster and captain are out. When they do have the chance to leave, they pursue their own interests and have no responsibilities to follow. However, it isn&#039;t uncommon for them to collect books and resources about religion, not just their own.&lt;br /&gt;
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Vesselhides and gunners scope out shops for repairing major ship systems that are within budget. They then recommend these locations to the captain and quartermaster for repairs and refueling at the captain&#039;s discrepancy. Sometimes, if times are good, these commanding officers may also recommend new or upgraded systems to make their vessel more formidable. They otherwise tend to their own interests.&lt;br /&gt;
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=== Glorywright Pledge ===&lt;br /&gt;
This is the code of the Glorywright Fang Clan, led by former Fang Captain Variz Smokescale. Variz made the otherwise uncommon name more common among the latest generation of Unathi due to his infamy.&lt;br /&gt;
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&#039;&#039;&#039;I.&#039;&#039;&#039; &amp;quot;Every Sinta to have purchase of a vote in the affairs of immediate passions; there to be among them equal claim to fresh meat, and strong xuizi, regardless of the time acquired, for the purposes of pastime. Retrenchment comes in scarcity, and free drinking to be limited on these occasions.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;II.&#039;&#039;&#039; &amp;quot;To desert a vessel, its crew, and their boarding in battle, to be punished with death or marooning.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;III.&#039;&#039;&#039; &amp;quot;No clawing each other aboard, but in the presence of an appropriate Captain&#039;s Claw. Grievous maiming to be taken rockside.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IV.&#039;&#039;&#039; &amp;quot;The lights and candles to be put out by twenty-one hundred on the ship clock: if any of the crew after the hour for drinking, they were to do it on the open deck.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;V.&#039;&#039;&#039; &amp;quot;Keep their claws, cannons, and cleaves clean and fit for service.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VI.&#039;&#039;&#039; &amp;quot;No hatchlings to be allowed amongst them.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VII.&#039;&#039;&#039; &amp;quot;Proper equipment to be bought, or requisitioned by the Quartermaster, such as suits for spacewalking, tools for their respective title, clothes for their person; every Sinta to be called fairly in turn, by list, for spoils. If they defrauded the company to the value of a credit in plate, jewels, or materials, marooning to be their punishment. If the robbery was held between one another, they were to contend themselves with snipping the tail, charring the horns, slitting the frills, and sending them rockside, not in an uninhabited place, but somewhere, where to encounter hardships.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;VIII.&#039;&#039;&#039; &amp;quot;No Sinta to talk of departing from or disbanding the company until everyone was paid an order of one hundred thousand credits. In the event of crippling in service, they were to be paid eighty-thousand credits and surplus for lesser hurts, proportionately, out of the public stock.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;IX.&#039;&#039;&#039; &amp;quot;Games to be played for pastime, not profit.&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;X.&#039;&#039;&#039; &amp;quot;The Captain to receive two shares of spoils: the quartermaster, vesselhide, and gunners, one share and a half, and other Claws one and quarter.&amp;quot;&lt;br /&gt;
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=== Star Code ===&lt;br /&gt;
While not as developed as the pirate pledges, the Star Code remains a staple when it comes to the interaction of other vessels, pirate or otherwise. Being too long to summarize in the words of any true pirate, the following ideas summarize its principles and tenets.&lt;br /&gt;
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* A pirate is not beholden to the laws and policies of an evil entity, like a corporation or nation, that does not respect its members and crew. These are what we stand up against.&lt;br /&gt;
* A pirate holds no regard for a pirate not of their clan, be they friend or foe. Should two pirates find themselves in combat, a party that is surrendering should be treated with mercy and left with enough supplies to make it to the nearest dock— though any true pirate shouldn&#039;t surrender.&lt;br /&gt;
* A pirate should not seize more than half of a vessel&#039;s property if it is unarmed and doesn&#039;t resist capture.&lt;br /&gt;
* A pirate can be held to a temporary truce or ceasefire if a parley is called. Once the parley has ended and one hour has passed, the ceasefire is called off.&lt;br /&gt;
* A pirate can take a hostage and put it up for ransom, provided the hostages are well attended. Killing hostages is discouraged.&lt;br /&gt;
* A pirate should not have aboard a hatchling barring the most extreme situations.&lt;br /&gt;
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== Society ==&lt;br /&gt;
Pirates have little to no collective society outside of Ha&#039;zana. Despite this, they do interact and collaborate, barring attacking each other.&lt;br /&gt;
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The most notable example of this is Ha&#039;zana, the planet hidden from the greater galaxy on the fringes of deep space. It remains an unstated &amp;quot;neutral zone&amp;quot; for any crews that have intense rivalries. Pirates are expected to not attack each others&#039; vessels— though each other in bars and street corners is a different story. This is a result of Ha&#039;zana being home to the families of the various Unathi and their crews. The life of a sailor can lead to unexpected changes, and while a good deal of pirates find love or even begin their journeys in space with a family, the call is too strong for most to ignore. Children are forbidden on nearly every vessel unless the circumstances are dire, resulting in a need to put these families somewhere where they won&#039;t be used against a pirate pillaging and plundering.&lt;br /&gt;
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Fang Captains are the figureheads of &amp;quot;pirate clans,&amp;quot; structures that mimic their lives back on Moghes. While these clans are not traditional by any means, they are what represent a pirate&#039;s newfound family away from home and their blood ties. Grueling experiences, as well as hardship, loss, and sorrow, can make these informal families as tightly knit, if not more so, than the average Unathi clan. These clans are similar to those of [[The Wasteland|the Wasteland]]; they aim not for upholding culture but to maintain survival. As such, emphasis on gender norms and roles is not maintained, and neither is the duty to one&#039;s clan at any cost. Pirates are more likely to call out their fellow sailors for being despicable and dishonorable.&lt;br /&gt;
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There is extreme wariness from captains and officers that are not Unathi due to the reported &#039;lack of honor&#039; among them. When contact between two crews is made, signals with head beams and radio allow for pirates to determine who is friend or foe. It is rare for Unathi to lie and betray each other, even among pirates, so one saying they have honest and peaceful intentions is taken at face value. When there aren&#039;t open hostilities, crews will board each other. They are not friendly, and things are tense and skeptical, but an exchange of information and supplies can occur to collaborate and give each other what they need. On the rare occasion of an alliance or continued contact, there can be a feast between the two crews to simulate the more populated and foreign feel of a hotel and bar.&lt;br /&gt;
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Unathi pirates have a tendency towards flair: impressive displays of skill with a sword or gun; outfits that are colorful and extravagant; grandiose statements and actions, however much they may later impede or hinder the crew later. This is no different with captains between crews and fleets as alliances and rivalries are as much of a political affair as back on Moghes. Pirates refer to the Star Code when it comes to treating other pirates, though most non-Unathi don&#039;t follow this de facto policy.&lt;br /&gt;
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=== Relations ===&lt;br /&gt;
Piracy is condemned across the galaxy by almost every existing nation; despite this, its use remains valuable to struggling powers. &lt;br /&gt;
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When it comes to collaboration, working with local groups results in the most profit for both parties. Notable other entities that Unathi crews work with are [[Skrell]] [[Marauders]], working on shipping goods from the other side of civilized space to the Traverse while sending equally important goods back to Ouerea and through other territories with noteworthy Skrell populations. While neither group knows the other&#039;s intimate secrets, their cooperation can make each other&#039;s reaches far wider than they would originally be. Friction still occurs when a marauder crew comes under siege by a more fierce raiding vessel, and the relationship between the Fang Captains and Lu&#039;Vru&#039;qos Xioshi has become strained at times as a result.&lt;br /&gt;
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Since [[Gakal&#039;zaal]] was taken over by the [[Democratic People&#039;s Republic of Adhomai]] in 2462, Unathite pirates have made regular use of the Free Gakal’zaal Station. There, provided they pay the right fees, the pirates are able to access repairs, supplies, and trade with Tajaran smugglers if they so wish. Others bring aid to the fledgling Yizarus Brigade in their fight against the Tajaran forces in control of Gakal&#039;zaal. &lt;br /&gt;
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[[Human Wildlands|The Wildlands]] provide unique opportunities, profits, and dangers that are new to the crews and captains of Unathi outlaws. There is always the option of linking up with any given warlord for opportunistic captains in space (provided the pay is worth it); however, ostensibly, crews are almost always considered criminals, even if they are in friendly space and working with an employer. The only safety pirates find is in Ha&#039;zana, along with whatever tentative alliance they may have with a greater threat among the stars.&lt;br /&gt;
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The Solarian Restoration Front provides the most danger out of the bunch. While criminals, fleets belonging to the Front and its territories have orders to shoot down any vessels engaging in piracy and smuggling, especially any that appear to be of a foreign make and design. This stems from their views on species other than humans but also is an attempt to show strength and domination over their territory. In a similar vein, the Middle Ring Shield Pact and Free Solarian Fleet also have ordered its ranks to destroy pirate vessels; it remains a sweeping declaration and isn&#039;t aimed at any species in particular. The Free Solarian Fleet shows disdain towards these outlaws, but unlike the Fleet, the Pact&#039;s military and bureaucracy do have stereotypes formed around Unathi due to pirates and actively encourage their destruction. The FSF merely avoids pirates where possible to avoid any net losses on their part, but whenever there is a clash, they hunt down any vessels that dare cross them.&lt;br /&gt;
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The status quo among most of the Wildlands warlords, surprisingly enough, is to use pirate crews for their various means, despite the means and methods and reasons for this all varying. The League of Independent Corporate-Free Systems, for example, hires crews for their manpower. While there is some shared appreciation for the domineering and oppressive nature of the megacorporations, and their disdain for the neighboring Solarian Restoration Front, the League has only a lukewarm view of the pirates they use to pad their own ranks. True, yes, they remain loyal to them with enough bribery and offers of goods, and are true to their word; unless they reform into something halfway decent, perhaps smuggling essential supplies in lieu of megacorporations doing that work, they will not be met with even tolerance after the warlords disband.&lt;br /&gt;
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The Southern Fleet Administration remains in tatters, and the various ships and captains still around remain vulnerable and on the run. They tend towards hiring various raiders as padded muscle for their diminished fleets, but this is only buying time for the inevitable. Only foolish Unathi sign up for this job, with some even abandoning post due to treatment or the threat of destruction.&lt;br /&gt;
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One of the more interesting cases of pirates finding work in the Wildlands is under the command of the Southern Solarian Military District. It is no secret that the District faces little to no issues with most pirate crews in an almost intense exercise of routing pirate incursions in their territory. What remains questionable and curious enough are the number of vessels that stop at the District&#039;s borders for some time, then are seen heading towards the [[Republic of Biesel]]. These ships make their way back towards the border of the Southern Solarian Military District, only to either head off in their own direction or go back towards the Republic. Some consider these pirates disposable pawns of the District&#039;s game and are likely viewed by the warlord as such, while others speculate they are bribed or blackmailed into coercion. What Admiral Szalai intends with these ships or even has her officers tell them remains unknown, as the captains of jobs are sworn to secrecy, but what is known is that anything the admiral touches remains a thorn in the burgeoning Republic&#039;s side.&lt;br /&gt;
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The Solarian Provisional Government is plagued with worries and woes between the two most powerful figures within it. There is no surprise, then, when some Unathi run “errands” for the provisional governor and the leading admiral to cause problems between each other to vie for power. Admiral Yunso opts to show that stricter military control could help keep the issues with smugglers and raiders at bay, while Governor MacPherson attempts to do the exact opposite by undermining the military to make them look weak and unprepared. It is a political stalemate furthered by the conditions of the region, only creating profit for the true winners: the Unathi crews.&lt;br /&gt;
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Reformation for pirates isn&#039;t impossible, to the surprise of many. With a reliable specialty and knowledge, some engineering and medical staff can receive momentary training and then find work with the likes of [[Hephaestus Industries]] and the [[Nanotrasen Corporation]]. Raiders are the most likely to link up with the [[Private_Military_Contracting_Group#Dagamuir_Freewater_Private_Forces|Dagamuir Freewater Private Forces]] as they keep their arms open to anyone who wishes to join, even criminals. Some relapse and fall back into piracy due to the intense training program, but those that refine themselves for the company provide a refreshing and unique talent to the company that other similar groups may lack. However, these come at the cost of becoming basically indentured labor for a handful of years, winning over little to no free money, decent living space and lifestyle, and a record of their history ignored for the purposes of employment. This is referred to as &#039;sanctioned employment&#039;: the hiring of specialized labor at a greatly reduced price in exchange for ignoring problematic elements of an employee&#039;s history. Of course, if the law does find their new life, these corporations cannot necessarily keep an employee safe, a threat that can loom over former pirates that become too cocky or complacent. Some offer legal changes in names and endorsements when it comes to navigating Biesel&#039;s bureaucratic plaza and gaining citizenship, but this is not a shield from law enforcement or deportation back to the Hegemony if a pirate is caught red-handed. Even worse, nearly every megacorporation keeps this history on file, and it isn&#039;t uncommon for a pirate causing problems to suddenly be discovered and outed to local authorities. Claiming to be a pirate of course is not grounds for arrest; however, should these claims be verified and corroborated by authorities, it can spell bad news for a Unathi.&lt;br /&gt;
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== History ==&lt;br /&gt;
Piracy has not much of a history to its name. A mixed back of tall tales and salt-worthy stories, their combined account doesn&#039;t live up to much in the eyes of the modern scholar.&lt;br /&gt;
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However, Unathi pirates rose to prominence during the period leading up to and during the [[Contact War]]. The diaspora of Sinta fleeing Moghes led to the rise in many notable changes to the species&#039; situation as a whole: the population boom of Ouerea, the formation of a modern Dominia with a major Unathi House, a migration to Biesel by displaced or otherwise unhappy peasants. Unathi piracy was one of these fledgling factions, spurred on towards something exciting rather than watching their homeworld fall to ruin.&lt;br /&gt;
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Piracy started in its earlier forms among Unathi with the species joining the crews of others and learning their ways, such as the various independent human smuggling operations and the Skrellian Marauders. Those that managed to acquire their own ships at the height of the Contact War were among the first pirates to sail the seas of space. Variz, Izharshan, and others learned through trial and error what it meant to be a pirate, what mistakes to avoid, and what tactics and strategies worked best. This time from the 2440s up until 2452 is considered the Visage of Vultures among historians as it marked a time where piracy plagued Hegemony space and was a constant nuisance, with piracy being primarily based and founded on Ouerea due to its lack of power to stop every criminal ring passing through its space. Its end date, 2452, is mostly agreed upon because it is the time when criminal crews had all but vanished from the fledgling colony; what historians didn&#039;t know is around this time was the discovery of Ha&#039;zana. Its discovery proved to be something interesting, though: how are pirates supposed to collaborate? How do they interact?&lt;br /&gt;
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The question wouldn&#039;t be answered for a few years still, and Variz&#039;s rise to prominence lead to the establishment of piracy as a mainstay form of &#039;employment,&#039; if one so embedded in the society of the Spur could call it that. Tales of his exploits were romanticized and, due to various conditions, a peasant or reject from the Hegemony or society might find themselves gravitating towards this lifestyle and its prospects. Piracy flourished as this question remained. The Koko reed as a product had not even been perfected yet until shortly after the First Order of Fangs was done, after Variz&#039;s sudden death.&lt;br /&gt;
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Long had Variz advocated for some sort of absolute peace, an area never touched by their conflict-ridden lifestyle, as a means of exchanging tales and conquests, or even warning other pirates of danger. Ha&#039;zana, he argued, offered a perfect place for that, a colony unfound by the rest of the galaxy where they could retire in peace after becoming legends. Other captains and sailors didn&#039;t heed his demands, and while they respected him, they thought the notion foolish and didn&#039;t trust this notorious pirate.&lt;br /&gt;
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After one of his greatest heists, the Caper of the Crimson Moon in 2453, as his former crew called it— and other pirates proliferated the tale, as they do— the caper was a dashing attempt to steal data, NTbonds, and phoron from a vulnerable transport in the orbit of a Middle Colony planet in the Alliance. He was dashed and warned by his lieutenants not to pursue such a lofty goal, even as far as them saying the intel was likely bogus, but Variz was stubborn and refused to back down from a challenge. The mission started strong before Zavodskoi vessels and soon Hephaestus cruisers were in hot pursuit of the trio of pirate ships. Variz got his crew enough time to find a Bluespace jump to escape as he went down with his ship, blown asunder and lost to the annals of time during a space storm.&lt;br /&gt;
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It was during a meeting in Iz&#039;iz that the new Fang Captain Iklex Izharshan suggested the Star Code in its earliest form, and with unanimous agreement from other parties on the scene in the wake of Variz&#039;s demise, it was pushed into practice. Ha&#039;zana flourished as a haven for pirates and those wishing to sell to them, and the lucrative product of the Koko reed made for a fascinating product to sell to the outside world. It remains something of a gem that eludes megacorporations like Zeng-Hu Pharmaceuticals and NanoTrasen, a product that they could refine and perfect for selling to even a market wider than just Unathi.&lt;br /&gt;
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This unwritten history of the pirates, of course, remains unknown to the greater galaxy. It remains a rumor amongst Unathi especially, though it is a grandiose legacy left behind by someone that inspires others to take up the scimitar and follow in Variz&#039;s claw prints. &#039;&#039;&#039;Unathi that don&#039;t know when to shut their snout on the matter are not heard from again. Dead men tell no tales.&#039;&#039;&#039;&lt;br /&gt;
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== Ha&#039;zana, Harrow of Fangs ==&lt;br /&gt;
Also known as the Fang Protectorate of Ha&#039;zana officially, the inhabitants are primarily based within four small towns on either side of two of the three primary islands. The planet was populated by Unathi fleeing Moghes due to the Contact War, and pirates guarded the secret of its location in deep space somewhere outside of Izweski space to this day. It remains a “pirate island,” a den of little to no governance that favors the trade of pirates, like Free Gakal&#039;zaal Station. Only pirate captains, Unathi or otherwise, and a rare few quartermasters know the location of Ha&#039;zana when it comes to making Bluespace jumps and calculations, and even fewer know how to easily enter Ha&#039;zana&#039;s stormy and perilous atmosphere without crashing. Those that aren’t pirates have no evidence of its existence, only the mysterious Koko bar remaining as any form of proof of the tale.&lt;br /&gt;
[[File:Ha&#039;zana.png|thumb|Each town on Ha&#039;zana has its own leadership, but each is subject to the rulership, customs, and laws made by the Circle of Fangs.]]&lt;br /&gt;
&lt;br /&gt;
The Circle of Fangs is a group of Fang Captains that rule Ha&#039;zana— if you could describe it as rule. It is rare that they enact any policies from their seat of Iz&#039;iz, Galzifrax&#039;s Refuge. Iz&#039;iz is almost entirely anarchy with there being no law enforcement barring the word of law and intimidation from any of the Fangs, as well as public retribution for major crimes like murder. The rest of the towns can be lawless and roguish outside of reprimand and exile for crimes of &#039;decent severity.&#039;&lt;br /&gt;
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This group of pirate lords dictates norms and decisions for pirates as a whole. They very rarely decide on new additions to the Star Code, if at all, and are complacent to keep running their profits and trades. While they are disjointed and with opposing interests most of the time, it is rumored that joint cooperation under the Fang Captains would lead to the pirate vessels being a decent force to be reckoned with. Of course, this remains a rumor, and one unfounded due to a lack of such coordination ever being recorded.&lt;br /&gt;
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Fang Captains are not always joined together on Ha&#039;zana, though it remains the most notable hiding spot for them besides their individual hideaways. When there are some together, other pirates can take grievances or problems before them that they deem are important for more powerful figures to know, such as a potential breach of the location to a megacorporation or nearby nation like the Hegemony.&lt;br /&gt;
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When the planet was taken under the wing of notable pirates, they left Ha&#039;zana to mostly govern itself with the exception of the M&amp;amp;O Guild. The Fang Captains granted the guild a Charter that allowed them to sell their product, Koko bars, to the wider galaxy if they were allowed to proliferate the product, mimicking Hegemonic mercantilism. Now only a select few would have knowledge of how to produce fertile Koko reeds, even though the planet is hidden from wider galactic knowledge. Absconding with this information would be unheard of as the Fang Captains are likely to be ruthless in their hunt for the traitor.&lt;br /&gt;
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=== Ko&#039;ko Reed ===&lt;br /&gt;
The economy of Ha&#039;zana is dominated by the cultivation of the Koko reed. This tall, green, grass-like plant grows up to seven feet tall. In the past, it thrived in the wet marshlands outside Iz&#039;iz, having evolved to take nutrients from the otherwise toxic byproducts of the algae-contaminated waters. It was discovered by the Unathi colonists that the stalk can be chewed to induce a soothing sense of warmth and comfort, but only to Unathi due to its unique interactions with Unathi physiology. Other species simply taste a sweet, stringy reed.&lt;br /&gt;
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Cultivation of the Koko reed began immediately, with enterprising guildsmen of the human-Unathi Mark and O&#039;kamazi Koko Guild aggressively exterminating the wild Koko population to ensure they maintained a monopoly on its production. With genetic modification, they were successful in ensuring that all instances of domestic Koko reeds are sterile and unable to flower and produce seeds unless treated under extremely specific circumstances. Their guild soon became the primary source of employment on the small moon, with some of the Unathi and human inhabitants working in the Koko plantations or the many small industries that create the Koko Bar that has become popular with Unathi.&lt;br /&gt;
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=== Geography ===&lt;br /&gt;
Sometime in the geological past, Ha&#039;zana&#039;s freshwater ocean was overtaken by a massive algae bloom that overtook the entire world, triggering a mass extinction and leaving the water toxic. The four primary large towns on the moon&#039;s surface rely on water treatment that provides potable water that is pumped into reservoirs beneath the towns.&lt;br /&gt;
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Most inland plant life is dominated by the thick, alien jungles that have evolved to thrive on the toxic rains. It rains at least four times a week in constant showers, and severe storms lash across the planet at least once a month. While not acidic, the rainwater of Ha&#039;zana is not safe to drink. Because of the relatively high humidity, Unathi colonists must take care to ensure their hide and scales are clean or they will develop an extremely embarrassing scale rash.&lt;br /&gt;
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It takes 12 days and 21 hours for Ha&#039;zana to complete an orbit of its parent gas giant. The locals celebrate this Lunar Solstice with a festival encouraging strangers to give each other gifts.&lt;br /&gt;
The parent gas giant takes 444 days to orbit the star Kaziti. Like Moghes, the population has divided the year into three seasons: Versakh, Kasavakh, and Travakh.&lt;br /&gt;
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== Notable Pirates and Fleets ==&lt;br /&gt;
The fleet&#039;s identity, and the pirate clan&#039;s, are generally inseparable. Each fleet, beyond trying to survive, follows its ideals and develops its own culture over time, something only contributing to its reputation. This also gives these Unathi pirates a unique sense of unity that is very rarely found in non-Sinta pirate fleets. Unathi, Despite these differences, however, all follow the Star Code in one way or another. There are other pirate fleets and Fang Captains out there, but these are some of the most recognizable in their region and expertise.&lt;br /&gt;
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=== Variz Smokescale, Greatfather of Buccaneers ===&lt;br /&gt;
Former captain of the Glorywright and its clan, Variz was the first pirate to gain infamy. While Izharshan gained the reputation of being the oldest and most powerful clan, that title didn&#039;t always belong to them. Variz cultivated a name for himself by making off in a daring escape from a Hephaestus dockyard with a prototype vessel in a grandiose way of renouncing his former life as an engineer to become one of the most terrifying and morally bankrupt pirates that ever lived.&lt;br /&gt;
&lt;br /&gt;
Variz was known for partaking in every form of piracy that exists today. Raiding developing NanoTrasen vessels for phoron, smuggling it and illegal technology to the [[Coalition of Colonies]], and exploring forays into the unknown with his crew when times were good were all activities Variz enjoyed equally. He was especially known as being anti-Hegemony and anti-corporate, but his origins were surprisingly simple despite his grand legacy. Born to a coastal town in the Izweski Nation (though where is an intense matter of debate— Variz was known to have cited multiple towns during stories of his childhood, and it was difficult to decipher whether a story was earnest or a deception), Variz Smokescale grew to dislike the Hegemony as the son of a struggling merchant. The rise in prominence of the guilds leading up to the Contact War made him bitter and resentful of the caste. The former Hegemon&#039;s policies and rule, especially towards his religion, as well as the notion that a family&#039;s son must produce a new generation for the clan, led Variz to the notion that the culture was oppressive. Thus, those lackies that partake in these grand schemes for profit, like manipulating and exploiting people, or the elites in a government that do the exact same deserved conflict and strife at his blade, in Variz&#039;s eyes.&lt;br /&gt;
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Variz tragically was struck down during an infamous shootout with Hephaestus and Zavodskoi where he alone manned a vessel so the rest of his flagship crew could escape in the ensuing chaos. Despite this, his clan slowly fell to ruin without his cunning leadership, absorbed by the other Pirate Fangs that were sympathetic to their plight— and unwilling to pass up on new members. His legacy still exists in a handful of ways though. Smokescale&#039;s Stock is not only rumored to hold a decadent amount of phoron, but also NTbonds from days closer to NanoTrasen&#039;s premiere at the discovery of phoron. They were an impressive steal back in the day, but nearing 25 years later means these bonds are valued to be a near-impossibly large amount of wealth. The Gold of the Glorywright is also an impressive tale. Due to the space storm and conditions following Variz&#039;s demise, his vessel was never really recovered by any megacorporation or explorer. Rumor has it Variz got his claws on information that could hinder some of the Orion&#039;s Spurs most powerful players, and he was hunted down for it. Only a datachip remains on his decrepit vessel as the only testament of his demise, yet it remains a myth and fantasy to this day.&lt;br /&gt;
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Finally, his code of conduct, the Glorywright Pledge, grew up to be an important staple among pirates as the most important mark of his legacy, with other captains imitating or revising it to suit their own crew&#039;s needs. It is said to have been based on human tradition from nearly a millennium ago, but those outside of the pirate clans lack any knowledge or history regarding their exploits to comment on it with certainty.&lt;br /&gt;
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=== Izharshan&#039;s Raiders ===&lt;br /&gt;
Few pirates dare to remain in the heart of the Hegemony itself and generally stick to less policed areas. With its mighty fleet, and as the only power in the Orion Spur owning and fielding the dreaded Super-Dreadnaught, it isn&#039;t hard to imagine why most fleets are reckless enough to stay in this part of the Spur tend not to last long. Yet, Iklex Izharshan and his raiders did, pushed by the singular goal to defy the Hegemon himself— or at least, annoy him. Considered by many to be both the original and definitive Unathi pirate fleet, Izharshan&#039;s Fleet is perhaps one of the largest and most resourceful pirate fleet in the entire Orion Spur. [[File:Flag_Izharshan.png|180px|thumb|right|Flag of the Izharshan&#039;s Raiders.]]&lt;br /&gt;
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The Raiders were originally founded in 2439 before the nuclear exchange by Iklex Izarshan, a young and cunning but disgraced noble of the Hegemony who chose to take to the stars as criminals rather than to live as a Guwan. Many names serve Izharshan, under which one could find a small fleet or even a single shuttle. Each clan and their ships are allowed to do piracy at their own discretion with lax rules and regulations but are expected to obey the Izarshan clan, and their leader himself, if a direct order is given. It is assumed that the Izarshan found a way to keep all of these different pirates obedient, but none know what it is exactly; the main theory being that they are the ones who have access to and can distribute supplies to the rest of the clans, to allow them to maintain their ships. In any case, the sheer flexibility and size of Izharshan&#039;s nebulous pirate kingdom have proven to be quite the thorn in the Hegemon&#039;s side. If it wasn&#039;t enough, the fact that all of these pirates remain in Hegemony territory allows them to have a steady stream of new recruits, from Mogheans fleeing the wastes, to freshly-minted Guwans running from their former clans, and other criminals escaping from society— a stream that is only bolstered by the extraordinary liberal attitude that the Izharshan leaders hold related to religions, allowing Sintas of all faiths to join, granted that they do not cause trouble.&lt;br /&gt;
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Iklex Izharshan died not long after the creation of the Raiders, in 2443, when his ship&#039;s Bluespace drive malfunctioned as his captain pushed it too hard, causing the whole spacecraft to implode and be crushed under its own generated field. It is his younger brother, Alkhas, also referred to as Lord Izharshan, who took over. He has been the Fang Captain ruling over his clan and the rest of the Raiders ever since from his own spacecraft, admiral ship of the Izharshan raiders: the Black Torrent, a heavy Destroyer strong enough to pose a threat to most spacecraft yet nimble enough to escape the larger ships of the Hegemon&#039;s fleets. Under his rule, the Raiders managed to grow enough to become the infamous force they are now. It was his rule that led to the creation of the Circle of Fangs, the Fang Captain system, and the modern Star Code pirates are used to.&lt;br /&gt;
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There have been several incidents involving the [[People&#039;s Republic of Adhomai]] fleets near Tajara space as well as the [[Democratic People&#039;s Republic of Adhomai]] vessels around [[Gakal&#039;zaal]] in recent years as the Raiders have slowly started to expand, even beyond Hegemony Space. &#039;&#039;&#039;By an extent, this means that members and ex-members of Izharshan&#039;s Raiders are considered outlaws at best to most interstellar powers. While it is not the case in Tau Ceti Republic territory, or in the eyes of the SCC, these Sinta would still be closely monitored and put on official watch if their origin was to be discovered.&#039;&#039;&#039;&lt;br /&gt;
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=== Kazu&#039;s Techraiders ===&lt;br /&gt;
Albeit quite small on Unathi Pirate fleet standards, the Techraiders, led by a Sinta only known as &amp;quot;Kazu,&amp;quot; are known for two things: their dubious choices in colors for their ships and outfits and their unusual targets. The Techraider&#039;s main targets are not merchant ships full of valuables, they do not kidnap people they could ransom for high prices. Instead, they attack highly advanced ships and mainly kidnap scientists. In other words, Kazu&#039;s crews are what some call &amp;quot;Technology Pirates.&amp;quot; Rumor says that Kazu himself believes that it is the quickest path to rebuilding Moghes and that, by the time he&#039;ll come back, he would bring so much knowledge that the Hegemony would likely become the most advanced power in the Spur shortly after. [[File:Flag_kazu.png|180px|thumb|right|Flag of the Techraiders.]]&lt;br /&gt;
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The Techraider&#039;s fleet mainly operates galactic north of Izewski space, choosing to target Skrell crafts in the reaches of [[Nralakk Federation]] space, namely the Traverse, as well as heading straight to what is currently known as the Wildlands in Human space, sometimes even going as far as entering the edges of the Republic of Biesel and Elyran territories. Their area of operation has been dubbed by many sailors as &amp;quot;the Pink Triangle&amp;quot; due to its shape between Federation, human, and Hegemony space.&lt;br /&gt;
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Despite their small numbers, the Techraiders are perhaps some of the most dangerous pirates out there. The few ships they possess use their small size and highly advanced stealth technology, allegedly stolen from Nralakk corvettes, to get as close to their targets as possible before either boarding them, generally without even being detected or obliterating them in a hail of close-ranged torpedos that few can hope to survive, let alone dodge. Kazu&#039;s own spacecraft, the Indigo Blue which is actually coated black and pink, despite the name, is a marvel of technology, rumored to be stolen straight from a secret Zavodskoi Interstellar installation located deep in neutral space, equipped with cloaking technology, electronic warfare modules, Bluespace interdiction capacities, and engines fast enough to catch most non-military crafts effortlessly. Thanks to their access to advanced technologies, including prosthetics, it is rumored that the Techraiders hold surprisingly decent relations with Unathi of the Aut&#039;akh faith despite their violent ways putting some strain on this relationship.&lt;br /&gt;
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Among those in Skrell space are the [[Marauders#Tana&#039;raq&#039;iq|Tana&#039;raq&#039;iq]], a group of marauders that the Techraiders have come to see as similar and profitable allies. The Techraiders align themselves with the Skrell due to the untapped technology that can be utilized both for their vessels and their dream of rebuilding Moghes. They are one of the few notable fleets to intersect with these other pirate groups due to the Techraiders&#039; broad area of influence around the Sparring Sea and into areas beyond. While the Tana&#039;raq&#039;iq provide ships to raid for technology, the Techraiders assist in providing manpower and the occasional hard-to-acquire import. They enjoy a mutually beneficial relationship when it comes to menacing the Federation, sometimes even with the Techraiders promising to ferry wanted Skrell out of Federation space to places that are safer and out of its reaches, such as Biesel or Ouerea.&lt;br /&gt;
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Their relationship is so much so that it is said some of the Tana&#039;raq&#039;iq know the proper path through the stars to the famed Den of Fangs. The rumor holds some merit, with the highest pirates needing some safe place to discuss matters with their Skrellian allies. This remains unfounded, but the occasional crew with a large amount of Skrell makes an appearance on the planet from time to time.&lt;br /&gt;
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&#039;&#039;&#039;Due to their actions, members of the Techraiders are considered outlaws by the Tau Ceti Republic government and are wanted for acts of piracy, resulting in an instant arrest the moment the individual in question&#039;s history is learned.&#039;&#039;&#039;&lt;br /&gt;
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=== Hiskyn&#039;s Revanchists ===&lt;br /&gt;
Before reaching Moroz and joining the [[Empire of Dominia]], the [[Empire_of_Dominia_Great_Houses#House_Kazhkz|Kazhkz and Han&#039;san clans]] made fierce pirates and raiders. By the time the occasion to join the Empire came, a small part of the raider fleet refused the offer, wanting to stick to the pirate life instead. The story says that a short battle ensued in the heart of the Unathi fleet and that the &amp;quot;true pirates,&amp;quot; as they called themselves, were defeated and forced to flee. Years later, the survivors still exist and roam Dominian space and its surroundings, attacking both human and Unathi Imperial crafts. [[File:Hiskyn.png|180px|thumb|right|Flag of the Revanchists.]]&lt;br /&gt;
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Although they tend to target vulnerable, civilian ships in search of resources to survive and treasures to plunder like any pirates, the Revanchists, as they are called, rarely shy away from fighting military crafts especially if they are manned by House Kazhkz. Their leader, an old female known as Fer&#039;is Hiskyn, once Fer&#039;is Kazhkz, had sworn to avenge her fallen husband, killed when the rest of their once-united pirate fleet chose to join the Empire.&lt;br /&gt;
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It is said that, to exact their vengeance, Fang Captain Fer&#039;is Hiskyn and her crew are ready to do absolutely anything from supporting the fight for Fisanduhan independence or helping the synthetic cause— reluctantly, as the Revanchists are still mainly of [[Unathi Religion#Sk&#039;akh|Sk&#039;akh faith]]— to hunting down Dominian Sinta who strayed away from Imperial space. Their Admiral ship, commandeered by Fer&#039;is herself, is the Mighty Siro, an old oversized human-made transport ship converted into a raiding craft, allowing it to carry hundreds of Unathi raiders and borders in modified cargo containers turned into living space; all the while, this ship maintains good enough firepower to allow it to fend off most corvette-sized spacecraft by itself, and some extra armor was added after some dubious upgrades.&lt;br /&gt;
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The Revanchists are not opposed to raiding those that get in their way or making enemies out of crews that prove to be of no use to them. The [[Marauders#Tana&#039;raq&#039;iq|Tana&#039;raq&#039;iq]] Marauders&#039; cold shoulder treatment towards the Revanchists have signaled that they make for good targets, should they ever meet in open space. The occasional shaky alliance is struck whenever both parties have something to gain, but the Revanchists have come to view these Skrell as being too &#039;picky&#039; and not willing to do what it takes to achieve their objectives. The Tana&#039;raq&#039;iq thus keep their distance because of these pirates&#039; tendency for supporting anything that would help undermine Dominia, even to the extent of supporting extreme synthetic objectives.&lt;br /&gt;
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&#039;&#039;&#039;While there has never been proof, the Revanchists are considered the main suspects of multiple murders of various Dominian Unathi across Tau Ceti Republic space. This means that Sinta known to be members or ex-members of the Hiskyn Revanchists would most likely end up on official watch.&#039;&#039;&#039;&lt;br /&gt;
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=== The Tarwa Conglomerate ===&lt;br /&gt;
The mysterious Tarwa Conglomerate is, to most, a legend that haunts the southern Frontier, a tale to scare off sailors and pirates away from the most dangerous and elusive parts of the Spur. Alas, the Conglomerate is a real thing. Also called the &amp;quot;living-dead fleet,&amp;quot; the Tarwa ships are just that in appearance, ruined spacecraft that somehow manage to sail and fight despite their state. These ships do not move just by themselves, obviously, as they are fueled by the cooperation of grizzled Unathi raiders and Dionae gestalts. [[File:Conglomerate.png|180px|thumb|right|Flag of the Conglomerate.]]&lt;br /&gt;
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Each ship in the Conglomerate is an amalgam of mechanical and biological matter, with Dionae forms comparable to Colossi-sized forms spreading through the entire hull of once fully-functional ships. In what is a symbiotic relationship, the Unathi crewmen both maintain what is left of the ship and tend to the health of their Dionae friends. In exchange, the mere presence of these gestalts through the entire ship provides a nigh-impenetrable armor against most weapons used in the Frontier, not just thanks to its toughness, but also to its ability to regrow and reshape itself. Unathi crewmen ensure that the warp drives of all things remain functional, steer the crafts themselves (although the Dionae parts of the spacecraft are generally behind most of the sub-light speed propulsion thanks to their gas bladders), and do most of the boarding work, while the gestalts latch onto their victims&#039; ships. These Dionae forms also contribute to the tending of crew&#039;s wounds, notably offering nymphs as prosthetics to crippled crewmen.&lt;br /&gt;
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Their Fang Captain is Tarskin Tarwa, a once-famous botanist who had been evicted from the [[Skalamar University Of Medicine]] because of experiments on &amp;quot;Sinta-to-Dionae compatibility&amp;quot; deemed too unethical. His ship, Greenclaw, is actually an assembly of different spacecraft rooms and components held together by a Colossus-sized form, one that Tarskin considers his best friend. Because of their rather nomadic nature, the pirates of the Tarwa Conglomerate are known to have acted through a wide area, from the South-Western border of the [[Coalition of Colonies|Coalitions of Colonies]] to Light&#039;s Edge.&lt;br /&gt;
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&#039;&#039;&#039;Due to the fact that their area of operation is so far from Tau Ceti, Republic and Corporate authorities don&#039;t pay much attention to members and ex-members of the Tarwa Conglomerate compared to other aforementioned pirate fleets.&#039;&#039;&#039; Sinta from the Conglomerate are known to treat Dionae with much more respect than their fellow scalemates.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi|Pages]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Crevus&amp;diff=25099</id>
		<title>Crevus</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Crevus&amp;diff=25099"/>
		<updated>2022-07-18T23:25:19Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Culture */ Adds a sport section&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
= Overview =&lt;br /&gt;
The Free City of Crevus is a semi-autonomous city-state in the [[Democratic People&#039;s Republic of Adhomai]]. It was founded in 50 CE in Das&#039;nrra as a fishing village that eventually grew into a powerful and rich merchant city. In modern times, Crevus exists in a state of anarchy. While considered part of the civilian government the National Assembly of the DPRA has little to no power within Crevus. Instead, the city&#039;s politics are dominated by crime families that fight one another for control of its profitable entertainment and services economy.&lt;br /&gt;
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= Geography = &lt;br /&gt;
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Crevus is situated on the western coast of the Das’nrra continent. It experiences the same harsh winters and temperate summers as much of [[Adhomai]]’s equator. The presence of the waters of the Sum’add ocean and its warmer current alleviates the cold weather. In contrast to the winters, summers are typically cloudless but retain the light breezes or windstorms that Crevus receives year round. The biome of Crevus is a boreal forest. The forest’s floor is covered in feets of snow in the winter and bare grassless dirt come summer. The only natural plant life are local hardwood trees and some small mammals such as ice-tunnelers. Growing domestic plants requires credits and dedication, making gardens a symbol of status. The region’s population has been fed through the local fisheries with the nearby waters hosting much in the way of fish, crustaceans, and clams. But, the local fishing villages and rural hamlets around Crevus have been steadily declining due to urbanization. This has led to Crevus relying more on food imports by sea or land.&lt;br /&gt;
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=== The City === &lt;br /&gt;
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[[File:CrevusTopographic.png|thumb|Crevus is a sprawling metropolis on an otherwise lifeless and barren tundra. Travellers to the city can see its shining lights from afar at night.]]&lt;br /&gt;
Crevus itself is an architectural exception upon Adhomai. Owing to its history, the city’s buildings are a crossroads of traditional adhomaian architecture and Xeno influences. Classical styles of Tajara remain the most popular, with blocky (Sometimes ziggurat-like) buildings, art-deco facades, and domed or terraced tiled roofs. Establishments decorate their facades with vibrant neon signs, some buildings even going as far as to pay for extensive work that covers stories upon stories with line-tube art. The local love for bright displays and beaming lights dazzles many visitors to the city. Metal, airlock like designs have a major market in Crevus with many establishments and manors springing for fanciful doors. Skrellian influence can be seen with an explosion of flashy gardens and grey/black walled interiors with vibrant painted furniture. Buildings in the mostly out-of-sight poorer regions are a far cry from the glamor of Crevus’ developed areas. They are cramped and made of simple brickwork, but provide a cheap residence for those who need it. The streets are paved in concrete with heat lamps below every street lamp. This keeps the poor from freezing and assists xenos unused to the cold of Adhomai. Owing to its accelerating development and expansion Crevus is turning into a massive centre for construction. This attracts both humble workers and aspiring architects who wish to leave their own mark on the city.&lt;br /&gt;
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Crevus is split into several informal districts. Those neighboring the river Kir and west of it are of the wealthiest. The poorest live in shantytowns along the edge of the east. Hephaestus provides cheap transportation such as suspended tram cars, taxi services, and buses. Personal cars and motorbikes are becoming more common for the regular citizen. Most citizens currently rely on Icycles if they need personal transport. Some areas of Crevus are so winding and cramped that one would need a local guide to avoid getting lost. This is more common in the poorer neighborhoods of the east and south.&lt;br /&gt;
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= History = &lt;br /&gt;
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Originally founded as a fishing village, Crevus grew in size and importance due to a brief period of peace between the warrings kings of its time. It was able to establish itself as a strong trading port as it developed. The city attracted several unlanded nobles that founded trade companies and served as captains for the countless ships bound for exploration or trade with other parts of Adhomai. Some merchant&#039;s families amassed large treasuries, becoming powerful patricians that held great influence upon the king of Das’nrra.  &lt;br /&gt;
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Mayors of Crevus were elected for life by the city’s aristocrats. The merchant dynasties were known for their incessant plotting against each in an attempt to gather enough favor to have their members selected for the office. Murder, sabotage, and warfare between private armies were common sights in the months prior to the election. Life for the other races was only a degree better than the toil of peasants in the kingdoms. The patricians saw them as little more than fodder to fuel their ambitions for power and wealth. &lt;br /&gt;
Due to the riches brought by the trade and exploration, Crevus was able to buy its status as a free city from the Empire of Das’nrra. The Mayor would pay an annual tribute to its neighbor in exchange for military protection, but the inhabitants were allowed to handle their own internal affairs in any way they saw fit. Despite this treaty, the patricians controlled a large fleet composed of merchant and military ships.&lt;br /&gt;
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After the age of exploration was over and other kingdoms opened their own trade routes, Crevus’ importance and wealth started to decline. The patricians revitalized the city by promoting it as a tourist attraction for the nobility. This marks the beginning of Crevus’ famous service economy as the first casinos and clubs opened. Life marginally improved for the peasants during this time. Crevus became the only city on Adhomai with something close to resembling a middle class. The patricians allowed their workers to have a day off each week to distract themselves with the new Crevan lifestyle. This kept wages flowing back into the coffers of the merchants while ensuring that Crevus wouldn’t have to rely on a constant military presence to suppress rebels. &lt;br /&gt;
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This status quo would end dramatically in &#039;&#039;&#039;2418&#039;&#039;&#039;. In mid-summer a strange transmission was repeating on ham radios and wireless receivers across Adhomai, repeating a single message in the halls of the noblemen and military generals who exclusively had use of radio technology. It was [[Sol Alliance]] Representative Pam Hu announcing the arrival of the humans and their intended landing in the Free City of Crevus.&lt;br /&gt;
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The Free City of Crevus became host to hundreds of nobles from all across Adhomai. All of the important leading families came to Crevus. Then-Mayor Imazkar Juhrakur spent obscene amounts of the city’s funds entertaining the visiting noblemen and the alien dignitaries. Crevans were the first to become translators for humanity. With this and their ability to act as brokers, Crevus became the link between humanity and Tajara. Once Pam Hu and her team integrated into the Tajara language and customs, within a year they founded the Pam Hu district. Members of her science team then began to enter the casinos and clubs to begin ‘field research’. Megacorporations followed the explorers and established their inroads in Crevus. Idris, Hephaestus, NanoTrasen, and the EPMC made their offices and constructed the Crevan spaceport in just a year after contact.&lt;br /&gt;
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During the uprisings following humanity’s cataclysmic impact upon Adhomai, Crevus attempted to stay neutral in the conflict. Turmoil in the Empire of Das’nrra allowed Mayor Juhrakur to ignore the payment of tribute. The Free City was able to defend itself from several rebels&#039; incursions using its fleet and mercenaries. When the Hadii faction reached Crevus the patricians argued whether to throw their support behind the revolution or beg a megacorporation to defend the city. Ultimately, the revolutionary side won out. The merchant dynasties traded their independence for safety and a place in the new world order under the Hadii. Their ships were used by the newborn Republic to conquer the rest of Adhomai and they were left alone to live as regular citizens. Some even rose to become party members and military officials.&lt;br /&gt;
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Relations between the People’s Republic and Crevus turned sour in the first year of Al’marii’s rule. The treaty between the merchant dynasties and the Hadiists stated that Crevus would retain a special status within the People’s Republic and remain autonomous. However, the party had other plans. All businesses owned by the Njarir’akhran were seized and put into a state-corporation run by the Mayor of Crevus. Mayor Juhrakur then disappeared without a trace while travelling to attend a wedding in Shastar City. His replacement, Poaima Krramazsi, was not chosen through a local election but a party committee. The sudden economic changes and drying of the tourist industry thanks to the aftershock of the First Revolution brought heavy unemployment to Crevus. Criminal organizations sprang up across the city performing burglaries and heists. Eventually, these organizations began to be invested in and led by the angered dynasties. These new leaders established rules, ranks, rites of initiation, and began the first Crevan mafias. These organizations fought each other in street wars to carve out their territory. The situation worsened as some criminal organizations in other regions were uprooted by the PSIS and destroyed. Their surviving members often made their way to Crevus to continue plying their criminal skills to those who would pay. Most notably in &#039;&#039;&#039;2442&#039;&#039;&#039;, some surviving Amohdan crime syndicates banded together underneath the Raghmara Clan and cut a bloody swathe into the city. &lt;br /&gt;
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Overwhelmed by the violence on the streets and her inability to control the population, Mayor Krramazsi tried her hardest to expand the Crevan police department. New guns and equipment were brought in, officers from other cities were hired at high wages, but it wasn’t enough to control the population. When the Adhomai Liberation Army rose up in &#039;&#039;&#039;2451&#039;&#039;&#039; the situation in Crevus was finally lost. The families came under a truce and sided with Supreme Commander Nated. One fateful night in Crevus they launched an all out attack on the Hadiist authority remaining in the city. Police officers, city officials, and the mayor herself were killed in coordinated attacks. Only those who hid or escaped before the purge survived. This event became known as the Crevan Uprising. The heads of the major families met afterwards to decide who would become mayor. Initially the Rhan-Cresh and Raghmara leaders put their support behind Laikr J’shar. After his sudden death Mazula Azuala became the next choice.&lt;br /&gt;
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Throughout the Second Revolution Crevus supplied the Adhomai Liberation Army whatever they demanded. Artillery smuggled in from the [[Eridani Federation]], arms from [[Vysoka]], credits made from the now-booming tourism industry, anything to support the on-going war effort and ingratiate Crevus to the ALA command. Life in Crevus has changed rapidly and most denizens will say it is for the better. The strong economy allows Crevans to live a better life than citizens anywhere else in the DPRA. The corporate presence allows easy employment while also providing products never seen in other cities of the DPRA. The parties never stop and while the violence continues it is more than easy to avoid the conflict-ravaged blocks when the next Raghmara raid begins or the J’shar and Azaula come to blows once more. Critics point to the corruption and gang violence as clear signs that Crevus is deeply unstable; A powderkeg ready to explode. Lovers of the city simply say that it&#039;s part of the charm.&lt;br /&gt;
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= Culture =&lt;br /&gt;
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Crevan culture can be summed up in a single term: “Live, and let live.”. Luxury and vice is an integral part of the city and the daily lives of the people there. A lucky man can find great wealth in Crevus only to lose it all in the same night, and return to repeat the cycle again and again. Money can buy anything in this city and money dictates the power. Some outside of Crevus find the city appalling, a display of pure decadence, and refer to its people as “Crevans&amp;quot; in a spiteful pun. This term is readily accepted by the denizens of Crevus as a perfect term for themselves. &lt;br /&gt;
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Life for a typical citizen in Crevus is a cycle of work in the service economy and burning away their money in those same businesses at night. While a lucky few make it big enough to join the rich of The Knuckles many remain stuck in this repetition of working and partying. Oftentimes when a Crevan becomes bored they find escape through the gangs (And subsequently, the families.) or join onto the megacorporations to seek some sort of adventure. The poor rub shoulders with the rich in most businesses, and one can become the other in just an hour. The unluckiest find themselves in downward spirals with no way out, their debts racked high, and stuck to a life of dodging debt-collectors in the slum of Liceland. The only way out of Crevus for these unfortunates is a trip to the bottom of the ocean or onto a smuggler’s vessel. &lt;br /&gt;
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The city’s wealthy are mostly the same Njarir dynasties that ruled the city before the Hadiists came. These centuries-old houses survived much of the chaos of the First Revolution thanks to careful planning and willingly handing the city over to the rebels when they reached Crevus. However, the effects of Hadiist rule on them were similar to their counterparts outside of the city. Many of their practices were ceased on order of authorities and in an effort to avoid attracting attention to themselves. Those who didn’t stop found themselves sent to Castle Vladis. Much of the younger generation of Crevus’ Njarir grew up not knowing the cultures of their predecessors. There are rumors of hidden societies that continue to preserve the old Njarir culture, but their existence following the arrival of the [[People&#039;s Republic of Adhomai#People&#039;s Strategic Intelligence Service|PSIS]] is doubtful. Not all of the city’s Njarir’akhan were this lucky. Some nobility survived the First Revolution by fleeing to Crevus only to wind up living among the same “commoners&amp;quot; they looked down upon. No Njarir’akhran in Crevus styles themselves a noble except for those who hail from the New Kingdom. Nonetheless, to be one of these old houses or the newer upper-crust is to have all of Crevus open to you. Some businesses pride themselves on exclusivity, such as posh opera houses and decorated smoking lounges. To just be in one of these acclaimed businesses for a night is something lower class Crevans strive towards. &lt;br /&gt;
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Due to its history as an open port, Crevans are more open minded towards outsiders and new experiences than other Tajara. It was for this reason that Crevus became a welcoming city for xenos and megacorporations. Any Tajara can also come to Crevus to try and find their fortune. Though the same problems Tajara face still plague the city. Many of the Zhan-Khazan have been stuck in the poorer blocks and slums, political radical groups continue on in the Crevan underground, and spies of the various nations fight here in a game of cloak and dagger. This is to say nothing of the massive underworld the city is infamous for. A single wrong step in a night of carousing can result in someone stumbling unto a deadly meeting, or taking the turn onto a block broiling with conflict. This hotbed is made even worse by the army presence in Crevus. Soldiers of all factions can be seen given its status as a popular spot for military leave. When these rivals bump shoulders it without fail turns into a violent clash until they’re pried apart by family enforcers. Along with this are the competing officers of the ALA warlords. Each wishes to grant their general an upper hand in the city and gain them favor among the families.  &lt;br /&gt;
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Within Crevus there exist three cultural minorities: Amohdans, Southern Harr’masir, and Northern Harr’masir. Each dwells within their own districts and holds tight to their original cultures. All Tajaran languages can be found in the city. Ya’ssa has seen its own hidden revival among some of the Njarir’akhran, but they avoid speaking it publicly so as to not draw negative attention. Humans and Skrell can be found in The Knuckles living in the Pam Hu district. These aliens come from all walks of life and lack any cohesive or unique culture, barring their own love for the Crevan lifestyle. IPCs are a rare sight in the city but not unheard of. Citizenship with another nation doesn’t stop one from being able to live in Crevus as much of Silver Streets’ population hold NKA citizenship and PRA citizens can still be found in the city.&lt;br /&gt;
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== Media ==&lt;br /&gt;
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Production companies became a massive business in Crevus in the interwar period. With crime family-funded record labels and studios popping up across the city, an entire industry of film, television, and music sprouted in just a few years. The Crevan attitude of gambling extends to this industry as well. Executives are always happy to take a risk and promote new ideas, which keeps Crevan media much more diverse than their counterparts in the PRA and NKA. The rapid interwar growth was hampered by the second revolution but post-war it continues to diversify. Young artists are drawn to the city to try and make their way even if they’re consigned to being one of the many street musicians. Anyone can find something to suit their personal music taste in Crevus. Be it beautiful Njarir’akhan opera singers, duelling rockers from the slums, traditional Ras’nrr folk singers, and even imported [[Republic of Elyra|Elyran]] and [[Venus|Cytheran]] holotapes. &lt;br /&gt;
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Thanks to a lack of local regulation, Crevus is popular among DPRA film studios to set up in. The cheap cost of production also lends itself to making films with a wider scope. Many of those in the film industry hope to overtake the radio as the entertainment of choice in the Democratic Republic. Shows and movies made here usually centre around daring crime tales, historical epics, and the Tajaran favorite of war stories. Small markets are growing for experimental and artistic films, action-comedies with exaggerated fights, and documentaries. Crevan television and films do sometimes feature xeno actors. Due to the wider attitude towards them in the DPRA they are relegated to antagonistic roles.&lt;br /&gt;
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== Sports == &lt;br /&gt;
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Sports, unlike the rest of the DPRA, had never reached the level of popularity that cities like Shastar City or Trizar have in Crevus. Mahmrro became boring to the common people when the casinos opened up and the nobility cared for little more than their farehal. Farehal was, and still is, used only as an excuse by the nobles to meet up in gated courts and enjoy the day drinking, smoking, and eating while playing a few minutes of the game to justify spending hours at the expansive clubs. For the majority of Crevans one sport remained above all else and it was one sport that the Crevans came to be known as the best in: Prize-fighting. &lt;br /&gt;
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The tradition remained constant through the eras. In arenas painted with murals or decorated with figures of Rredouane Crevans gathered to watch fighters square off in honor of the God and for their own enjoyment. Over the years this changed from dueling knights to the modern version of martial artists. Boxers, Baghrar masters, and other hand-to-hand fighters have been drawn to Crevus to open their own schools and compete in the city’s many tournaments. There’s much money to be made for the champions, even if the city families maintain a tight grip on the entire sport. Fixing fights isn’t unheard of for the lower tier of fighters but not even the families would dare to try and rig one of the larger championships. Fighting champions are large celebrities in Crevus. Their victories win them fame, honor, money, free casino visits, and even film roles regardless of their acting ability. &lt;br /&gt;
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== Religion ==&lt;br /&gt;
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The majority of Crevans are [[Ma&#039;ta&#039;ke Gods|Ma’ta’ke]] pantheon followers with [[S&#039;rendarr and Messa|S’rand’marr]] worshippers making up around a tenth of the population as a prominent minority. The Parivara keep to their own neighbourhoods that are built around the local temples. Sun Priests take a less favorable view on Crevus’ culture of carousing and gambling than their Ma’ta’ke counterparts. This is shared by most of their followers, who stick to the more respectable businesses. Priests and priestesses of the Ma’ta’ke pantheon are much rarer in Crevus owing to a lack of interest in the native population in embracing the life of a priest. Shrines and temples dedicated to the gods are small and hidden away. There is one notable exception to this trend: Rredouane.&lt;br /&gt;
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=== Rredouane ===&lt;br /&gt;
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[[File:Rredouane.png|thumb|The huge colossus of the Ma&#039;ta&#039;ke god Rredouane is considered one of the greatest wonders of Adhomai.]]&lt;br /&gt;
[[Ma&#039;ta&#039;ke Gods#Rredouane|Rredouane]] is revered as the patron god of the Free City. At the northernmost shore on an artificial island, on a former star fort, there is a large colossus of Rredouane that stands 275ft tall from its feet to its raised goblet. It shows Rredouane holding up a goblet with an arm outstretched towards the sea, beckoning sailors with promises of games and fun. He holds a sword that displays his warrior status. No casino or bar is considered legitimate until they have a painting or statue of Rredouane. Rings bearing his sword and goblet are commonplace in the city and a sign of Crevan origins. Every Crevan, no matter their walk of life, revere and pray to the god. While most prefer to beg for lucky rolls some continue the tradition of Rredouane’s warlike nature. ALA fighters from Crevus were well-known for their fanaticism for Rredouane and for encouraging veneration of the deity among their army units. Crime family members pray to him for blessings so that they may overtake their enemies and destroy their competition. Around the city one can find several venues that pay homage to the god through martial tournaments such as boxing and wrestling. Some even use animals in their fights, most notable being the extensive sham’tyr fighting rings. The luckiest in Crevus are considered to have gained Rredouane’s blessing somehow. But, every Crevan knows that the god’s blessing is finite. When it runs dry negative luck will surge back to the person in a tidal wave of mistakes and misery. Some occultists in the city claim to be able to channel Rredouane’s blessing into artifacts. Crevans ignore them but tourists will always be happy to buy a charm if they believe it will help them strike it big.&lt;br /&gt;
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=== The Lock === &lt;br /&gt;
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Crevus is a popular gathering point for [[Tajaran Minor Religions#Raskariim|Raskariim]]. Cultists are known to come to the city to party their brains out. Repeatedly being uprooted and kicked out of the city for their more deadly or horrific rituals, the cult has slowly learned to not wear out their welcome by being public with the things they do; their main gathering grounds is a particularly seedy nightclub called The Lock where sometimes fewer people come out than went in. The Lock always relocates and gains its followers no matter how many times it is burnt down, broken up by enforcers, or smashed by fearful gangs. There is no shortage of abandoned buildings that can fit speakers, flashing lights, smoke machines, and music. Hopeful entrants into the club only need to speak the 2-word password to get in.&lt;br /&gt;
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= Criminal Organizations = &lt;br /&gt;
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Once merchant families before the revolution, the ruling Njarir dynasties of Crevus were forced to hand over their enterprises to the new mayoral office following the First Revolution. Rather than simply retire and enjoy their new lives as regular citizens most of these dynasties found another way to dominate the city once more: Crime. &lt;br /&gt;
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Extortions, smuggling, drug production, trafficking, nothing is off the table when dealing with the lords of Crevus’ underworld. Within Crevus there exist four major families acting as the dominant powers. Each one is an organization made of dozens of lesser families. These operate businesses and are led by their own Njarir’akhran line or Hharar administrators. Underneath those are the gangs, who are used as cheap labour and a recruitment pool if some members prove useful. Following the second revolution the major families have become de facto rulers of Crevus. The mayor of Crevus since the Crevan Uprising has been the head of the Azaula family. Positions on the city council are held by the other leaders of the major families and their cronies. For now the major families try to coexist with one another. None has declared a full-scale war against the other, but lesser families still freely clash with other lesser families for power and control. This allows competition without a full escalation while also containing the violence to a few easily contained neighbourhoods.&lt;br /&gt;
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*&#039;&#039;&#039;Azaula Entertainment:&#039;&#039;&#039; The wealthiest of the families, the Azaula currently control Crevus’ mayoral office and dominate the city’s politics. Azaula businesses are the favored ones for most denizens of Crevus and are considered the most luxurious by those who get into Azaula territory. Their location next to The Knuckles allows them to get the off-worlder cash stream as well. The Azaula are based out of the massive Rredouane&#039;s Palace. This sprawling complex of courtyards, restaurants, bars, discos, and gambling houses is the premier business of Crevus. It is the entire experience of the city from its drug dens to high-rise restaurants condensed into a few city blocks. The Azaula have tied themselves closely to Idris Incorporated for better and worse. While their businesses have seen a steady increase in profits thanks to allowing Idris to co-partner on them, many outside and within the family question just how much control the company should be given over family affairs. Another problem has been the temptation of Azaula enforcers to join Idris. Some lesser families are already reporting a crippling lack of manpower thanks to their enforcers leaving to join the banking corporation. A few of these lesser families attempt to use ISUs to bolster their numbers but the high costs outweigh the usefulness of the units. The head of the Azaula family is Mazula Azaula, the elderly but cunning matriarch of the family and mayor of Crevus for the last decade. Never seen without her pistols, this has earned her the nickname “Twin-gun Granny”. As both mayor and the accepted leader of the families Mazula meditates the larger conflicts between the leaders of the major families.&lt;br /&gt;
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*&#039;&#039;&#039;J&#039;shar Mariners:&#039;&#039;&#039; Led by the voracious and decadent Tul’baq J’shar, who took over after his father Laikr’s death from a seizure, the J’shar Mariners dominate the dockyards of Crevus and the coastal districts. When travellers arrive in the city by boat it is the J’shar’s businesses they find themselves losing their vacation money in. Their control of the fishing industry has naturally lent itself to the J’shar modifying their boats for smuggling. These trawlers are retrofitted for long journeys and have hidden holds. Many believe that some of the sailors for the J’shar fleet were former members of the ALA pirate flotillas. The loss of Duellist’s Crest to the Raghmara and the mayoral office to the Azaula is a shame on Tul’baq, but he tries to avoid continued conflict with both. However lesser families bordering Duellist’s Crest continue to attempt forays into the district with predictable (And bloody.) results. When the people of Kaltir began to flee to Crevus and settled at the Silver Streets the J’shar came to rule over them following a war against the Rhan-Cresh. This has allowed them to control the Silver Streets&#039; alcohol industry and exert some control over the Northern Harr’masir people. The crown jewel of the J’shar businesses is Minharrzka’s Heart, a casino boat known to double as a bank for the family. Besides the fresh seafood and comedy shows Minharrzka&#039;s Heart is also famous for the “Five mile rush”. A game in which drunk gamblers attempt to swim from the ship to the docks. While not encouraged by the family and stopped by their enforcers, daring customers continue to attempt the swim for their personal glory. The J’shar also have control of the Crevan icon “Mr Snuffles”, a centuries old steelclad destroyer that patrols their docks and sinks those who routinely balk at the dockig fees. The J’shar have denied Hephaestus offers to improve their vessels and Mr Snuffles. Their stated reasons being that they wish to stand on their own two feet, not rely on megacorporations for expansion and profit. &lt;br /&gt;
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*&#039;&#039;&#039;Rhan-Cresh Charities:&#039;&#039;&#039; Holding onto power through domination of Crevus’ land routes and the poorer southern half are the Rhan-Cresh. They control the population there through soup kitchens and food drives. This not only allows them to claim lip service to Al’mariist ideals but also instills a stronger sense of loyalty in their blocks. Zhan-Khazan make up a large number of enforcers from the Rhan-cresh as the Zhan communities lie in their territory. Many of them also found work in the Rhan-Cresh “Highway Patrol”, which is a supposed police force tasked with helping keep the rail lines and highways to Crevus clear of bandits. As they hold Crevus’ train stations most visitors from Das’nrra wind up spending their time in the cheaper businesses of the Rhan-Cresh. This family also presides over the Southern Harr’masir enclave of Herder District. This section of the city provides a valuable arms production industry for the Rhan-Cresh’s profit. Over the last two decades gunsmiths went from working in workshops to legitimate factories thanks to Hephaestus&#039; assistance. This assistance was through upgrading machines and also providing industrial IPCs to be used in moving and working with the materials needed for the factories. But of all their businesses the fancy trains that bring visitors to the city are the family’s pride. The railcars of these trains are full of high-class cafes, bars, small gambling halls, and even saunas or pools. They stand in stark contrast to the poor businesses within Rhan-Cresh territory. Those are only popular due to their cheap prices. Idris has poured investments into the Rhan-Cresh’s luxury trains to expand their operations. Currently they travel across Das’nrra on routes to Shastar City and Mztel’mir. The leader of this family is the affable Prr’oak Rhan-Cresh, who maintains an image of being a gentle philanthropist. Prr’oak enjoys high loyalty in not just his family but also the communities they preside over. Keen-eyed citizens know that Prr&#039;oak&#039;s philanthropy only exists to keep his recruitment numbers high.  &lt;br /&gt;
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*&#039;&#039;&#039;Raghmara Clan:&#039;&#039;&#039; Considered the most brutal of the families, the Raghmara Clan struck fear into the hearts of Crevans when they tore into the criminal underworld. Wiping out rival Azaula and J’shar families Iakarr Raghmara led his band of Amohdan warriors and surged into Duellist’s Crest. His Clan is infamous for their brutal methods of handling those who attempt to encroach on their claimed streets. When J’shar families attempt to break into Duellist’s Crest the survivors often come back a few limbs lighter. Their failures at rebuilding the economy of Duellist’s Crest kept the Raghmara contained. But, with refugees arriving from the failed 2462 Amohdan [https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?do=findComment&amp;amp;comment=142055| Rebellion], their numbers have been bolstered and their lesser families have begun to push into rival territory. This manpower did not come without any drawbacks, however. With these new arrivals came an increase in political tensions in the Amohdan community and the Raghmara clan. With lesser clans now bickering and split between nationalists, royalists, and DPRA or NKA loyalists, Iakarr has his hands full trying to keep the internal peace in his syndicate. Due to the sea trade being monopolized by the J’shar the Raghmara turned to drug production as their primary income. Synthetic drugs like nightlife and the dangerous red nightshade have found their way to Crevus thanks to the hired chemists of the Raghmara. Most people outside Duellist’s Crest avoid going to the Raghmara’s businesses but they do hold one popular spot: The Starry Lounge. This disco is popular among punks, gangers, and others who enjoy the small-time pride of bragging that they went into Raghmara turf and lived to tell the tale. Some guests aren’t brought into the dance floor with its flashing lights and thumping music. Some are brought by enforcers into the sound-proofed and tarp-covered rooms of the back. The Raghmara Clan are the only family within Crevus led by M&#039;sai instead of Njarir and Hharar. Because of a lack of interest stemming from their overly violent methods, none of the Crevan corporate offices have approached the Raghmara for any dealings.&lt;br /&gt;
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=== Gangs === &lt;br /&gt;
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For the beginners of Crevus’ crime scene, there are the gangs. These thugs are often younger Tajara who came to Crevus in search of quick riches or teenage citizens fed up with their current lot in life. Gangers are small-time and aimless punks who wish for nothing more than to rob others, fight their rivals in street brawls, and enjoy the Crevan lifestyle in its basest form. Whatever businesses they own are horribly run and only for the most desperate to turn to with poorly-equipped workshops and junkyard-supplied casinos being the most common. The gangs of Crevus provide a never-ending stream of easy muscle and potential recruits for the families. The luckiest will become made men and join a crime family proper. The most unlucky run afoul of an actual crime organization and are destroyed. It is incredibly rare for a gang to last longer than a few years. When one splits apart from infighting, the death of its leader, or other reasons, members tend to blend into other gangs or attempt to go down a more legitimate path. Gangs typically identify themselves through common colors, clothing, and simple names. &lt;br /&gt;
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=== Olokun Curios === &lt;br /&gt;
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Arriving in Crevus following the Steeple Peace in &#039;&#039;&#039;2461&#039;&#039;&#039;, Olokun Curios is a company led by members of the EPMC’s [[Eridani Federation Military|Ringspire]] company. Allying with so-called archeologists, delvers, prospectors, and even the warlord [[Democratic People&#039;s Republic of Adhomai#Din&#039;akk Mountains|Alexeii K&#039;marr]], Olokun Curios gather artifacts from across Adhomai to sell to wealthy buyers in the Eridani Federation. It operates underneath the guise of simply being an art dealership. This business model has proven quite lucrative. The company&#039;s core leadership is the Eridanis who came to Crevus to make a profit. These intrepid businessmen are the ones who handle deals for artifacts or lead expeditions to find anything worthwhile to sell. However, the xenophobic attitudes of many Tajara on Adhomai force them to stay out of sight during expeditions. The majority of the organization is Crevan Tajara who hope to make quick credits and get a shoe-in for the EPMC when they join Ringspire proper. Eridani technology gives them an advantage when thieving and allows them to outgun most resistance they encounter. The arrival of these profiteers has not escaped the notice of the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Restorers]] or the [[Little Adhomai#Society of the Hidden Dusk|Society of the Hidden Dusk]]. The latter patronize the company to gather artifacts for them, providing maps and allowing them to sell any artifacts they deem “unimportant” in their pursuit of occult knowledge. The former, along with [[S&#039;rendarr and Messa#Kin of S&#039;rendarr|others]], are forced to fight Olokun Curios whenever they cross paths.&lt;br /&gt;
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=== Crevan Liberation Army ===&lt;br /&gt;
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When it became clear that Crevus would tolerate the xeno and corporate presence there, some former ALA members banded together to begin waging a war against the families. Putting aside political differences they established what became known as the Crevan Liberation Army in the closing years of the Second Revolution. The CLA’s stated goal is to overthrow the crime families and for the Crevans to find their destiny in the hands of another government. CLA attacks are a problem outside of the Pam Hu district, which is protected by the EPMC, with the enforcers of the families struggling to fight CLA troops wherever they appear. While they do get a large amount of war material from an unknown source the CLA lack any popular support among the Crevan population. They are largely despised for their constant arsons, bombings, vandalism, and assassinations. Most people in the city expect the group to die out as more of their fighters are gunned down and more of their safehouses are destroyed.&lt;br /&gt;
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= Economy = &lt;br /&gt;
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Trade is still a cornerstone of Crevus’ economy today, but their tourism industry is what fills the coffers of the ruling families. Most Crevans are employed in the service economy to work in hotels, casinos, bars, drug dens, clubs, and discos. Any business can be found in Crevus, legal or not. People travel to the city to spend their time carousing and gambling so they can forget their woes or enjoy their lives to the fullest. Crevus is all the more happy to oblige these seekers. Between the diversions, drinking, and drugs, visiting gamblers tend to burn away their money fast. It is for this reason that every seasoned tourist recommends that travellers buy return tickets as well so that they do not become one of the many beggars who failed to plan a way back. &lt;br /&gt;
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Given its site as first contact with humanity the city became a natural choice for the first spaceport upon Adhomai. With legitimate businessmen also came smugglers. Allying with anyone willing to do business these less-than-savory merchants brought illegal goods from across the spur into Crevus. Tajaran smugglers provided their own wares or labour to be taken in exchange, thus beginning the on-going trend of Tajaran smuggling. The spaceport of Crevus has no authority beyond corporate safety officers. There are no weapons checks, no security scans, no cargo inspections. This has made Crevus the jugular of Adhomai’s black markets. These smugglers also found an income through transporting Tajara to far-away ports like Tau Ceti. Known as “Ha’rron” they would later establish more legitimate transportation businesses after the armistice. These vessels brought guns and equipment to Adhomai during the Second Revolution and now are used by the ALA to bring their influence to far-flung planets. &lt;br /&gt;
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Xeno tourism exploded following first contact as humans and skrell from across the galaxy arrived to take in the splendours of Tajaran culture. The interwar period saw these numbers decline as the PRA tightened its grip on the city. It paradoxically exploded once again during the Second Revolution. With Crevus relatively safe from attacks and megacorporations providing protected transport, tourists flocked to the city for a safe cultural experience. Now, one can find a diverse range of travellers within the city. Even if most stay in The Knuckles and the Azaula’s territory. The threat the CLA pose to alien tourists is a major driving force behind the families’ drive to wipe the army out. The Idris supporting families of the Azaula and Rhan-Cresh hope that, given time, Crevus can become one of the biggest tourist spots in the Orion Spur. Other families like the J’shar fear that catering to xeno tastes will eat at Crevus’ own identity.&lt;br /&gt;
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=== Megacorporations ===&lt;br /&gt;
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Just a year after first contact, Idris Incorporated, Hephaestus Industries, and Nanotrasen established offices to draw in Tajara workers. Post-First Revolution NanoTrasen had dominated Crevus as they did with the rest of Adhomai. But, the Hephaestus and Idris branches still remained open as a way for Tajara to find work and leave Adhomai. EPMC’s Phalanx Incorporated has always been present to function as security for the company offices and the Pam Hu District. They were allowed to establish a base at an old gun-fort on the city’s outskirts. The gun-fort also doubles as an office for recruiting Tajara and as Olokun Curios’ base of operations.&lt;br /&gt;
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The influence of megacorporations can be felt across Crevus. Idris goods and employees are cropping up in many of the popular businesses. Hephaestus runs several transportation businesses including a new system of suspended tram cars to act as “public” transportation. NanoTrasen holds the least influence, but their subsidiary Getmore Corporation is active in the city to facilitate trade of exotic foodstuffs. Hephaestus and Idris both run rental services for their IPCs. For Idris, the ISUs are rented to the rich to serve as bodyguards and steel muscle. Hephaestus rents out their units to function as engineers for establishments and to assist in family-run factories. IPCs are unsurprisingly expensive to rent out due to the costs of maintaining them in a city unsuited for their regular use such as Crevus. Unlike the rest of the DPRA , the companies are respected by the locals. Families have their own relationships and ties to these companies. Only the J’shar and Raghmara are somewhat free of their influence. The presence of megacorporations in Crevus have led to calls from both army radicals and civilian lawmakers to restore order in the city. President Harrlala and Supreme Commander Nated do not heed these calls. For them, the credits and ships Crevus provides is enough to justify the city’s lawless status. &lt;br /&gt;
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= Notable Locations = &lt;br /&gt;
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[[File:CrevusTopographicWithoutBox.jpg|thumb|left|A map of Crevus depicting its districts, locales, and the territories of the major families. The Knuckles and Pam Hu District are considered neutral ground.]]&lt;br /&gt;
*&#039;&#039;&#039;The Knuckles:&#039;&#039;&#039; The Knuckles is the home of Crevus’ rich. It is full of manor houses and estates neatly arranged into grids and protected by virtue of being where the crime family leaders live. The wealthy of Crevus are not just descendents of its old Njarir’akhran houses, but also new money in the form of Tajara who struck it rich after the First Revolution. Some of its denizens are even rumored to be members of the Party or former ALA commanders. Life in The Knuckles is idyllic if one can afford it. There is always a banquet or jubilee to attend and families’ leadership ensure that their business doesn’t spill into their own backyards. The entire district is heavily guarded by patrolling cars of family enforcers and hired mercenaries. The Tajara who live here live in pure comfort and have their every need met by servants waiting on them. This wealth disparity may anger new-comers to the city, but for native Crevans, it is the ideal that they all aspire to and hope to one day attain. &lt;br /&gt;
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*&#039;&#039;&#039;Pam Hu District:&#039;&#039;&#039; Home to the xeno population of Crevus, Pam Hu is a section of The Knuckles. Here lives human and skrell megacorporation workers alongside wealthy expats who made their home in the city for one reason or another. The houses here are the same as the rest of the Knuckles. Lower class workers, such as Idris servers or Hephaestus tram driving instructors, live together in manses paid for by their corporation. High class workers and the expat population live comfortably in their own manors. Located in the Pam Hu district is a statue of its namesake, Xeno-Culturalist Pam Hu, shaking hands with a Tajara noble. The expats of Pam Hu came to Crevus for their own reasons. Some were drawn in by Crevus’ culture, cheaper costs, or a wish to remain here to party and enjoy their life to the fullest. Others were drawn to Crevus by an idea circulated in illicit circles. An idea that as long as one has wealth, Crevus provides the perfect place to lay low and hide from off-world forces. &lt;br /&gt;
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*&#039;&#039;&#039;Herder District:&#039;&#039;&#039; Herder District is the home of the Crevan Southern Harr’masir people. Many of them were brought in to work in the meat-packing industries and logging during a labour shortage in the 22nd century. The district is rife with concert halls, weapons shops, and race tracks. The traditions of zhsfram riding has been kept alive by the locals through rider associations and gave rise to a culture of urban riders. Herder District has seen the most improvement of all districts in the previous decade. Under Rhan-Cresh leadership the streets have been repaved, businesses have been revitalized, and local income has steadily increased. Dwellers of Herder District are generally considered a wild-eyed sort. This reputation is supported by the fact that many gunslingers from the district have become infamous as hitmen for the families. Herder District and its people are firmly under the control of the Rhan-Cresh family and is administered by local lesser families. &lt;br /&gt;
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*&#039;&#039;&#039;Duellist’s Crest:&#039;&#039;&#039; The Amohdan quarter of Crevus is the oldest of the cultural enclaves. Amohdans have been arriving to Crevus since the 18th century, travelling along their shipping lines to the city and establishing a strong community there. They historically found work in the marine industries such as fishing and shipping. Their traditions of swordsmanship were kept alive through dojos and mercenary bands that worked for the Njarir’akhran dynasties of Crevus. After the First Revolution it came underneath J’shar and Azaula control. But, when the Raghmara came, those families fled along with Duellist’s Crest’s prosperity. Now the district is one of the poorest in Crevus. It’s buildings have fallen into disrepair as the Raghmara desperately try to attract customers or corporate interest. With Amohdan refugees arriving from the isle however, the Raghmara’s lesser families have instead begun trying to expand into their rival’s businesses instead. The Crevan-Amohdans that remain in the enclave have found their lives to be fraught with hardship thanks to the high poverty and increasing political divides. This leads the younger generation to see fighting for the Raghmara or signing onto a megacorporation as the only ways to support themselves. &lt;br /&gt;
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*&#039;&#039;&#039;Silver Streets:&#039;&#039;&#039; Originally considered part of Herder District, the Silver Streets became a gathering place for Northern Harr’masir Tajara in their diaspora following Kaltir’s fall. In just a decade, their numbers swelled to the point that southern harr’masir became a minority in the district. Following a war between the Rhan-Cresh and J’shar it came underneath J’shar control. The Silver Streets supports itself through breweries, beerhalls, and local traditional artisans. Their control of the best of the breweries has made the ruling lesser families wealthy enough to avoid conflicts with the other families. This allows them to put on a veneer of neutrality despite pledging fealty to the J’shar. The culture of Northern Harr’masir runs strong in the Silver Streets and their dialect is still commonplace. The district has seen heavy construction following the return of denizens who volunteered to fight for the NKA. Pillboxes, sewer bunkers, and sniper nests have been constructed across the streets in the event of an attack. The majority of the population here holds citizenship with the NKA and not the DPRA.  &lt;br /&gt;
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*&#039;&#039;&#039;The Hephaestus Grand Pyramid:&#039;&#039;&#039; As the name implies, The Hephaestus Grand Pyramid (Referred to as “the pyramid” for short.) is Hephaestus Industries’ foothold in Crevus. Twenty stories tall, protected by black plasteel plating, and covered by brilliant tube-art depicting soaring ships, Hephaestus is able to lure in Tajara with its stunning visuals alone. The pyramid is also well known for its excellent food court with several styles of grill-centred eateries. At night this court is packed full of drunken gamblers wanting to round out their night of partying with a heavy meal. It also sports an extensive robotics lab located in the pyramid’s top. This is where its rented industrials are maintained and kept until bought via contract. &lt;br /&gt;
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*&#039;&#039;&#039;The Shard:&#039;&#039;&#039; Situated in the centre of The Knuckles, The Shard is the central tower for NanoTrasen in Crevus. It cuts a magnificent figure with its silver plated cladding to catch the eye and entice Crevan to shop, dine, and gamble there. NanoTrasen’s domination of Adhomai in the interwar years enabled them to field thousands of employees in the once-bustling skyscraper, but the changed political situation has resulted in their influence waning. Now, much of the Shard is emptied and supposedly abandoned. It has a reputation of being a first-time casino full of young rich-kids and xenos too afraid to venture out of The Knuckles. &lt;br /&gt;
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*&#039;&#039;&#039;Twin Nm’shaan Mall:&#039;&#039;&#039; Once just a bank, the Twin Nm’shaan Mall grew as Idris Incorporated bought more land around it to develop the location further. Now with its raised glass ceilings, white marble facades, and gleaming luxury stores, the Twin Nm’shaan Mall is a favorite for any Crevan shopper. Besides its stores the mall also boasts a glorious holo-theatre and a sprawling park featuring a heated Konyang style koi pond. ISUs are on constant patrol here to ward off any attackers or robbers. Tajara who shop here are easily drawn in by the company’s image of glitz and glamour. Idris retains a recruitment office at this location to bring in Crevans or any other Tajara seeking to employ with them. &lt;br /&gt;
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*&#039;&#039;&#039;Kjal’hr Gambling Hall:&#039;&#039;&#039; The decrepit Kjal’hr Gambling Hall is not a business famous for its nightlife or food, but its story. The tale goes that a royal cadet branch, the Kjal’hr, settled in Crevus after the First Revolution. They constructed a gambling hall and hoped for nothing more than to be left alone. In the first years the gambling hall performed well. But in the fifth year came the haunting. Guests vanished in their rooms. Workers began to commit suicide from plummeting from the roof or jumping down opened elevator shafts. These came randomly and with no warning or reasons why. When the customers stopped coming and the money dried the head of the Kjal’hr line, Rreghal Kjal’hr, ended his house himself: Through locking the doors of the hall and setting the building alight. The charred brick-work ruins are avoided by Crevans. No construction occurs around it, and its entire block lies dark and abandoned. People who venture into the block on dares come back with stories of their electronics going haywire and seeing odd things in the dark corners. &lt;br /&gt;
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*&#039;&#039;&#039;Depot 37E:&#039;&#039;&#039; Built in the interwar period, this PRA naval depot was lost to the DPRA after its crew defected during the Crevan uprising. Though still considered in-use by the ALA the depot sits abandoned in the docks of Crevus. All it holds is badly damaged destroyers and torpedo boats scoured for parts to sell by the squatters dwelling there. These same squatters venture into the docks to steal from whatever shipments they can find. Rumors remain abound about the secretive community of vagrants in 37E, ranging from it being a cult to being secretly ruled by rogue Hotak commandos. Between fears of catching Supreme Commander Nated’s ire for damaging a technically still used depot and the vagrants’ stubborn resistance, the J’shar refuse to clear out the building. &lt;br /&gt;
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*&#039;&#039;&#039;Liceland:&#039;&#039;&#039; Liceland is a sprawling shantytown in the east. Made up of Crevus’ poorest and those who lost everything in the casinos, its population exploded in the previous decade due to refugees arriving in streams. People there live in cramped squalor and are preyed on by violent gangs seeking to make the riches to escape by any means necessary. Periodically these gangs find their way into the bordering Rhan-cresh, or J’shar territories and wreak havoc. The massive increase in population led to Liceland eventually spilling into city blocks controlled by the aforementioned families, who’s previous tenants ran deeper into the city. Liceland is widely considered as one of the worst places a Tajara could live in. It becomes even more horrible the deeper one goes inside. With no feasible plans to clear it out and move its victims, the families leave Liceland alone. For now.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Little_Adhomai&amp;diff=25098</id>
		<title>Little Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Little_Adhomai&amp;diff=25098"/>
		<updated>2022-07-18T23:22:42Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Sports and Games */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
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= Overview =&lt;br /&gt;
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&#039;&#039;&#039;Little Adhomai&#039;&#039;&#039;, also known as the Imperial Plaza or District 6, is the home to most of Mendell City’s Tajaran population. A shady district with various dives, bars, and restaurants, as well as a high rate of crime. Domestic disturbances and break-ins are frequent, as are scrumptious streetfood. Although not an outright slum, it is not widely trafficked by those who reside outside of the district. &lt;br /&gt;
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District 6 is usually divided into several sections by its inhabitants, each of them being related to their place of origin and alignments; it is not uncommon for clashes to happen between supporters of the different Adhomian factions, and such conflicts might escalate into riots or further violence. This situation has deteriorated greatly since the Armistice due to the growing presence of governmental elements in the area. Tajaran intelligence agencies have begun clandestine operations in the area, supplying weapons and training to armed groups. Tensions are rising, Little Adhomai is now another theater for the Adhomian cold war.&lt;br /&gt;
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= History =&lt;br /&gt;
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Before the migration of Tajara to Tau Ceti, the Imperial Plaza was a sparsely populated residential district. Biesellite administration and investors paid little attention to the location. With the end of the [[Tajaran History#The Uprisings|First Tajaran Civil war]] and the opening of the [[Adhomai]], the first wave of Adhomian migrants reached [[Mendell City]]. The low prices of District Six were attractive to Tajaran migrants, and as such the first communities of immigrants were created in that area of the city. Despite its growing population, the government neglected much of the district’s urban development. Crime and gang activity soon became serious problems in Little Adhomai.&lt;br /&gt;
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The lack of urban planning has transformed the Imperial Plaza into a maze. Apartments, shops, restaurants, and clubs pile upon each other. Many housing units are constructed in traditional PRA fashion: large square buildings hosting several families and built using cheap construction materials. Tunnels, hiding places, and bunkers can also be found in the underground of LIttle Adhomai.&lt;br /&gt;
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The [[Tajaran History#The Second Revolution|Second Tajaran Civil War]] caused a wave of factionalism between the inhabitants of the Imperial Plaza. Little Adhomai was divided into sectors supporting the different warring Adhomian nations. Gangs were recruited and supplied by the People’s Republic and the Liberation Army; these groups were used to further expand their influence in Mendell City. Riots became more common, with violence spilling into other districts. Biesellite police had little success in solving the delinquency problem in District Six, forcing the locals to create their own neighborhood watch squads. In recent events, District Six was the stage of heavy fighting between its warring factions in [[Tajaran Cold War Arc|2462]].&lt;br /&gt;
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= Demographics =&lt;br /&gt;
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Most inhabitants of District Six are Tajara. The [[People&#039;s Republic of Adhomai]] citizens are the majority. Since the end of the Tajaran Civil War, the presence of [[Democratic People&#039;s Republic of Adhomai]] and [[New Kingdom of Adhomai]] members has increased steadily. Humans that lived in the district before the first waves of Tajara immigration later left for Xinghua Prefecture and District Eleven. What few non-Tajara that live in D6 now don&#039;t last more than a few years at most. Tajara see them as little more than thrill seekers trying to find their own D6 experience to vlog, not people forced to live there out of prevailing xenophobia or poverty. Humans and other species are stonewalled by the community as a result. This feeling of isolation is made worse by the major gangs. Harassment from them is a regular occurrence as they believe that non-Tajara living in the district will eat away at their respective nation&#039;s influence.&lt;br /&gt;
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= Culture and Society =&lt;br /&gt;
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Because of its relatively short existence, discrimination, and other barriers present in Tau Ceti, the Tajara of Little Adhomai still clings to their native culture. The first wave of migrants and their descendants had an easier time adapting their values to Biesel&#039;s culture. However, since the dawn of the Second Revolution and the Armistice, they have become a minority in Little Adhomai. With no effort directed at integration and the growing presence of the Adhomian funded groups, the overall morals of Little Adhomai&#039;s population remain very similar to their homeworld.&lt;br /&gt;
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Tajara not employed by megacorporations will usually be engaged in Little Adhomai&#039;s informal economy. Due to the spotty presence and rampant corruption of the police agents assigned to District Six, illegal shops can operate with impunity. While some Tajara consider the opportunity to work for the corporations a blessing, others see Little Adhomai&#039;s situation as being directly caused by the corporate entities.&lt;br /&gt;
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Despite the high crime rates, Little Adhomai has an active nightlife. Bars and clubs stay open until late, bustling with activity. Most restaurants are specialized in serving Adhomian food, while other establishments have started to experiment with Tau Ceti’s cuisine, creating a unique blend of Biesellite and Tajaran flavors.&lt;br /&gt;
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The Imperial Plaza is the birthplace of the subculture known as the “Greasers”. Formed by young Tajara disillusioned with the life in Tau Ceti, they are characterized by a rebellious attitude, leather jackets, and interest in Adhomian monowheels. They are often associated with delinquency, with some of them forming their own gangs or joining existing ones.&lt;br /&gt;
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The art of Little Adhomai revolves around the Tajaran condition and culture in Tau Ceti. The challenges of living in an alien world, the effects of the Tajaran civil war, discrimination; and employment under megacorporations are common themes in District Six’s cultural productions. Local artists are commonly sponsored by the Tajaran governments. Adhomian media is also frequently imported and consumed by the population of Little Adhomai.&lt;br /&gt;
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== Cuisine ==&lt;br /&gt;
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Thanks to Biesel&#039;s climate, much of the traditional Tajaran food consumed in Mendell City is exported from Adhomai; however, small hydroponics farms allow the population to grow some Adhomian crops. This scarcity of homely flavors led the Tajara to adopt and adapt the local food into their meals. Chefs replace Adhomian ingredients with native substitutes, while others prepare human dishes using Tajaran alternatives. &lt;br /&gt;
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=== Notable Dishes ===&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Pizza:&#039;&#039;&#039; while regular pizza flavors are already deeply appreciated by the Tajara, mainly due to their contact with the recipe in NanoTrasen&#039;s stations, some restaurants have tried to innovate the dish with Adhomian ingredients. Some combinations, such as the Zkah&#039;nkowa and Sarmikhir toppings, are considered a success. The existence of earthen-root pizza is a contentious subject.&lt;br /&gt;
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*&#039;&#039;&#039;Little Adhomai Avah:&#039;&#039;&#039; loosely inspired by the eponymous dish, the Little Adhomai Avah is N&#039;fri-hi batter fried into the shape of a sphere. The dish is then filled with human ingredients; chocolate, cow beef, and sugar are the most common options. Getmore products are usually used to prepare the filling. Little Adhomai Avah is sold by street merchants operating inside and outside of District Six.&lt;br /&gt;
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*&#039;&#039;&#039;Biesellite Lunch:&#039;&#039;&#039; a cold dish composed of Adhomian Hardbread, earthen vegetables and fruits generally served alongside jam or fat. The meal was created by the first wave of immigrants who needed a packed lunch. Since the only Tajaran food available at the time was the hardtack, they complimented the bread with locally made products. Despite the increase in importations and homegrown Adhomian foodstuff, the Biesellite Lunch is still a staple dish in Little Adhomai.&lt;br /&gt;
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== Music ==&lt;br /&gt;
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The District is the birthplace of &amp;quot;Little Tajaran Electro swing&amp;quot;, a Biesel based variant of the classic Tajaran Electro swing known for its stronger focus on electronic dance music and Tau Ceti Basic lyrics. Traditional Tajaran music is still popular among the older Tajara and newer migrants to Biesel. Pirate radio stations, many of them working under the behest of whatever government they pledge allegiance to, operate in Imperial Plaza, bringing propaganda, music, and news to the population. Bloodstorm took residence in Little Adhomai after their ban from Adhomai. The presence of the band renewed the District&#039;s interest in Tajaran heavy metal.&lt;br /&gt;
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Because of the corporate&#039;s control in Tau Ceti, most of the radio stations operating in Little Adhomai are unlicensed. Since they rely on outdated equipment, their broadcasting is limited to Mendell City. Stations in faction-controlled territories are subject to censorship, while ones in neutral gangs areas are far freer to dictate their own broadcasts.&lt;br /&gt;
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=== Notable Radio Stations ===&lt;br /&gt;
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*&#039;&#039;&#039;Adhomai-Ceti Connection:&#039;&#039;&#039; a radio station focused on news and general utilities. Created by Second Revolution migrants as a way to receive reliable information on the conflict, the Connection attempts to remain neutral and transmit all from all sides of the story. This attempt at neutrality is currently being challenged as factionalism ripples across Little Adhomai. Many staff members have already left to create their own faction-funded radio stations to transmit their &amp;quot;truths&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;Voice of Little Adhomai:&#039;&#039;&#039; the largest music-based radio station in Little Adhomai; it transmits both traditional music and Little Tajaran Electro Swing. The Voice of Little Adhomai is famous for broadcasting Adhomian war songs; to please all sides, one song from each faction is played at least once a day. The station also has a segment dedicated to local amateur musicians.&lt;br /&gt;
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*&#039;&#039;&#039;D6 Citizen Radio:&#039;&#039;&#039; a pirate radio station in Little Adhomai. Its broadcast content is a mixture of anti-corporate propaganda, political commentary, and public utilities. Its main show, Mendell&#039;s Truth, is infamous for its Natediist tendencies; it urges the Tajara living in Tau Ceti to engage in sabotage against corporations. Despite the controversy, Citizen Radio is frequently used by the district&#039;s inhabitants because of its live reports on ongoing shootouts and police raids.&lt;br /&gt;
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== Literature ==&lt;br /&gt;
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The literature in Little Adhomai is mostly focused on exploring the dilemmas and difficulties found in the life of Tajaran migrants. Longing for home, exploitation, discrimination, crime, and disillusion with the promises of wealth are the most common themes. Thanks to its anti-corporate motifs, District Six&#039;s literature never made it into mainstream media. However, Little Adhomai is home to printing shops adept in producing propaganda pieces and works of literature alike.&lt;br /&gt;
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Influenced by recent events and the growing interest in urban legends, Little Adhomai became the birthplace of Tajaran Otherworldly Literature. This literary genre combines aspects of fantasy, horror, and speculative fiction alongside Adhomian paranormal elements, frequently reimagining mythological creatures and events. Tajaran Otherworldly texts are usually published in magazines or extranet sites.&lt;br /&gt;
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=== Notable Books ===&lt;br /&gt;
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*&#039;&#039;&#039;Unto an Alien Land:&#039;&#039;&#039; a novel describing the story of a Tajaran migrant family, told from the perspective of the youngest daughter Agashka. The Rhikaslav household migrates to Tau Ceti because of the Second Revolution; they settled in Little Adhomai under promises of finding work with NanoTrasen. The book describes the poverty and discrimination that most of District Six&#039;s inhabitants face. The novel ends with the family disintegrating after the death of the father and two sons during a riot. A sequel is currently under production.&lt;br /&gt;
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*&#039;&#039;&#039;A Neverending Night:&#039;&#039;&#039; a book about a fictional Tajaran heist crew operating in Tau Ceti. The novel starts by describing the lives, motivations, and crimes perpetrated by the characters during their career. The narrative takes a different turn when the criminals involve themselves in a deep political conspiracy after they are hired to steal a Phoron shipment.&lt;br /&gt;
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*&#039;&#039;&#039;Outlandish Tales:&#039;&#039;&#039; a magazine specialized in publishing Tajaran Otherworldly Literature stories. The periodical features texts submitted by amateur and established writers alike. Since it is printed using cheap, recycled paper, Outlandish Tales is sold for a couple of credits on the streets of LIttle Adhomai. The magazine also has a section dedicated to exploring the urban legends and mysteries of Mendell City.&lt;br /&gt;
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== Television ==&lt;br /&gt;
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Cinema and holovideos are a thriving industry in Little Adhomai. Both professional and amateur studios are involved in the production of films. Popular genres include military dramas, period pieces, and crime thrillers. Arzjun Haurjuhrl is one of the most famous film-makers of District Six; he is notorious for the blockbuster “When Summer Came to Nazira”. Tajaran telenovelas are also widely popular, with an audience beyond District Six’s population, including the rest of Mendell City. Aired during the afternoon, they generally deal with daily life melodramas and historical romances.&lt;br /&gt;
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=== Notable Shows ===&lt;br /&gt;
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*&#039;&#039;&#039;Astray Spirits:&#039;&#039;&#039; a telenovela produced in Little Adhomai. It attempts to mimic the Adhomian format but using Tau Ceti as its setting. The show follows the life of a migrant family and their attempts to succeed in Biesel. Astray Spirit is currently available via the extranet; the producers have been rejected by all major media outlets in the republic. Despite this, it became a hit with the Tajaran population.&lt;br /&gt;
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*&#039;&#039;&#039;The Adventures of Captain Azzam:&#039;&#039;&#039; a low-budget comedy movie set during Nated&#039;s coup. The pictures tell the story of a dim-witted PRA army officer that thanks to his own confusion and a series of unfortunate events, ends switching sides multiple times during the conflict; Captain Azzam ends fighting for the Hadiist, Al&#039;mariist, and Royalist causes by accident in a span of a few days. Azzam then flees to Little Adhomai to avoid being purged by President Hadii for his disloyalty. The film ends with the protagonist accidentally saving Miranda Trasen from an assassination attempt.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloody Moon:&#039;&#039;&#039; a police thriller movie about an MCPD Tajara detective, Harun Dziri, involved in the investigation of Raskariim activities in Little Adhomai. Harun ends up uncovering a scheme involving the authorities and is forced to retire; the protagonist continues the investigation on his own. The picture was criticized for its cheap special effects and jump scares. However, Bloody Moon was praised for its commentary on police corruption and extremism within the Tajaran society.&lt;br /&gt;
&lt;br /&gt;
== Sports and Games ==&lt;br /&gt;
 &lt;br /&gt;
Because of District Six&#039;s urban nature, traditional Adhomian sports are limited by the few existing sporting avenues. However, the Tajara have created their own ways to entertain themselves in Tau Ceti. Besides street sports, Little Adhomai has an expressive video-game scene. Many arcades operate in the District. Due to hardware and monetary constraints, the Tajaran youth prefer older games over new ones. Independent titles have been created by D6 developers for both arcades and tabletop games. &lt;br /&gt;
 &lt;br /&gt;
=== Notable Games and Sports ===&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Rham&#039;nirr:&#039;&#039;&#039; a bat-and-ball game played on the streets. In Rham&#039;nirr, two pairs take opposite sides on the field, where they will take turns throwing and batting a ball. Behind each team, there is an item, usually a bottle or can, that the thrower can knockdown for points. In case the batter manages to hit the ball, they can run between the wickets to score. The game ends when one of the teams has thirty points.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Baghrar&#039;zhir:&#039;&#039;&#039; developed by the first wave migrants, when guns were not common due to widespread smuggling, Baghrar&#039;zhir is an adaptation of the Adhomian martial art to the realities of District Six. Unlike the Adhomian versions, it allows hits below the waist and encourages the use of the claws for eye-gouging. Improvised weapons, such as chains and wrenches, have also been incorporated into the style.&lt;br /&gt;
&lt;br /&gt;
== Crime ==&lt;br /&gt;
&lt;br /&gt;
As a result of poverty, segregation, governmental neglect, and social disorganization, crime is a major issue in Little Adhomai. Young Tajara without access to education or any meaningful employment options - besides dead-end corporate jobs - will commonly join gangs or turn to crime. Little Adhomai is also home to a massive black market; all kinds of contraband can be found in the district. As the government fails to establish a meaningful presence in Imperial Plaza, the gangs have become a parallel state; the Adhomian funded groups are seen as an extension of their nations in Little Adhomai. Mendell City Police only enter the area when extremely necessary or to extract their share of the profit. Interestingly, due to the populace&#039;s general disinterest in doing so, crime reports in Little Adhomai have been on a gradual decline over the years. The Mendell City Police simply claim that the violence in the district is cooling down rather than investigating it further. &lt;br /&gt;
&lt;br /&gt;
The crime at D6 is further complicated by criminals in the neighboring districts of Vega De Rosa and Eleven using Little Adhomai for their own purposes. It is not rare to see humans working with Tajaran crime groups when it benefits them. The district’s proximity to Flagsdale also brings its own issues. Anti-Vaurca sentiment in Little Adhomai runs deep, and skirmishes and reprisals between the Tajara here and their Vaurca neighbors are a monthly occurrence. These tensions reached their peak in 2460 when Vaurca Queen [[Zoleth, The Herald of Scars|Ta&#039;Akaix&#039;Zoleth’akeh Zo&#039;ra]] ordered the killings of several Tajara associated with criminal leadership after it was discovered that the bodies of Vaurca slain by Tajara were being smuggled away from the hive. &lt;br /&gt;
&lt;br /&gt;
=== Notable Criminals ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Little Adhomai Skinner:&#039;&#039;&#039; a semi-legendary serial killer known for skinning its victims. The first death attributed to the Little Adhomai Skinner occurred in 2457 in Little Adhomai; later cases would be registered in 2459 and 2461. Despite having a low body count, the Skinner became infamous for its method: strangulation followed by masterfully removing the entire fur pelt from the body. Some speculate that the murderer collects the skins to manufacture Tajaran coats for eccentric billionaires buyers. The identity of the Little Adhomai Skinner is still a mystery.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Klyuch and Yana:&#039;&#039;&#039; a Hharar criminal couple who were active with their gang in the 2450s. They were famous for their heisters around Mendell City and its outskirts; the criminals preferred assaulting banks and corporate-owned stores. Klyuch was the team driver and planner, while his wife, Yana, was a skilled gunslinger. The couple was killed in a police operation in 2456. Their life history remains popular with the Tajara in Little Adhomai; works of fiction romanticizing their actions have become a hit with the younger generations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuray Triha&#039;dar:&#039;&#039;&#039; a robber notorious for taking part in one of the largest heists in Tau Ceti&#039;s history. Nuray and his gang ambushed a shuttle transporting phoron as it landed in Mendell City&#039;s spaceport in 2455. Overpowering the security team and its defenses through the use of pre-planted explosives, the criminals managed to hijack the ship and steal millions of credits worth of goods. Triha&#039;dar was the only gang member that avoided capture in the following years; he escaped to Adhomai in 2457. He now lives peacefully in Sren&#039;dul. Despite several requests by the Republic of Biesel, the Democratic People&#039;s Republic of Adhomai refuses to extradite him.&lt;br /&gt;
&lt;br /&gt;
= Gangs and organizations of Little Adhomai =&lt;br /&gt;
[[File:Littleadhomai - urban update - landmarks.png|400px|thumb|A map of Little Adhomai]]&lt;br /&gt;
Organized crime in Little Adhomai is dominated by three major factions, affiliated and funded by the existing Tajaran governments. Several minor and unaligned gangs still exist, but they are being slowly absorbed or displaced by ones supported by Adhomian powers. Violent clashes between these groups are common.&lt;br /&gt;
&lt;br /&gt;
== Social Harmony Committee ==&lt;br /&gt;
&lt;br /&gt;
The largest and most powerful group is the &#039;&#039;&#039;Social Harmony Committee&#039;&#039;&#039;. They are funded by the [[People&#039;s Republic of Adhomai]], operating under the guise of a harmless neighborhood association. This organization has the mission of enforcing the principles of Hadiism on Little Adhomai, something done through mandatory classes, communal meetings, curfews, and the establishment of guidelines in controlled areas. Many apartments in District Six are under the control of this gang, forcing its families to pay fees and conform to their rules. Tajara that have openly opposed the Committee, criticized the People&#039;s Republic, or have blatantly ignored their laws while living in their territory have vanished without a trace during the night.&lt;br /&gt;
&lt;br /&gt;
Most members of this gang are hardline Hadiists or recent Adhomai-immigrants to Tau Ceti. Free housing, financial support, and honorary Party membership is granted to its associates. They operate under a rigid chain of command. A chairman, currently &#039;&#039;&#039;Tryahazkul Rhazikul&#039;&#039;&#039;, is quadrennially appointed by the People&#039;s Republic to lead the organization. Typical Republican fashion, such as three-piece suits, is worn by the affiliates of the Social harmony Committee. Extrajudicial killings and extortion are offenses commonly practiced by this gang.&lt;br /&gt;
&lt;br /&gt;
== Little Adhomai Liberators ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Little Adhomai Liberators&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Liberators&#039;&#039;&#039;, is the second most powerful gang in District Six. Pledging allegiance to the [[Democratic People&#039;s Republic of Adhomai]], they have emerged from the union of independent groups. They seek to increase the autonomy of the Tajara community in Biesel, combating the exploitation brought by the presence of megacorporations. Operating through the use of semi-independent cells and flexible command, they utilize guerrilla tactics and motorized warfare while engaging their adversaries. The Adhomai Liberation Army has supplied them with military advisors, allowing them to set up training camps similar to the ones used in Adhomai. Their main source of income is smuggling contraband into Mendell City. Due to its decentralized nature, infighting is not uncommon among its ranks.&lt;br /&gt;
&lt;br /&gt;
Most members of this gang are Tajara with criminal past or affiliations to the Adhomai Liberation Army. The Little Adhomai Liberators are known for their support of the Tajaran community in Mendell, hosting soup kitchens and other charity services. They are ruled by a council of gang representatives and ALA agents. Both traditional Adhomian and Biesellite fashion are worn by their associates. Smuggling and robbery are among the most common crimes practiced by this group.&lt;br /&gt;
&lt;br /&gt;
== House of Hamiyeh ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;House of Hamiyeh&#039;&#039;&#039;, called &#039;&#039;&#039;“The House”&#039;&#039;&#039; by its members, is a [[New Kingdom of Adhomai]] aligned mafia operating in Little Adhomai. It was established by a landless noble family, the Hamiyeh dynasty, residing in District Six. Taking advantage of the lack of police presence in the Imperial Plaza, they have created an expansive protection racket system in the region. Businesses in their areas are coerced, usually through threats and violence, into paying fees to remain safe. The offer of abusive and accessible loans also plays an important role in their business, several families find themselves held hostage to them due to debt. The gang organization is based around the loyalty of other families and individuals to the head of the ruling family; ascension within its ranks is only possible with the approval of the House’s head.&lt;br /&gt;
&lt;br /&gt;
Most members of this gang are Tajara affiliated with the New Kingdom and impoverished Adhomian nobility. Despite its illegal situation, the House is able to maintain order and solve most civil disputes that arise in their territory. &#039;&#039;&#039;Midhat Hamiyeh&#039;&#039;&#039; is the current head of the organization, inheriting his position after the violent demise of his father. Traditional Harr&#039;masir clothing is worn by the affiliates of this mafia. Protection rackets and loan sharking are crimes commonly practiced by this group&lt;br /&gt;
&lt;br /&gt;
== Society of the Hidden Dusk ==&lt;br /&gt;
[[File:Hiddendusksymbol.png|100px|thumb|right|The [[Tajaran Minor Religions#Notable Symbols|symbol]] of the Society of the Hidden Dusk.]]&lt;br /&gt;
The &#039;&#039;&#039;Society of the Hidden Dusk&#039;&#039;&#039;, originally the Organization for the Study of Tajaran Past, is a secret society operating within Tau Ceti. Funded by Tajaran intellectuals and nobles after the first contact with humanity was made, it had the mission of exploring the Adhomian history in search of ways to combat the alien threat. Despite realizing expeditions across all Adhomai, the organization obtained no success. The Society fell into irrelevance after the end of the First Revolution. The remaining scientific interest was replaced by occultism and [[Tajaran Minor Religions#Ancient Tajara Theory|discredited theories]]; the outlandish belief that the Tajaran antiquity still held a mystic key to great power and fortune. Its members used the Nal’tor Museum of Mystery for their meetings, pretending to be a harmless circle of friends to avoid raising suspicions. Relying on the black market of relics and what little influence they had left, they continued their mission.&lt;br /&gt;
&lt;br /&gt;
The ascension of President Njadrasanukii Hadii spelled doom for the Society. Branded as a subversive element, many of its members were arrested. Those who escaped fled to Tau Ceti. The organization established itself in Little Adhomai. Their ambitions are not limited to Adhomian artifacts this time; they seek to collect any object or occult knowledge available.  Working alongside smugglers introduced the Society of the Hidden Dusk into the crime scene of Mendell. Theft and forgery are among their most common illegal activities. The organization also hires non-Tajara to act as their agents outside of District Six.&lt;br /&gt;
&lt;br /&gt;
With the end of the Second Civil War, the Society has begun to slowly return to Adhomai; its current ties with Olokun Curios give them some influence in the city of [[Crevus]]. Besides buying stolen artifacts, it is unknown what else they plan to do with their new foothold.&lt;br /&gt;
&lt;br /&gt;
== Raging Ha&#039;rron Club ==&lt;br /&gt;
&lt;br /&gt;
Posing as a monowheel club, the &#039;&#039;&#039;Raging Ha’rron Club&#039;&#039;&#039; is the last non-aligned gang that holds any considerable power in Little Adhomai. Formed exclusively by Greasers, they embody the subculture&#039;s rebellious ethos by maintaining their independence from the Adhomian factions. One of their main characteristics is their fascination with monowheels; all members must own at least one before joining. Illegal street races are commonly held by the club as one of their main activities. Due to its emphasis on freedom, the leadership is heavily decentralized and decisions are usually made through a general consensus.&lt;br /&gt;
&lt;br /&gt;
Regardless of the Club&#039;s attempts to resist the outside influence, their power is rapidly diminishing. Unable to compete with the gangs backed up by the Adhomian powers, they frequently lose members and territory to better-equipped and prepared gangs. The Club’s future is bleak; their neutrality has doomed them in the ever-polarizing atmosphere of the Tajaran Cold War.&lt;br /&gt;
&lt;br /&gt;
== Kazarrhaldiye Operations Group ==&lt;br /&gt;
&lt;br /&gt;
The end of the Second Revolution created a large supply of unemployed Tajara veterans, many of them disillusioned with the armistice and without further employment prospects. Mercenary work became a clear path for this population. While many old soldiers sought megacorporations and independent careers, others decided to create their own organizations. Established in District Six, the &#039;&#039;&#039;Kazarrhaldiye Operations Group&#039;&#039;&#039; is the most notorious Tajaran mercenary organization. The group was created by veterans attempting to expand their operations and profits. Making use of Tau Ceti’s well-developed structure, they offer their services to anyone willing to pay.&lt;br /&gt;
&lt;br /&gt;
Due to their uninterest in territory or influence, the Kazarrhalldiye Operations Group remains uninvolved in gang warfare. This stance is solidified by a pact with the warrings faction; the Group is forbidden from operating within Little Adhomai. To avoid infighting caused by the existing Cold War rivalities, mercenaries are divided into battalions based on their alignments. The instability brought about by the Solarian collapse created a future of opportunities for the company; they are eager to fight wherever credits take them. Seeking to expand its roster, the group has begun to hire non-veterans as well.&lt;br /&gt;
&lt;br /&gt;
After the creation of the [[Private Military Contracting Group]], the Kazarrhaldiye Operations signed a contract lending a part of its forces to the corporation.&lt;br /&gt;
&lt;br /&gt;
= Places of Interest =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;President Hadii Living Complex:&#039;&#039;&#039; the tallest building in all of Little Adhomai, a large concrete square in the center of the neighborhood. Built in the Hadiist architectural style, the President Hadii Living Complex has more than two thousand apartments. Most of the construction was financed by the People’s Republic. It is home to countless families and businesses, both legal and illegal. Higher flats have better accommodations; those are usually reserved for Party members and individuals with the right connections. The complex is controlled by the Social Harmony Committee; it also serves as their headquarters and main recruiting grounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Great Plaza Warehouse:&#039;&#039;&#039; a warehouse constructed before the migration of Tajara into district six, it was abandoned shortly after the rate of crimes started to rise. The deposit was shortly turned into a market by the locals, hosting many shops and street vendors. Alien, Adhomian, legal and illegal goods can be found in this location. The bazaar is under the control of the Little Adhomai Liberators; the place is commonly used for meetings and selling smuggled cargo. Other gangs, as long as they do not bring weapons, are allowed to browse in the warehouse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Sleeping Cannon Pub:&#039;&#039;&#039; a renowned pub in the New Kingdom-aligned area, serving as a community gathering center. The bar is named after an old Adhomian naval cannon displayed in the lounge of the building. The owners claim that the gun is just a display piece, as it is supposedly unable to fire. Mead and traditional Tajaran cuisine are served daily. This public house is under the control of the House of Hamiyeh; it is used for congregations and initiations rituals of the mafia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Long Eclipse Club:&#039;&#039;&#039; a nightclub that operates in the typical Tau Ceti fashion; it is open all night. Adhomian and Biesellite drinks are available. Little Tajaran Electro swing is usually played by its DJs. The club resides in an area controlled by a non-aligned gang, sometimes serving as a neutral zone for the three major groups fighting over Little Adhomai. Rumors claim that the Raskariim uses the Long Eclipse as a meeting point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bochonok Brewery:&#039;&#039;&#039; the leading producer and distributor of alcoholic beverages in District Six. Outside of manufacturing its own drinks, they also export Adhomian products to Tau Ceti. Established by the first wave of Tajaran immigrants, they are one of the most respected industries in Little Adhomai. The Brewery lies in a Republican-aligned area.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wild Rafama Garage:&#039;&#039;&#039; an automobile workshop specialized in repairing and modifying Adhomai vehicles. It is a popular gathering point for Greasers; a place where they can tune and fix their monowheels. It serves clients of any faction, as the administration attempts to stay uninvolved during gang conflicts. This building lies in a neutral area controlled by unaligned gangs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blessed Suns Temple:&#039;&#039;&#039; the first S&#039;rendarr and Messa temple outside of Adhomai. It was founded by the first Tajaran migrants moving to Tau Ceti. Found at the historical center of the District, the temple is regarded as neutral grounds for the members of the warring factions. Fighting in the vicinity of the building is taboo and doing so might is certain to draw the wrath of the gangs. Rumors claim that the Temple&#039;s basement is used as a meeting point for members of the Kin of S&#039;rendarr.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Little Adhomai Crime Museum:&#039;&#039;&#039; a privately-owned museum dedicated to the history of crime in District Six and Adhomai. It started as a private collection until the owner acquired its current location, a house that was supposedly used by the Odin Killer. Several items and stories are on display for a small entry fee. The museum is considered rather controversial due to its dedication to cataloging the life and crimes of Drea Mirmtar, the Odin Killer.&lt;br /&gt;
&lt;br /&gt;
= Urban Legends =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sewer Geist:&#039;&#039;&#039; rumors talk of a Cavern Geist that dwells in the deepest sewer and tunnels of District Six; brought to Mendell as a pup by the Raskariim, smugglers, or some eccentric collector. It later escaped captivity or was released into the depths of the district. The creature supposedly feeds upon anyone wandering the underground.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Night Cars:&#039;&#039;&#039; an urban legend that refers to unmarked black trucks or Adhomian cars that are allegedly used to kidnap Tajara during the night. According to different sources, the cars are driven by the PSIS, Raskaren, ALA terrorists, or even a manifestation of Raskara. But all versions agree that anyone who is taken away by them will never be seen again. While used to scare children, this story has its ounce of truth based on the actions of the Hadiist secret police in Adhomai.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phantom Radio:&#039;&#039;&#039; among all radio stations of Little Adhomai, one known as the Phantom Radio has become the subject of much speculation and interest. It broadcasts a non-stop buzzing sound; these transmissions are commonly interrupted by random words spoken in Siik’maas. Despite several attempts, the location and purpose of the station are currently unknown. Theories about the Phantom Radio speculate that the frequency is used by smugglers, spies, undercover police agents, or even NanoTrasen for a myriad of purposes. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cursed Mirror:&#039;&#039;&#039; a story about a wall mirror that mysteriously appears inside one’s home, usually caused by ignoring a chain message sent via the PDA or extranet. The appearance of the object heralds a series of tragedies for the occupants of the house, including their own death. The curse can be avoided by covering the mirror or giving it away as a gift. Other variants of the legend imply that the mirror is used as a gateway for Raskariim and other Moon creatures to invade someone’s residence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bayonet Hand:&#039;&#039;&#039; a tale about a Tajara serial killer with a bayonet for a hand that stalks District Six. Born after a streak of unsolved murders in 2457, the legend says that the murderer kills his victims by slashing their throats with his deadly prosthesis. While the most common versions depict the Bayonet Hand as nothing but a crafty assassin - others claim that he is a vengeful ghost who hunts down those who left Adhomai to escape the law. The legend exploded in popularity after a series of crimes in 2463.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=25097</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=25097"/>
		<updated>2022-07-18T23:21:50Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Sports and Games */ Adds a paragraph describing Tajaran tabletop games, changes farehal and mahmrro entries a bit to accommodate sports update for factions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. Sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
&lt;br /&gt;
To apply to be Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
Additional information: [[Adhomai|Adhomai]], [[Notable Tajara]], [[Tajaran Military Structures]] and [[Tajaran Ethnicities]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
&lt;br /&gt;
To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
&lt;br /&gt;
Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
=== Coloration ===&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Hharar group, usual coloration:&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|thumb|left|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|thumb|left|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|thumb|left|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Zhan-Khazan group, usual coloration:&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Njarir&#039;Akhran group, usual coloration:&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!M&#039;sai group, usual coloration:&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
To the average human, the Tajara share many similarities with Earth&#039;s felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat efficiently. There are only a handful of areas where fur is not present, those being on the palm of their hands, the soles of their feet, and a number of various orifices as well as a small area around their eyes.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look not unlike a terran lion. This hair tends to be much stronger and a great deal wirier than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 150 cm and 185 cm in height, while the mean body mass is between 65 kg and 100 kg. Females tend to range between 150 cm and 175 cm in height, with their own weight somewhere around 45 kg to 85kg. As such, both their body weight and height is roughly comparable to the average human. Height depends on a Tajara&#039;s ethnicity. Njarir&#039;akhran were bred to be taller, M&#039;sai are a more middle height, Hharar are typically shorter or of middle height, and Zhan-Khazan are usually the tallest of the races.  Any Tajara who falls out of this range are unusually tall or short which typically stems from a medical condition. A Tajaran fetus only takes six months to mature, and Tajaran children likewise mature rapidly, reaching the full extent of their growth by 15 or 16. This rapid maturation has a profound effect on the lifespan of Tajara, as only with modern medicine have Tajara reached ages above 70, with the oldest living Tajara being 84 years old. Most Tajara retire at age 60 when they are too old to work in any capacity.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role which they play in a society which their biological inclinations make them more suited for, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were. Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. The Hharar are the stereotypical &#039;worker&#039; Tajara, commonly described as loyal employees who are passionate and not afraid to voice their opinions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier bodyweight, they are well-suited to tasks requiring brute strength and heavy lifting. Due to their status as laborer they suffer discrimination and are usually regarded as less intelligent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the third most populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with vision adapted to compensation for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however, they have a thin reflective layer that has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end to allow easy usage of standard human-based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty-six and forty-eight hours, with a subsequent twenty to twenty-eight hours of sleep. Normally, the waking period is spotted with three to four fifteen-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
Compared to most other known species, the Tajaran body is designed to be more flexible, lithe, and slender despite its thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, and more petite forms. Their distribution of body fat is entirely different from that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
&lt;br /&gt;
Tajara are built for extremely low-temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to bio-suit or radiation suit for extended periods of time end up feeling extremely uncomfortable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
&lt;br /&gt;
For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
&lt;br /&gt;
The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
&lt;br /&gt;
What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
&lt;br /&gt;
Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility as it slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with the lower influence they had upon the other nobility. It was this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
&lt;br /&gt;
Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
&lt;br /&gt;
Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labors digging in mines and working 18 hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of noble&#039;s hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
&lt;br /&gt;
Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with the minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
 &lt;br /&gt;
Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. These large creations were considered by many older Tajara to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
 &lt;br /&gt;
Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislation was introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be &#039;basic rights&#039;. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
&lt;br /&gt;
===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
&lt;br /&gt;
However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
&lt;br /&gt;
Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
&lt;br /&gt;
===The Uprisings===&lt;br /&gt;
&lt;br /&gt;
It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
&lt;br /&gt;
However, they found themselves in a cornered position. Weapons and supplies were being shipped in off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
 &lt;br /&gt;
Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
&lt;br /&gt;
This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted for nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
&lt;br /&gt;
===Outcome of the Revolution===&lt;br /&gt;
&lt;br /&gt;
Following this total upheaval of Tajaran society, rebel leaders met with Hadii noblemen and discussed how to form a government, given that only the Hadii were experienced with the ruling. Human corporations took an express interest in this; the Hadii were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made until ultimately the Hadii were placed at the head of Tajaran government in &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, and ushered in a new federal republic: &#039;&#039;&#039;The People&#039;s Republic of Adhomai&#039;&#039;&#039;. The Tajaran public was markedly distressed by this turn of the events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
 &lt;br /&gt;
NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, holds claim to most of Adhomai and has a monopoly over most of the planet&#039;s valuables. Collaboration between them, the Sol Alliance, and the Jargon Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history.  Approval ratings for the current leadership rose in response.&lt;br /&gt;
&lt;br /&gt;
However, serious problems remained. &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039; made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
&lt;br /&gt;
===The Second Revolution===&lt;br /&gt;
&lt;br /&gt;
The disagreements and hatred of the Hadii republican government had led to insurrection and treachery between Adhomai&#039;s major power figures since &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039;&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039;. In &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, during a military parade, President Rhagrrhuzau was assassinated by &#039;&#039;&#039;Tufir Nazzirai&#039;&#039;&#039;. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his treachery, claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039; quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and &#039;subversive elements&#039;. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Rhagrrhuzau Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
&lt;br /&gt;
Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039;&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, and Adhomai found itself embroiled in yet another global conflict. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Rhagrrhuzau&#039;s fiercest supporters, &amp;quot;Hadiists,&amp;quot; as they alluded to how he not only left himself greatly vulnerable during the parade, but had even left his energy pistol on stun while he was assassinated.&lt;br /&gt;
&lt;br /&gt;
===Adhomai Today===&lt;br /&gt;
&lt;br /&gt;
The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
&lt;br /&gt;
There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built in needy areas. &lt;br /&gt;
 &lt;br /&gt;
Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
 &lt;br /&gt;
The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Jargon. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
&lt;br /&gt;
One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
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The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge. &lt;br /&gt;
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More information: [[Tajaran History]]&lt;br /&gt;
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==Tajaran Factions==&lt;br /&gt;
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Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
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[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
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===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
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The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
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After the Second Revolution, the People&#039;s Republic lost the hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
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===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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The most pervasive and successful rebellion came from a group calling themselves the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Na&#039;ted&#039;Akhan]].&lt;br /&gt;
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Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
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The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
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===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
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During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
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[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
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==Social==&lt;br /&gt;
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Native Tajaran names are usually difficult for humans and other species to pronounce properly; as such, Tajara prefer to take names who they find they themselves can pronounce and are also phonetically pleasing.&lt;br /&gt;
For many, these are names derived from Arabic or Russian backgrounds, as they are the easiest for their inhuman mouths to pronounce.&lt;br /&gt;
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Traditionally, Tajaran names included the name of the dynasty they served, and some Tajara carry over this tradition and have their &#039;middle&#039; name be their dynasty&#039;s name. Other, less fortunate Tajara took up names that denoted their status in the community or aspirations for the convenience of others. This tradition is where the concept of taking up names originated from, thus a Tajara usually have a given child name and a taken up name, with perhaps the dynasty they have served as their middle name. This is different for the members of the PRA, as president Hadii issued a decree in which all Tajara are to change their names to their parent given names, to encourage party loyalty and pride of tradition. While most dedicated Hadiist have chosen to return to their native names, many Republican Tajara still use their adopted name within and outside of Adhomai.&lt;br /&gt;
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As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities.  Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew.  However, private communication in Siik’Mas or Siik’tajr is not forbidden by NanoTrasen regulations and is often used to hold conversations between Tajara on the crew.  &lt;br /&gt;
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Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.  &lt;br /&gt;
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&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
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It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite focusing more on spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
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Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages. &lt;br /&gt;
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&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
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Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
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Tajara have a strong biological inclination to roll the &amp;quot;R&amp;quot; sound, extending it. Because of cultural reasons and the grammatical structure of their languages, they also tend to refer to themselves in the third person perspective instead of the traditional first-person (&amp;quot;He has completed his work&amp;quot; instead of &amp;quot;I have completed my work&amp;quot;) though Tajara who have spent a large amount of their lives in space or among other species can overcome this trait with great difficulty. Traditional-minded Tajara usually choose to continue using the third person in basic. Most Tajara only speak to someone in the first person if it is someone they trust substantially. The second person perspective is used in many regional dialects and does not imply any intimacy, however many Tajara prefer the third person even in these cases as a preference.&lt;br /&gt;
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Because of their anatomy, Tajara are capable of using their appendages to express their emotions. Folding one’s ear back usually expresses fear or worry. Ears perked forward demonstrates interest or attention. Ears also flick involuntarily when exposed to unexpected or loud sounds. Swaying one’s tail continuously is considered a childish way to express satisfaction. Curving down and blistering is a sign of hostility. Bumping muzzles and holding someone’s wrist are common displays of affections.&lt;br /&gt;
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===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
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- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
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There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
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Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
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====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
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In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protects all Tajara.&lt;br /&gt;
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====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
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Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a tajara was considered.&lt;br /&gt;
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Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
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The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Today, the Government Officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
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The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
[[File:Taj food.png|240px|thumb|right|A common Tajaran meal: hard bread, fish and vegetable soup, and Fatshouter beef.]]&lt;br /&gt;
Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor was the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
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Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
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Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
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Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
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====Notable Dishes====&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and being long-lasting. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or throw at besieging armies during sieges.&lt;br /&gt;
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*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
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*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
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*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
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====Notable Beverages====&lt;br /&gt;
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*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
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*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
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*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
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===The Arts===&lt;br /&gt;
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Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
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Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
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However, literature itself - that is to say novels - have never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from even learned peasants had to pay out of pocket to access. This led to widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances to Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
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====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
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*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
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*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
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===Sports and Games===&lt;br /&gt;
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Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time in their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
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Tabletop RPGs and wargames are a popular one for Tajara in the urban centers. The Tajaran tradition of storytelling lent itself to these games being easily understood and quickly enjoyed by players who saw them as an evolution of the tales that priests shared in their communities. The tabletop scene sprouted a few years following the First Revolution’s end with Siik’maas translated versions of human and skrell tabletops. These were adapted later into localized versions that then became entirely Tajaran systems. The most well known of these games is “Global Conquest”, originally made by the PRA and then adapted by DPRA and NKA companies, this board game replicates the conquest of Adhomai by different armies. Another is “Explorators of the Unknown”, a modular game where players play as characters exploring or investigating a world of their design. &lt;br /&gt;
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The notion of video games is unknown to natives on Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is &amp;quot;The Bane of Rashashana&amp;quot;: which follows the tale of an Adhomian folk hero attempting to save her village from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
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====Notable Sports====&lt;br /&gt;
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*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai,  with players in the PRA and a larger following in the NKA. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
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*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Mahmrro came to be associated with the lower classes towards the end of the Steeple Peace. This attitude is visible in the NKA where nobility largely avoid playing the game. Leagues exist in every country for the game with these Mahmrro Clubs gaining much fame. &lt;br /&gt;
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*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
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*&#039;&#039;&#039;Baghrar:&#039;&#039;&#039; an ancient martial art from Adhomai primarily used for sport and contests of strength. The fighting style consists of strikes against the opponent from the waist up. The form of the attacks is primarily swiping motions that take advantage of a Tajara&#039;s claws to rake an opponent&#039;s torso or head. Other moves include punching for friendlier matches or stabbing forward with the claws in typical confrontations. Modern Baghrariri, or people who practice the Baghrar style for sport, usually fight with implements that cover and support their nails to avoid serious bodily damage. Modern Baghrar fights are decided upon with a point scoring system over three 10 minute rounds, but historical victories were secured by knocking opponents onto the ground. Baghrar has been adapted into several different styles used by Adhomaian police and army units.&lt;br /&gt;
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====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
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*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving through the horizontal on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
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=== Military ===&lt;br /&gt;
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The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
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Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker firing belt-fed LMGs.&lt;br /&gt;
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Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
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&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
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=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musical. Some artistic Hharar who lived before the war gives accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life which the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead, they have a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
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Because of the Tajara&#039;s history as a repressive, conservative species, they have not grown too open-minded or liberal - unlike humanity&#039;s progressive views for example. Overt displays of affection, xenophilia, and homosexuality among Tajara are looked down on and treated as deviancy. Societal influence during the royal rule has caused this sentiment to exist long before human contact. There also exists discrimination and bias against other races of Tajara - particularly against Zhan-Khazan for their purported low intelligence and rebellious tendencies. As a result, Tajara generally avoid interbreeding between races. An extension of the racism which prevents Tajara from breeding outside of their race can be found in the general public&#039;s extreme revulsion to notions of relationships outside of the species, an act which is considered an intolerable fetish to most. While these stances encapsulate the general view of the Tajaran society, there are individuals that do challenge this vision. They are commonly shunned and persecuted due to this.&lt;br /&gt;
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===Holidays===&lt;br /&gt;
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Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
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*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
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*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
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*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
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*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
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===Architecture===&lt;br /&gt;
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Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
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&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=25096</id>
		<title>New Kingdom of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=25096"/>
		<updated>2022-07-18T23:19:46Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Culture and Society */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
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[[File:New Kingdom of Adhomai.png|thumb|Flag of the New Kingdom of Adhomai. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== New Kingdom of Adhomai ==&lt;br /&gt;
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The last major faction is the rebellious New Kingdom of Adhomai, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
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During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
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[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
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= General =&lt;br /&gt;
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&#039;&#039;&#039;Capital:&#039;&#039;&#039; Kaltir&lt;br /&gt;
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&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Adhomian, Royalist&lt;br /&gt;
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&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Siik’maas and Ya’ssa&lt;br /&gt;
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= History =&lt;br /&gt;
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The history of the New Kingdom of Adhomai has its roots in the Kingdom of Kaltir, the entity that was conquered by the People&#039;s Republic at the end of the first Tajaran civil war. Regardless of the fall of the old order, the population of Northern Harr&#039;masir was still loyal to the past ruling dynasty, the house of Azunja. Rebellious sentiments and plots started to ferment some years after the occupation by the Republican forces, with intellectuals seeking to break the Hadii domination while the common folk wanted the return of their benevolent rulers.&lt;br /&gt;
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In 2449, Vahzirthaamro Azunja, the heir of the previous king, was rescued during the plot that would set in motion the uprising that would create the New Kingdom of Adhomai. With the war being declared officially in 2450, the closest supporters of the returning house were granted their places as the new nobility. Instead of seeking to merely restore the old regime, the Crown tried to learn from the mistakes of the deposed nobility to avoid being a victim of the same situation.&lt;br /&gt;
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The rebellion occupied most of Northern Harr&#039;masir, securing the past territories of the old Kingdom of Kaltir. However, when the PRA’s army was able to organize themselves and mount a counter-attack, the NKA were pushed in a defensive position; they were only able to hold back due to their land defenses and navy. The Dymtris Line, a mighty union of fortresses, trenches, and anti-air defenses, was built to hold the enemy from reconquering the rest of the country.&lt;br /&gt;
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The tides of war turned in favor of the Kingdom in 2458, with the defeat of a Republican offensive that destroyed the Dymtris line. The royal army was able to mount a limited offensive, establishing the Vlrralkhzazhul ﻿Line. In the next year, a terrorist attack hit the Parliament, nearly throwing the nation into a civil war, as the King was forced to become the head of all branches of the government, while countless candidates disputed with each other the succession of the vacant offices.&lt;br /&gt;
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Another royalist offensive happened in 2461, reinforced by forces coming from Amohda and loyal Rock nomads, the New Kingdom was able to recover its original territory, forcing the People’s Republic out of Northern Harr&#039;masir. The Kingdom signed the Armistice of Shastar in the same year, guaranteeing their peace and recognition before the galactic community. King Azunja passed away in 2463. Queen Shumaila Azunja, Vahzirthaamro&#039;s niece, is the current monarch.&lt;br /&gt;
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= Culture and Society =&lt;br /&gt;
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The New Kingdom of Adhomai culture is characterized as traditional; instead of trying to change the Tajaran caste system, those divisions are seen as a natural part of the way of life. While the government does not officially enforce the castes, there is a great societal expectation that each Tajara will attempt to stay in their customary roles related to their ethnicity.&lt;br /&gt;
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Society is divided between nobles and commoners. The nobility of the New Kingdom of Adhomai was created from the remnants of old Adhomian houses, descendants of the deposed rulers, and supporters of the currently ruling dynasty. Nobles are considered to be the leaders and leading intellectuals of the Kingdom. Most nobility titles are hereditary, with some orders being granted as a reward for one&#039;s effort or service to a certain family. King is the highest landed title, followed by Grand Duke, Duke, Marquis, Count, and Baron. Unlanded members of noble families are usually referred to as Princes. Petty Lord is the term used for unlanded nobles that are not part of any lineage; this title is usually granted for outstanding service to the Kingdom. If any landed nobles lose their land, they become a Prince and forfeits their political privileges.&lt;br /&gt;
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Commoner is the term used for any individual that is not part of a noble family, holds no titles, or is a foreigner. While occupying a social position with less political rights, they have fewer expectations, as they are not bound to repay the Crown for their position through work. Despite the existence of this separation, social mobility is possible, as the most successful Tajaran commoners are able to buy titles of nobility. Citizens of the New Kingdom’s territories usually bear strong patriotic sentiments, seeing the Crown as the protector of their culture and land, while the civilization of the PRA is seen as a threat to their heritage. The People&#039;s Republic was unable to stamp down those sentiments during their occupation, due to the stubbornness of the local population and the distance between northern Harr&#039;masir and Nal’tor. Republican imagery and establishments were soon destroyed or confiscated during the uprising. &lt;br /&gt;
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The inhabitants of the rural areas are seen as rugged frontiersmen and rustic farmers, known for their traditional values and love for the simple way of life. While the agrarian nobility prefers to serve in military positions, having the fame for supplying brave army officers and captains for the Royal Navy. Both of them commonly subscribe to the concept of sacred hospitality, where a guest should be treated with the utmost respect. Urban dwellers are more inclined to pursue the fields related to education, medicine, administration, and arts. A growing working class, composed mostly of migrating peasants, is emerging because of the slow industrialization of the economy. Nobles living in cities may enjoy greater opportunities and luxuries that those rare urban centers may offer while preferring to work in the bureaucracy and politics of the Kingdom.&lt;br /&gt;
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Patriotic citizens will commonly greet each other by saying: &amp;quot;Suns bless the north.&amp;quot;.&lt;br /&gt;
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Because of its focus on lineages, the traditional Tajaran family has an important role in the New Kingdom of Adhomai. Personal prestige and satisfaction are second to the needs of one’s dynasty. Extended families are the norm, most Tajara continue to live with their parents after marriage. Acquiring a partner of respectable pedigree is a common expectation set upon the nobles. Commoners suffer from less pressure, but many seek to marry into nobility to raise their social status.&lt;br /&gt;
&lt;br /&gt;
In line with the conservative Tajaran culture, deviant behavior is shunned by the people and New Kingdom’s authorities. Laws exist to persecute anyone that engages in such activities, but they are frequently interned in mental asylums instead of serving time in jail. Dating outside of one’s ethnicity is still taboo. Individuals of mixed heritage are seen in a negative light; they are commonly labeled as bastards.&lt;br /&gt;
&lt;br /&gt;
== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
Before the first great war, most of the land was owned by the privileged aristocracy of the Kingdom of Kaltir, which utilized the peasantry to work in the fields. After the great war and with the capitulation of the Kingdom of Kaltir, most of the ownership of the land was taken away from the hands of the nobles and distributed among peasants and bureaucrats loyal to the new government. Under the New Kingdom of Adhomai most of the land was given to supporters of the Azunja dynasty. A large part of the population is still employed in the agrarian field, and traditional agriculture plays an important role. The technology employed in the farms of the New Kingdom is considered rudimentary and outdated. Mechanized farm equipment is a rare sight and shortages of food are still a present menace to the population.&lt;br /&gt;
&lt;br /&gt;
The Earth-Root soup is a common sight on the tables, of all social sectors, in the Northern Harr&#039;masir. Prepared traditionally with water, Earth-Root, and other plants, such as the Nif-Berries. Other main dishes include stews, commonly prepared using Snow Strider’s meat, hunted by the local M’sai population. Common alcoholic beverages might include fermented Sugar Trees and Earth-Root’s extracts, mixed with honey from Messa’s Tears or from the native apiculture. Victory Gin can also be found in the borders of the New Kingdom of Adhomai, but its production and importation have ceased, due to the drink relation with the enemy regime. &lt;br /&gt;
&lt;br /&gt;
=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fermented Hma&#039;trra Meat:&#039;&#039;&#039; large pieces of Glacier Worm meat that have been fermented for months. It has a strong taste and smell because of its large concentration of ammonia, usually causing anyone not accustomed to it to vomit. This dish originated as a way to preserve meat during the harsh winters of Northern Harr&#039;masir. It is served alongside alcoholic beverages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spicy Ras&#039;val Clams:&#039;&#039;&#039; made from the prized Ras’val Clams served alongside spicy herbs and Adhomian vegetables, this recipe has gained galaxy-wide fame after the First Revolution. It became exceedingly expensive outside of Adhomai during the Second Revolution because of the blockade imposed by the Orbital Fleet; as off-world clam farms were unable to cope with the demand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creamice:&#039;&#039;&#039; The traditional dessert of Northern Harr&#039;masir is considered by many as being the mixture of ice, Fatshouters’s milk, sugar, and Nif-Berries’ oil, named Creamice. The popular tales claim it was invented after a famine desolated the land, resulting in the population resorting to eating snow, however, such tale has been classified by most historians as nothing but fiction. Creamice is commonly consumed by the nobility since they are the ones that can afford the luxury of refrigeration.&lt;br /&gt;
&lt;br /&gt;
=== Notable Beverages ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tree-Bark Firewater:&#039;&#039;&#039; high-content alcohol distilled from Earthen-Root or Blizzard Ears. Tree bark is commonly added to the drink to give it a distinct flavor. The firewater&#039;s origins can be traced back to the pre-contact times where impoverished peasants would make alcohol out of anything they could find. Homebrewing remains a tradition in the New Kingdom&#039;s rural parts. These traditional spirits are also manufactured by large breweries and sold to the urban population as handcrafted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darmadhir Brew:&#039;&#039;&#039; a famous variation of the Nm&#039;shaan Liquor; it is described as one of Adhomai&#039;s finest spirits. It is produced solely by a small family-owned brewery in Miran&#039;mir. Its recipe is a secret passed down through the generations of the Darmadhir household since immemorial times. The only living member of the family, Hazyr Darmadhir, is a 68 years old Tajara. His sole heir and son died in the Second Revolution after being drafted to fight for the royal army. Alcohol collectors stipulate that the brew&#039;s price will skyrocket after Hazyr&#039;s death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutthir:&#039;&#039;&#039; a beverage made with Fatshouters&#039; yogurt mixed with Nm’shaan&#039;s sugar and sweet herbs. Mutthir is usually consumed during meals by both nobles and commoners. The drink can also be smoked for flavor. Mutthir is believed to have originated from the worldwide appreciated Fatshouters&#039; fermented milk. Rock Nomads living in the Nomadic Host were quick to adopt the drink to their diet.&lt;br /&gt;
&lt;br /&gt;
=== Gifting Tradition ===&lt;br /&gt;
&lt;br /&gt;
The conditions at Northern Harr&#039;masir are deemed harsh even for the standards of Adhomai, a planet known for its extreme climate. Due to such, a culture of cooperation and generosity emerged as a response before the hardships supported both by the nobility and the commoners. It is a common tradition when visiting someone’s else household, to gift the host a dish, with the more common choices being Earthen-Root’s soups, stews or desserts. This custom is observed both by nobles and the common population, being recognized as a sign of friendship, generosity, and, as some might argue wealth. It is an act of disrespect to visit someone and do not bring them a gift, and it is considered an insult to reject the offering.&lt;br /&gt;
&lt;br /&gt;
=== Military Nutrition ===&lt;br /&gt;
&lt;br /&gt;
The early Alam&#039;ardii forces relied on the landed nobility to provide them food, with the resources being taken from the private properties of their contractors. Their rations were composed mainly of salt-cured Snow Strider&#039;s meat, Blizzard Ears&#039;s flour, and Fatshouters’s milk. The defection of many officers from the Republican navy to the imperial side introduced the concept of canned goods, a luxury at the time, being used as rations. Large shipments of supplements, included food, were smuggled by the officers and their crew during the formation of the Royal Navy.&lt;br /&gt;
&lt;br /&gt;
With the conscription enacted by the parliament and the king, it was necessary to find a better method to store and feed the armed forces. The Mrraka&#039;te&#039;almalik, inspired by the navy, contracted a canning factory, one of the few to provide such service in the city of Kaltir, to supply canned goods for the Imperial Army. While certain issues were solved with the utilization of canning, the Navy was prioritized above the Imperial Army. Food shortages are still common among the land forces, and many officers have to rely on buying supplies from other sources or even enforcing rationing among their ranks.&lt;br /&gt;
&lt;br /&gt;
== Fashion ==&lt;br /&gt;
&lt;br /&gt;
Commoners and nobles usually wear similar clothing in their daily lives; traditional Tajaran garments or working attires. Military uniforms are a popular choice among the rural nobility, with the urban elite dressing in a most modest manner. Peasants prefer wool and fur clothes, made to withstand the bitter cold of the north. The metropolitan population favors comfortable overalls and worn suits.&lt;br /&gt;
&lt;br /&gt;
Jewelry, tail adornments, and veils are in rich abundance, often showing off small and intricate details of individual personalities. More intricated and fancy outfits are reserved for special events, such as parties or parades. Dresses long hidden that have gone from generation to generation, peacoats, and cloaks adorning every modern gentleman, suits tailored to fit. Even if the Kingdom lacks in treasury they always find that extra credit to spend on a new dashing coat.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
The Music in the New Kingdom of Adhomai typically deals with the restoration of the old ways, the idyllic lifestyle of the rural areas, and tales of folk heroes. Folks instruments are widespread, alien equipment can be only found in large urban centers.  Artists are free to perform and publish their work without asking for governmental authorization, but without government help or the patronage of a noble, it is uncommon for any producer to gain notoriety. Censorship is usually uncommon, but pieces that are considered indecent or offensive to the Crown are quickly forbidden by the law.&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai war songs claimed for the restoration of the monarchy and the destruction of the Republican enemy during the first years of the Second Civil War. As the Kingdom was pushed into a defensive position, the themes changed to honor the sacrifice of the unyielding defenders and the call to restore the Kingdom of Kaltir’s old borders.&lt;br /&gt;
&lt;br /&gt;
=== National Anthem ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom&#039;s national anthem was originally a war chant sung by the monarchist soldiers in the battle against the People&#039;s Republic. It expresses the royalist intentions of returning the monarchy back into control of Adhomai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;March of the Loyal Soldier&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
From Olska, the masterful library,&lt;br /&gt;
from Baltor, the great watchmakers of old,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
Were they made rough.&lt;br /&gt;
&lt;br /&gt;
Furious winds,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
furious winds, they were made strong,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
They were made strong.&lt;br /&gt;
&lt;br /&gt;
No exhaustion, no fear!&lt;br /&gt;
They shall stand up for you!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
They&#039;ll send their greetings!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
&lt;br /&gt;
Remember the terror!&lt;br /&gt;
Remember the dark times!&lt;br /&gt;
An ode to old glory,&lt;br /&gt;
An ode to new found glory!&lt;br /&gt;
Suns will defend,&lt;br /&gt;
The prestige of their kind!&lt;br /&gt;
&lt;br /&gt;
The Kingdom is bound to rise!&lt;br /&gt;
Blazed by the suns!&lt;br /&gt;
And this song will be heard,&lt;br /&gt;
To the city of Nal&#039;tor!&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
The interest in literature was reignited with the creation of the New Kingdom; as books were once a symbol of status among the old nobility. Pre-contact texts are prized and actively copied in an attempt to safeguard whatever survived the book burnings of the First revolution. Reading for entertainment is associated with the nobility and the urban Tajara, while the rural population has more contact with plays through the theater. The revival of Ya’ssa has also helped strengthen the nobility interested in literature.&lt;br /&gt;
&lt;br /&gt;
While many writers attempt to copy the style of the pre-contact text, the content is largely related to the reality of the Modern Tajara. The romanticization of the Traditional Tajaran life, the retelling of old tales in a modern setting, and tragic stories are the most common themes found in the NKA literature. &lt;br /&gt;
&lt;br /&gt;
=== Notable Books ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The New Kingdom:&#039;&#039;&#039; a political text written by King Vahzirthaamro Azunja during his time in hiding. The book calls for the toppling of the Hadiist regime and the restoration of a constitutional monarchy. The New Kingdom proposes the creation of a new political system to preserve the traditional Tajaran society while avoiding the pitfalls of the previous regime. Copies were illegally published and smuggled all across Northern Harr&#039;masir before the uprising. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When the Clock Strikes:&#039;&#039;&#039; the retelling of a pre-contact family tragedy centered around the town of Bal’tor. While the original setting was situated during the gunpowder age, this version places the characters in the era shortly before the return of King Azunja. The story follows the daily struggle and drama of two feuding families. The text is famous for its bleak outcome and criticism of revenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zhan Mine:&#039;&#039;&#039; a novel romanticizing the society pre-contact and criticizing the First Rebellion. The book tells the story of a group of Zhan-Khazan miners who rebel against their Njarir overseers, hoping to create an underground community where all Tajara are equal. A power struggle soon ensues between the rebels, resulting in infighting and purges. Ultimately, the rebellion is betrayed when a group of Zhan Tajara opens the shaft&#039;s entrance to a squad of M&#039;sai enforcers.&lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
&lt;br /&gt;
Due to technological constraints and its association with the People’s Republic, television is barely present within the New Kingdom. It is only found in noble homes and among some urban families. The influence of the traditional Tajaran theater is still present in the shows; broadcasts are usually theatrical recordings or based on plays. Alien shows have only started to make their way into the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Notable Shows ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kaltir Royal Theater Broadcast:&#039;&#039;&#039; a show dedicated to broadcasting plays performed at the Kaltir Royal Theater. The program is popular with the growing urban middle class; as they lack the time and the money to attend fancy plays in person. Oleg Al&#039;Mor&#039;s works are one of the main attractions of the show.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drunken Earthen-root:&#039;&#039;&#039; a low-budget sketch comedy show, created by a group of Kaltir Law Academy dropouts. Known for its black comedy and satire, the show explores the anachronistic nature of the New Kingdom through absurd situations and observational sketches without punchlines. The series gathered a cult following outside of Adhomai thanks to its rather unique humor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Cold Court:&#039;&#039;&#039; a telenovela set during the gunpowder age. The story is focused on the plots and interpersonal dramas of the imperial court of Ras&#039;nrr. Having no set protagonist, the series follows the stories of several courtiers and their attempts to gain the favor of the King of Kings. The show is infamous for killing off its character abruptly despite their popularity with the audience.&lt;br /&gt;
&lt;br /&gt;
== Radio ==&lt;br /&gt;
&lt;br /&gt;
Because of its simple technology, the radio can be found in most homes in the New Kingdom. Despite this, entertainment takes a backseat before the necessity of broadcasting news and the Crown announcements. Pubs and other gathering centers will have at least one radio that is left on during the entire day. Amateur radios are widespread in rural areas.&lt;br /&gt;
&lt;br /&gt;
=== Notable Radio Stations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Crown Herald:&#039;&#039;&#039; the main government news station. Originally a pirate radio created to broadcast the return of King Azunja, the channel was brought by the Crown to be its main means of communication with the population. Parliament decisions and the King’s speeches are broadcasted daily to the subjects of the Kingdom through the Crown Herald.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northern Harr&#039;masir Radio:&#039;&#039;&#039; the largest entertainment radio station in the New Kingdom. Situated in Kaltir, it broadcasts traditional Tajaran music and radionovelas on a daily basis. Actors that are not talented or connected enough to join the Royal Theater will commonly find work in this station.&lt;br /&gt;
&lt;br /&gt;
== National Holidays == &lt;br /&gt;
&lt;br /&gt;
With their roots in the history and traditions of Kaltir and her people, the citizens of the New Kingdom struggled with being unable to celebrate their holidays during the brutal war effort to hold against the PRA&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Day of Rightful Restoration (October 27th):&#039;&#039;&#039; celebrated by the NKA, this holiday marks the day Kaltir declared its independence, both during the era of the Colonial Wars and when King Azunja declared the New Kingdom. It touts the resilience of the Northern Harr’masir people and the stalwart Imperial Army. Pubs and bars fill up as its citizens celebrate their victory in the Second Revolution and the enduring legacy of the Kingdom of Kaltir. Museums and art galleries open fully to the public with no cost for tickets. A parade is always held in the capital, attracting people from across the Kingdom, with a royal procession from the Imperial Palace to the Law Academy. Following the ALA’s assassination attempt of the King and Field Marshal, the parade was halted until the war’s end. In D6, the House of Hamiyeh set up an enormous feast around the Sleeping Cannon Pub for the day, buying out food stocks from farms all around Mendell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ice Waltz:&#039;&#039;&#039; held to celebrate the passing of the year, the Ice Waltz is a festival common across the Northern Harr’masir people. They gather at the shores of the ocean and set up platters for feasts, stages for musicians and plays, and various competitions ranging from wrestlers to gunslinging showmen. Halfway through the day, the waltz itself begins. To symbolize passing into a new year and a newer person, celebrators enter the freezing waters to demonstrate their own hardiness. While most opt to just dunk their feet in, the more daring don swimsuits and enter the sea.  Afterward, as warming pyres are lit, effigies made by families are tossed into the ocean. This is usually to avoid bad luck with the effigies depicting some sort of evil, such as Raskara or Hadii. The waltz is held on different days depending on the city but is always held during the lesser summer. In D6, the NKA community celebrates it on &#039;&#039;&#039;January 15th.&#039;&#039;&#039; Besides it happening on one of the many beaches near Mendell, there’s little to no difference between the holiday there and back on Adhomai.&lt;br /&gt;
&lt;br /&gt;
== Sports == &lt;br /&gt;
&lt;br /&gt;
Despite claims that Kaltir always had a vibrant sports tradition, sports in the New Kingdom would have never developed to what it is today without Republican involvement. The farehal courts are still locked to nobility who enjoy the game as a valued pastime. But it was the Republican influence that led to the proliferation of the mahmrro clubs to all corners of the modern NKA. The sport increased in popularity during the war as a means for youth to distract themselves from the dire situation in Northern Harr’masir. Now, the sport has become one that the peasants cheer for and students play constantly when they’re free from school and home duties. Many children dream of being a professional mahmrro player. Nobility, meanwhile, stays away from the game. Its association with peasantry makes the Kingdoms noble class view mahmrro as a peasant’s game unfit for bluebloods like themselves. Board games are still seen as an intellectual&#039;s choice and thus also enjoys popularity among the nobility to help them appear sophisticated. &lt;br /&gt;
&lt;br /&gt;
Farehal clubs are an expensive business in the New Kingdom. Many of the courts are private enterprises that provide all sorts of services for its exclusive noble clientele. Exquisite food, massages, saunas, and prime alcohol bars are expected of any Farehal club worth its salt. Mahmrro players, meanwhile, enjoy some of the most profitable clubs on Adhomai. Private teams are funded by sponsors, usually private businesses or municipal governments, to train and play in championships and competitions televised to the Kingdom through radio. The stadiums are always filled with fans. Devoted fans make up the ranks of mahmrro hooligans who enjoy attacking other teams’ hooligans in fights during or after the games. The most popular Mahrro clubs are the Minharzzka Maritimers (Funded by the company of the same name.), the Nusinsk Oilmen (Funded by local industrialists.) and the Kaltir Heralds (Funded by The Crown Herald.). Lesser popular teams are the Rock Nomad Mahrro Club which is fielded entirely by Rock Nomads, the Olska bandits, and the Imperial Armed Forces Mahrro Club (IAFMC.). &lt;br /&gt;
&lt;br /&gt;
== Crime == &lt;br /&gt;
&lt;br /&gt;
Crime in the New Kingdom usually takes the form of robberies, hooliganism, and family feuds. With the opening of the economy to off-world investment following the armistice, wealth started to pour through the nation’s railways and ports. Gangs specialized in train robbery and cargo theft are starting to appear. These criminals wait in the prowl for the train to approach, forcing the locomotive to stop by throwing obstacles on the rails or by provoking avalanches. Hooliganism in the cities commonly happens after Farehal or Mahmrro games; fans of competing teams, after spending hours drinking in the pubs, fight each other on the streets over the result of the previous match.&lt;br /&gt;
&lt;br /&gt;
Family feuds are commonplace in the Kingdom because of society’s focus on one’s household. While nobles may prefer to engage in politics and abuse of their governmental positions to provoke and damage their enemies, the rural peasant population is known to participate in bloody vendettas that might span over generations. Many grudges even originate from events that transpired before the First Revolution. The government is eager and fast to intervene when the situation spirals out of control, but little is done to stamp out this mentality.&lt;br /&gt;
&lt;br /&gt;
= Economy =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai uses the Adhomian Knuckle as its official currency. The Biesel Standard Credit is accepted only in the major cities. However, due to the expanding corporate foothold in the country, acceptance of the BSC is growing. Royalist banknotes have national heroes and members of the Azunja dynasty stamped on them. &lt;br /&gt;
&lt;br /&gt;
Most of the NKA economy is based on agriculture and mining; as Northern Harr&#039;masir has large and rich mineral deposits. Industry is only present in the major urban centers, and it is heavily focused on the production of weapons and heavy machinery. Despite this, the New Kingdom suffers from an overwhelming public and private debt caused by the Tajaran civil war.&lt;br /&gt;
&lt;br /&gt;
The agricultural land is divided between large farms held by the nobility, and countless small and medium properties controlled by commoners. The technology employed in the farms of the New Kingdom is rudimentary and outdated when put in comparison to the one used in the People&#039;s Republic; such is the result of the years of neglect by the Hadii&#039;s administration and the isolation promoted by the global conflict. The earthen-root is one of the most common types of crop found on the farms of northern Harr&#039;masir.&lt;br /&gt;
&lt;br /&gt;
All members of the nobility that own landed titles, except for those who already work on their own private enterprises, have the obligation to serve in the public bureaucracy, civil service, or military. Landless nobles are part of a class that can be drafted as part of the service gentry in times of need, otherwise, it is common for them to take positions in education, administration, as officers in the army, or in the medical field. Commoners are able to conduct enterprises of their own and practice most of the professions in the Kingdom, such as being doctors, soldiers, professors, and artists. However, the majority of the businesses are under the control of the nobility, forcing many commoners to work under a noble family in their companies. All nobles answer directly to the King and Crown, paying taxes to the government. There are no vassalage ties between nobles, with different titles serving to display how much land and prestige someone has. It is not uncommon for unlanded and petty nobility to seek employment and fortune outside of Adhomai.&lt;br /&gt;
&lt;br /&gt;
The New Kingdom&#039;s economy is experiencing unprecedented growth since the Armistice. Intergalactic trade and cooperation with megacorporations are helping the Kingdom to quickly modernize and recover from its debt. However, large national corporations now dominate the economy; thanks to their links with the government, these companies can secure the most profitable deals with the SCC.&lt;br /&gt;
&lt;br /&gt;
The presence of megacorporations is quickly growing since the New Kingdom has been receptive to the SCC. Unlanded nobles and entrepreneuring commoners are known to leave Adhomai to work for megacorporations, seeking fortune outside of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
== Notable National Companies ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dymtris Construction:&#039;&#039;&#039; a civil construction company based in the city of Dymtris. They are currently owned by the Rukhaylo dynasty, an influential family with contacts in the Parliament. Dymtris Construction specializes in constructing houses and restoring pre-contact buildings. They were responsible for the restoration of the Imperial Palace and are currently working on a large system of fallout bunkers throughout the Kingdom. Dymtris Construction is infamous for paying lower salaries and providing precarious accommodations to its workers, despite this, they enjoy popularity among NKA Tajara as one of the few non-alien construction firms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Firearms:&#039;&#039;&#039; originally funded by a Kaltir&#039;s gunsmith as a small workshop, the Royal Firearms is a weapons company responsible for supplying the Royalist military with small arms. The enterprise also has a strong presence in the civilian markets with its revolvers and hunting shotguns. Royal Firearms is currently working with the government to develop and manufacture an automatic service rifle for the Kingdom&#039;s army. The New Kingdom&#039;s police and diplomatic services are also supplied by this corporation. Royal Firearms made extensive use of POW’s forced labor during the Second Revolution.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minharrzka Maritime Company:&#039;&#039;&#039; situated in Miran&#039;mir, the Minharrzka Maritime Company is the largest maritime engineering business in the New Kingdom. The company is involved in producing and maintaining the Royal Navy&#039;s ships. Minharrzka Maritime Company also builds civilian vessels. The organization is currently controlled by the Rahimkulov family. Because of the supposed friendship between the Rahimkulov dynasty and Grand Admiral Mahtra Dynhaas, the enterprise has access to the best contract possible with the navy. They are also the longest existing company among the “big three”.&lt;br /&gt;
&lt;br /&gt;
= Religion =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai possesses no official religion, but the Crown claims the role of protector of the Ma&#039;ta&#039;ke creed and the Worship of S&#039;rand&#039;marr. Most of the population identify themselves as followers of the Ma’ta’ke pantheon, with S&#039;rand&#039;marr Worship being more common in the urban centers and with some noble houses.&lt;br /&gt;
&lt;br /&gt;
Foreign missionaries are permitted in the Kingdom territory, but their activity can be hindered by locals, that are considerably more religious than the average Republican citizen.&lt;br /&gt;
&lt;br /&gt;
= Language =&lt;br /&gt;
&lt;br /&gt;
Siik’maas and Ya’ssa are recognized as the official language of the New Kingdom of Adhomai, used in all official documents, and taught in schools. Other Tajaran languages are also commonly used, with Delvahhi being spoken by Rock Nomads and Nal’rasan by M’sai Amohdan exiles.&lt;br /&gt;
 &lt;br /&gt;
The language of the nobility, Ya’ssa, is heavily promoted by the house of Azunja; it is currently undergoing a period of revival and renaissance as the official tongue of the NKA.&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
[[File:Internaldivisions-nka.png|300px|thumb|A map of the New Kingdom&#039;s regions.]]&lt;br /&gt;
== Old Kaltir ==&lt;br /&gt;
&lt;br /&gt;
Stretching from Nusinsk, up the imthus, and towards the northern borders of the New Kingdom are the lands referred to as Old Kaltir. As the name implies, these lands were ruled by the Azjuna line before the First Revolution and the collapse of the Kingdom of Kaltir. This is the homeland of the most loyal of the NKA. Previously devastated in the First Revolution and once again during the Second Revolution, Old Kaltir is steadily rebuilding itself post-armistice. Construction workers and other laborers work hard to rebuild and industrialize the cities. Life in the villages continues on as always, but the trappings of modern corporate life slowly creep in thanks to increasing megacorporation presence in the New Kingdom. Planners believe that once the reconstruction is complete, the provinces of Old Kaltir will be the greatest in the New Kingdom. &lt;br /&gt;
&lt;br /&gt;
== Peninsula of Harr’nrr ==&lt;br /&gt;
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Settled in the very beginning of the Colonization Age and the [[S&#039;rendarr and Messa#The_Suns_War_of_Harr.27masir|Suns Wars]], the Peninsula of Harr’nrr is a venerable section of the continent. Its largest city, Baltor, was the first settlement to be constructed on Harr’masir. The land&#039;s old history is evident in the countless fortresses and sun temples that dot its forests and towns. Many of the temples remain in use, and every Sun Priest will be more than happy to share the great history of them with any traveler. The fortresses were made into museums or art galleries decades ago. Most of the land is covered in woodlands. Lumber exports are a prime industry for this region thanks to them. &lt;br /&gt;
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The Peninsula was under the control of the Ras’nrr Empire pre-Revolution. It was the only colonial holding kept on Harr’masir and ruled by a line of Kings that promoted strict adherence to their ideas of militarism. Much of the population were involved in supporting its heavily bloated army. Despite their claims of being the greatest fighting force on Adhomai however, the army of the Harr’nrr Kingdom was utterly annihilated by the PRA. Harr’nrri soldiers fought to their last in some of the most brutal clashes in the later stages of the First Revolution. Shockingly, the general population of the peninsula accepted Hadiist rule easily. Many came to see the People’s Republic as liberators from an oppressive military regime. To help transition the populace into the new culture espoused by the Republic local administrators began to promote artisanship and trades.&lt;br /&gt;
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During the Second Revolution, the population initially supported the Republic in its war effort. But the introduction of the PRA draft in 2458 led to mass protests in the cities and towns. When those protests were suppressed by the PSIS, support for other factions rose and the NKA and ALA began to compete for influence. While cities turned to the NKA, the towns and villages saw the rise of liberator cells. Ultimately it was the NKA who seized control of Baltor when their 2461 offensives swarmed over the land and their marines took Baltor. While the royalists celebrated the liberators were faced with a hard choice: Abandon their land to join their ideological brothers, or swallow a bitter pill and remain home under the New Kingdom. Most chose to leave for the lands held by the DPRA. Today, Baltor is a cultural centre of the NKA with its traditional artisans, artists, and filmographers gaining immense popularity across the nation. The Harr’nrri themselves are considered a more pacifistic and arts-inclined people, with a heavy emphasis on respect towards their fathers and faith.&lt;br /&gt;
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== The Borderlands == &lt;br /&gt;
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The borderlands refers to the region that was once the Duchy of S’rendul, now the southwest border of the New Kingdom. It is home to the Southern Harr&#039;masir citizens of the NKA. During the Second Revolution, this area saw fighting between the People’s Army and ALA-Funded bandits. The Imperial Army took the region after the pact between the DPRA and NKA was signed and the People’s Army was defeated at the northern front. Despite the ceasefire, many of the bandit gangs remained in the region. To this day they continue to cause issues for local law enforcement by robbing trains, transports, or businesses while claiming to be fighting for the liberation of the Southern Harr&#039;masir people. Compounding these issues of crime is the festering moonshining and counterfeiting rings appearing in the local settlements. Law enforcement and the Raakti Shariim have their hands full attempting to handle the problems. For every gang taken down another seemingly pops up to take their place. With the appearance of the Adhomai Democratic Front, an argument has erupted in the parliament over how to pacify the crime-riddled provinces. &lt;br /&gt;
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Life for the locals has changed little underneath the rule of the New Kingdom. Their traditions and culture are kept alive with currently no state interest in influencing them. The values of the Southern Harr’masir people continue as they did pre-Revolutions and the image of the noble but humble N’hanzafu rider shines on. Nobility from the old Duchy has returned to the region in the hopes of gaining political clout or business success. They’re generally unsuccessful in these endeavours unless they are one of the few granted power by the government or somehow strike it rich in the marketplace. &lt;br /&gt;
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== Zarr&#039;jirah Mountains == &lt;br /&gt;
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Located along the southern border and characterized by its sharp peaks, lush valleys, and hard-lived locals, the Zarr’jirah mountains are a small but beautiful corner of the NKA. The arid grasslands of the mountain sides are contrasted heavily by the valleys between them. During the summers the snow on these valleys melts to reveal fields of vibrant flowers and waist-high grasses. When the wind blows into the passes, the greenery is turned into a swirling grass sea. Towns and farms here are terraced and built into the mountainsides. Tourism has become a growing industry with the Second Revolution’s end.&lt;br /&gt;
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The mountain range is home to communities of M’sai. These people trace their lineage back to explorers sent across Harr’masir during the colonization age. In exchange for their services, the nobility had granted these M’sai the privilege of establishing their own homeland within the Zarr’jirah mountains. These mountain men honed their survivalist skills by carving out a home in the peaks. Zarr’jiri culture centers heavily around self-sufficiency and survivalism. Children from a young age are raised to be expert mountain climbers, foragers, and hunters. For most of Zarr’jiri history, children were forced to camp by themselves in the wilds to prove their skillset. The PRA ended this practice due to the increase in child mortality rates it caused. Men and women regularly travel into the wilds in the mountains and beyond to better their skills. The families that held the most prestige from their service would be the leaders of their respective town. Nowadays the mayors who preside over the towns are descendants of Zarr’jiri heroes. &lt;br /&gt;
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Zarr’jiri fought on behalf of the Great Duke of S’rendul during the First Revolution. When the nobility was soundly crushed by the PRA, Hadiist rulership came to the Zarr’jirah mountains. They opened up new mines to extract mineral wealth out of the area while employing the locals as labourers. Some of the denizens even came to join the Grand People’s Army. But when rumors of the restoration came to the mountains, the Zarr’jiri leaders listened. An envoy of King Azunja’s conspirators convinced them to assist in the uprising by exploiting royalist sentiments and tales of past glory. When the New Kingdom was declared in 2450 many Zarr’jiri fighters came to fill the ranks of the Alam&#039;ard. Those who remained in the range fought the local army garrison and dynamited the passes to cut off any counterattacks. The situation in the mountains for the next decade was harsh. Food was heavily rationed and constant patrols were needed to warn of the Grand People’s Army attempting to break the rockpiles or if another bombing run came. When the 2461 offensives of the Imperial Army finally reached the mountains the first thing that the returning fighters had done was loot grain stores to redistribute to their people. Despite the relief that followed, the effects of malnutrition have stunted many. The post-war situation has left much of the Zarr’jiri disillusioned. Their victory came at a severe cost to their peoples’ future with little to show for it besides vague promises from the Parliament, toxin-spewing mines, and a weakened population.&lt;br /&gt;
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== Nomadic Host of the Southern Borders ==&lt;br /&gt;
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A semi-autonomous province on the southeast borders of the New Kingdom, it was created after the end of the Tajaran Civil War. The region was gifted to the nomads as a reward for their support during the conflict. It is home to most of Harr&#039;masir [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]], under the leadership of [[Notable Tajara#King of the Mountains Rustam Harmaliik|Rustam Harmaliik]]. Rock nomads are allowed to practice their own customs and are granted a certain degree of autonomy within this place. In exchange for these benefits, they are tasked with defending the frontier and serving as cavalry in the Kingdom’s military. The low population density of the region allows wagons to roam freely; they are commonly followed by a herd of animals Despite the existence of the Host, most Zhan nomads still don’t recognize its borders. Caravans are known to leave the province and wander the rest of the Kingdom or beyond into the Democratic People’s Republic territories; this is a common source of friction between both countries. The nomads are seen as lesser-thans by much of the New Kingdom, even sometimes by the other settled Zhan-Khazan. When they leave their province they often face discrimination or stereotyping. Nomads have taken to wearing trophies and honors they gained as a display of their competency and might to those who look down on them. &lt;br /&gt;
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The province is governed by Rustom Harmaliik and his council of elders. Unlike the Kingdom’s citizens, the nomads only answer to their own leaders, instead of being subject to the Crown authority. Rhazar&#039;Hrujmagh living in the Host are seen as traitors by the rest of the Adhomian rock nomad community, as they decided to follow a leader that was elected without consulting the caravans of Ras’nrr. Non-nomadic inhabitants of the province are farmers and ranchers that lived in the region before the creation of the Host; they have a mixed relationship with the nomads. The conflict between the settlers and the Rhazar&#039;Hrujmagh is common, as they often see each other as unlawful occupants of the land.&lt;br /&gt;
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== Bar&#039;jar Amohda Exiles ==&lt;br /&gt;
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A large community of Amohdan immigrants can be found in Bar&#039;jar, transferred from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|Island]] to the New Kingdom after the ceasefire treaty with the Adhomai Liberation Army. Composed mainly of monarchists that followed the Royal Army after their retreat from Amohda, they have settled on the coast of the Northern Harr&#039;masir. They have brought their culture and martial art traditions with them, opening lodges and serving the New Kingdom’s military in their own auxiliary divisions. Most of the Amohdan community has not given up on the hopes of returning to their homeland; as the dream of restoring the monarchy in the isle is still alive among them. The relations between the exiles and the Kingdom’s citizens are generally positive. Many nobles seek to acquire Amohdan blades; a sought-after curiosity and sign of wealth. Despite the existence of this alliance, lodge membership and the learning of their swordsmanship remains something exclusive to the members of the Amohdan community.&lt;br /&gt;
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= Major Cities =&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir:&#039;&#039;&#039; the capital of the New Kingdom of Adhomai. The largest and most industrialized urban center in the Kingdom, with its industry focusing on heavy machinery and weaponry. Kaltir is known for its cultural attractions: museums, opera houses, art galleries, and traditional pubs are found within the city. The presence of megacorporations and alien elements is on the rise since the armistice; as Kaltir has the only functioning shuttle port in the entire country. The Kaltir Imperial Palace, the home of the Azunja dynasty, can be found here. The [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]] is one of its most renowned learning centers.&lt;br /&gt;
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*&#039;&#039;&#039;Bar&#039;jar:&#039;&#039;&#039; a coastal town, home to the majority of Amohda exiles residing in the New Kingdom. Most of its inhabitants are employed in the fishing or clam farming business. The city is famous for its seafood cuisine, Ras&#039;val Clams are considered a staple in the region. The Amohdan population has started to open their lodges and mix their traditions with the local ones, creating their own blend of culture. Bar’jar also had contact with Zhan nomads during the war; as it was the location where they were temporarily settled before the creation of the nomadic host.&lt;br /&gt;
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*&#039;&#039;&#039;Miran&#039;mir:&#039;&#039;&#039; the main harbor of the New Kingdom, where the bulk of the royal navy is situated. Home to the largest shipyard in Adhomai, where several ships dock daily for repair or supplies. Most of the locals are employed in the shipwright industry or in the service sector. The city is visited daily by travelers and sailors from all over the Kingdom. Miran&#039;mir is the home of the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]] and its museum.&lt;br /&gt;
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*&#039;&#039;&#039;Dymtris:&#039;&#039;&#039; the site of the now-defunct Dymtris Line, which protected the New Kingdom for nearly a decade before being destroyed by the major People&#039;s Republic offensive in 2458. The city has an important cultural significance; it is the bastion that protected Kaltir from the Republican Army for years. Dymtris was changed deeply by the constant battles close to it, many memorials and monuments dedicated to the ones that fell in its defenses can be found in the streets and parks. [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]] can be found in this city. Marryam is the patron god of Dymtris.&lt;br /&gt;
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*&#039;&#039;&#039;Baltor:&#039;&#039;&#039; a fortress founded during the Gunpowder Age; it was the landing site of the royal armies during the Suns’ wars. Baltor plays a strategic role in controlling the Ras&#039;val sea during the Second Revolution. A town emerged around the fort over time, attracted by the safety provided by the military presence. The city is known for its skilled watchmaker artisans, a trade that has been passed down through generations. The Mez&#039;gin clock tower, located at the town square, is one of its points of interest.&lt;br /&gt;
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*&#039;&#039;&#039;Olska:&#039;&#039;&#039; a mining town close to the Zarragh Lake. The city was one of the last Republican bastions in Harr’masir during the final chapters of the Second Civil War. However, it avoided any substantial damage due to the surrender of the garrison during its siege. The Kraszar Library is the main attraction in Oslka; an extensive deposit of knowledge preserved by its priesthood. The city attracts many scholars and Kraszarrumalkarii, with some of them taking up residence on it. Its parks have reserved spots for storytelling. Kraszar is the patron god of Olska.&lt;br /&gt;
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*&#039;&#039;&#039;Tunguska:&#039;&#039;&#039; once a secretive People&#039;s Republic military base in the northern wastelands of Harr’masir. The compound was attacked by the Royal Navy in 2459. For unknown reasons, the New Kingdom abandoned Tunguska shortly after its capture. Its underground installations were sealed and all the military hardware was left behind; it is a collection of buildings, tanks, and autogyros that remain left to rust on the cold winds. The compound has turned into an eccentric tourist attraction, with Tajara and alien visitors paying local guides to take them to the area. Many return with stories of unexplained events happening at Tunguska, ranging from disembodied voices to the entire place changing shape and size overnight.&lt;br /&gt;
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*&#039;&#039;&#039;Nusinsk:&#039;&#039;&#039; a city built around the extraction and processing of Nas’kin Ocean’s oil reserves. Once a small fishing village before the discovery of oil close to its shore, Nuskink was quickly transformed by Al’mari’s administration into a major refinery center. However, any wealth was drained away to the more central places of the People&#039;s Republic; the locals did not benefit from the discovery. Most refineries and platforms were moved or destroyed during the Second Revolution. After the Armistice, the New Kingdom is slowly rebuilding the city’s industry to help fuel their fleet and growing industrialization. Growing air and water pollution are now one of the city’s major concerns.&lt;br /&gt;
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= Architecture =&lt;br /&gt;
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The dominant architectural school in the New Kingdom is known as Adhomian Neoclassical. This style seeks inspiration from Pre-War buildings. Its main characteristics are complex structures, colorful exteriors, intricate ornamentation, and asymmetrical designs. While Royalist architects were mostly focused on restoring old buildings to their former glory, the wealth brought by the Armistice has created opportunities for the nobility to commission new extravagant monuments. Even when struggling with their previous debts, the New Kingdom&#039;s nobles still seek to build a fancy summer house. While Commoners&#039; houses are more practical and do not stray from cheap materials, they are still adorned with traditional pieces of art and vibrant colors.&lt;br /&gt;
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== Major Monuments ==&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir Imperial Palace:&#039;&#039;&#039; the ancestral home of the Azunja dynasty, the Kaltir Imperial Palace once served as the Kingdom&#039;s seat of government. Today, its function is to house the royal family and host events. Much of its previous decoration and furniture was lost during the Hadiist invasion of the Kingdom; the building was transformed into an administrative office by the People&#039;s Republic. With the help of Miran&#039;mir Academy&#039;s Restorers, the Palace is slowly recovering its missing objects.&lt;br /&gt;
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*&#039;&#039;&#039;Vlrralkhzazhul Line:&#039;&#039;&#039; built after the offensive of 2459, the Vlrralkhzazhul Line is a long system of bunkers, pillboxes, trenches, and air defenses meant to protect the northern regions of the Kingdom. Unlike the defunct Dymtris Line, it survived until the end of the war. Despite its distance from the frontier, Vlrralkhzazhul continues to be expanded; its mighty halls and wide complexes are unmatched by any other fortification system in Adhomai. Many suspect that this expansion is nothing but a plot by the military to embezzle funds.&lt;br /&gt;
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*&#039;&#039;&#039;Mez&#039;gin clock tower:&#039;&#039;&#039; situated in Baltor&#039;s main square, the Mez&#039;gin Clock Tower is a Gunpowder Age era astronomical clock. Commissioned by the Rasn&#039;rr Empire, the tower is the oldest Adhomian clock still in function. The monument is adorned with statues of mythological figures, ancient Kings, and deities. The clock is famous for its accuracy and extremely complex mechanism for its time. Legends claim that the clockmaker who designed Mez&#039;gin was blinded on the order of the emperor so he could not replicate his work.&lt;br /&gt;
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= Technology =&lt;br /&gt;
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Much like the Democratic People’s Republic, the New Kingdom inherited a portion of Republican technology when they broke from the once-unified Hadiist government. However, the social strata of the Kingdom is exceedingly different, and their isolated territory in the North did not see that much development prior to the War. The New Kingdom has been forced to grapple with this reality, and, as a result, most advanced technology has been appropriated by the landed nobility unlike the peasants, who are left to return to the old ways. &lt;br /&gt;
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== Civilian ==&lt;br /&gt;
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By design, the noble families of the New Kingdom enjoy access to a wide variety of modern inventions. Once again, the nobility has begun to hoard technology for itself, and while different levels of political power and nobility permit access to varying ranges of items, almost all are more easily capable of acquiring imports thanks to their elevated status. Nobles enjoy devices like televisions, radios, gaming systems, automobiles, computers, advanced kitchen appliances - anything they can afford to buy and import and upgrade in their own household. Eventually, though, the prices of these new imports and inventions do fall, giving the peasantry wider access to newer technology  - though not before the nobles have had their fill of it.&lt;br /&gt;
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Peasant homes are usually constructed with wood and stone and may have few utilities. Owing to their far northern homeland, boilers and wood-burning stoves are typical to provide warmth and hot water. The average peasant does not have an icebox, however, and most families store their food and meat in the ground under the snow as Tajara did for thousands of years. Simple, reliable furniture and breathable, sturdy clothing for the workday is favored. Some well-off rural peasants or farmers may be able to have electricity installed so they may power things like radios or simple appliances like irons, but most households rely on oil lamps and the local river for needs like light or clothes washing. &lt;br /&gt;
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Cities in the interior of the Kingdom enjoy easier access to these amenities. Rural villages and settlements tend to be the most backward, but life in the numerous Imperial population centers does tend to offer a higher quality of life. While by no means approaching the level of wealth and decadence landed nobility might enjoy, city-dwellers do gain access to utilities like plumbing, heating, and electricity. Widespread illiteracy means that most homes in the city have radios so they can receive news and updates from the Imperial government. The New Kingdom has many of these bustling metropolises, and though they are nowhere near as industrialized as the Republic, a melding of technology with older Tajaran styles and traditions has offered city-living peasants a brighter lease on life.&lt;br /&gt;
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The New Kingdom’s industry is heavily focused on the mining and agricultural sectors, and as such these tend to receive the most investment and attention from Imperial elements. Miners and farmers still use old methods of transportation, like lever-powered mine-carts or N’hanzfu-driven tills for their needs, and mining especially does not come without inherent dangers. A good portion of the populace is devoted to maintaining these two economic powerhouses, favoring the agricultural sector. To escape from the monotony of this work, and in lieu of entertainment like televisions or radios, the performing arts have made a huge comeback in the North. Plays, musicals, poetry nights - anything to help distract the peasantry from the grind of their daily lives. Theaters are especially common in most villages.&lt;br /&gt;
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Personal computers are a rare sight in the New Kingdom’s homes; only the nobility has enough influence to acquire one. Following the Armistice and further deals with megacorporations, terminals have been shipped to most villages and major cities for general use. These machines are found in the houses and offices of the local governors, which are all usually nobles, for them to decide when it is proper for anyone to use the computer. Owning to this practice, most of the population’s access to this technology is held hostage by the plutocracy.&lt;br /&gt;
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=== Notable Civilian Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;Pryzark-19:&#039;&#039;&#039; a half-track, brougham style automobile designated to be sold to the nobility. Anyone planning to buy a Pryzark-19 will likely have to acquire a loan. As the Kingdom&#039;s economy grows, these cars have become a status symbol. This has led to a subculture of nobility heavily modifying their Pryzark-19’s to suit their tastes and showboat their wealth. Queen Shumaila is known to be an avid admirer of the Pryzark-19; tabloids speculate she owns at least three.&lt;br /&gt;
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*&#039;&#039;&#039;Ha&#039;rron Sled:&#039;&#039;&#039; used since immemorial times by the Tajara, the Ha&#039;rron Sled is now only commonly seen in the northern territories of the New Kingdom. As much of the technology is concentrated in the hands of the nobility, the population in most isolated regions has to rely on the old ways for transport. Trained since birth, the pulling Ha&#039;rron can traverse hundreds of kilometers of snow and ice in a matter of days. Sleds were used to bring supplies to the army during the winter. The Raaki Shariim also make extensive use of them during rural operations. &lt;br /&gt;
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*&#039;&#039;&#039;Icehover:&#039;&#039;&#039; a boat-shaped, amphibian vehicle capable of traveling over ice, land, and water. The Icehover works by blowing air under the hull that is above the atmosphere&#039;s pressure. The difference in pressure causes drift that allows the vehicle to move. The Icehover is favored by fishers for its versatility; it can be used in warmer seasons and when the sea is frozen because of the winter. The Icehover’s appearance among the river pirates of Southern Harr’masir has led to accusations of the NKA government supplying piracy there.&lt;br /&gt;
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== Medical ==&lt;br /&gt;
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Advanced medical treatment in the New Kingdom is typically reserved for the upper class. The landed nobility get to enjoy the most of new advancements in gene therapy, surgery, or cosmetic operations - far beyond what the average peasant can get, thanks to their political status and the privilege that comes with it. Equally, with the New Kingdom currying favor with NanoTrasen, they have access to medical care even on par with what the average Republican citizen may receive in cities like Nal’tor. The same, however, cannot be said of the lower classes. Peasants are often hospitalized for longer periods of time and tend to have higher mortality rates both from increased stressors and dangers from work and insufficient medical care.&lt;br /&gt;
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Traditional remedies, such as the usage of Messa&#039;s Tears or S&#039;rendarr&#039;s Hands, are popular for cuts and burns. Many peasants still practice old methods of curing ailments, like salt-water gargling for strep throat and even in some rural areas bloodletting to ‘cleanse the body of its unnatural vapors’. Poor understanding of medicine amongst the rural population complicates wounds sometimes, but some medical architecture leftover from the Republicans still remains, giving the typical peasant the ability to visit a doctor - if they can afford it. Most cannot, however, and village religious leaders or family elders tend to care the most for their injured. Education and understanding of anatomy is not as advanced, and experience varies wildly from village to village.&lt;br /&gt;
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Infant mortality rates in the New Kingdom tend to be high. While the children of nobility tend to have easier access to life-saving care in the event of abnormal births or defects, peasant families are not nearly so fortunate. The typical New Kingdom family will have many children, but there is a high chance a few may die in the first few months or years of their lives. This has diminished somewhat with the introduction of vaccinations to larger cities in the New Kingdom, but unlike other powers, medical facilities lack the ability to mass-produce these inoculations and the government relies on NanoTrasen to step in, leading to a rise in the cost of drug prices.&lt;br /&gt;
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== Military ==&lt;br /&gt;
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Unlike the People&#039;s Republic or the Democratic Republic, the infantry of the New Kingdom is not as mechanized. While they do have tank corps and technicians, they still maintain the usage of outdated tactics and units like cavalry or grenadiers. Whereas the other powers focused their power on offensive research, the New Kingdom prepped for and successfully waged a defensive war against the invading Republican army. Most branches of their military are aimed towards defending the northern territory - with their most offensive units being their naval forces. Indeed, out of the three powers, the New Kingdom has invested the most into its navy.&lt;br /&gt;
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Some of the Republic’s most brilliant admirals and veteran ship crews seceded with the New Kingdom, a defeat that the Republican navy has not recovered from. While this benefit does not give them much beyond bombardment for land operations, the massive fleet of formidable ships, aircraft carriers, and anti-submarine detectors has kept both other powers on the ropes when it comes to engagements on the seas. Their enemies are wary of engaging the Imperial Navy unless absolutely required - and as such, this reputation equally carries over with privateers or pirates, who scarcely engage with the Imperial Navy as well. &lt;br /&gt;
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The New Kingdom is widely known for having very reliable equipment; military research is less involved in experimental or expensive designs, and instead industrial capacity is devoted towards tried-and-true and traditional weapons, like bolt-action rifles or bayonets. Lacking the intense industrialization of the other nations, artisans of the New Kingdom focus on producing arms and armor that is less prone to failure and requires less maintenance. It takes longer, but the end result typically is the production of high-quality armaments, giving the average Imperial soldier a leg up on the battlefield.&lt;br /&gt;
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=== Weapons ===&lt;br /&gt;
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Due to its prior isolation and economic situation, the New Kingdom of Adhomai relies on more traditional weaponry. Soldiers are usually armed with simple bolt action rifles and bayonets, while sailors and expeditionary marines are given the few available semi-automatic weapons. Officers have more freedom in their gear, as they are allowed to use any personal weapon on the field. Currently, the New Kingdom has no service rifle.&lt;br /&gt;
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Firearms are more common in rural regions than in the few urban centers, owing to the culture of the agrarian nobility and peasantry. Commoners are able to obtain and carry small semi-automatic weapons, such as hunting shotguns and pistols. Nobles have more freedom in acquiring weapons, having been granted the right to acquire automatic weapons.&lt;br /&gt;
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==== Notable Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Hand Cannon:&#039;&#039;&#039; created because of a shortage of weapons that happened in the New Kingdom of Adhomai during the second civil war. Old naval culverins found in museums and forgotten warehouses were adapted into portable weapons, combining modern and ancient Tajaran technology. Usually found in the hands of sailors and marines of the Royal Navy, this fearsome firearm is able to propel small cannonballs with destructive force.&lt;br /&gt;
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*&#039;&#039;&#039;Royal Firearms Service Revolver:&#039;&#039;&#039; a simple and reliable double-action revolver, favored by the nobility, officers, and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom’s markets.&lt;br /&gt;
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*&#039;&#039;&#039;Lawbringer Mk.I:&#039;&#039;&#039; an advanced, rare energy weapon, obtained through a mysterious otherworldly benefactor. The gun has nonlethal, lethal, and explosive firing modes. The presence of the Lawbringer causes awe in the forces of the New Kingdom and their enemies, as the few Imperial Dragoons allowed to wield it are well trained in its use. Due to its highly expensive manufacturing cost, only a few hundred were ever produced.&lt;br /&gt;
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*&#039;&#039;&#039;Frozen Sea Harpoon Gun:&#039;&#039;&#039; adapted from fishing tools, harpoons were found to be useful weapons in the hands of the Royal Navy and Army. Their ammunition can be equipped with all sorts of implements, such as explosives and even grappling hooks. Large guns are usually mounted on warships, serving as a complement to their traditional cannons. Smaller versions are usually carried by sailors and fishermen.&lt;br /&gt;
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==== Notable Experimental Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Worm Signal:&#039;&#039;&#039; developed from research made on Hma&#039;trra Zivr&#039;s high-frequency communication, the worm signal is a device capable of luring the aquatic creatures to a certain location to attack ships. Since this weapon requires a radio tower to function, its deployment is limited to the Kingdom&#039;s coastal regions. Because the signal is unable to fully control the Hma&#039;trra, the Royalist navy must vacate any place before it is used to avoid being caught as well.&lt;br /&gt;
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*&#039;&#039;&#039;Big Alzrun:&#039;&#039;&#039;  expanding on the already existing railway gun designs, the New Kingdom&#039;s military recently invested in the development of a massive cannon. The Big Alzrun is a fifty meters long and fifteen meters tall artillery piece. Planned primarily as a siege weapon, the gun is able to fire a large round capable of destroying any known fortification over a distance of kilometers. An entire Train, alongside thousands of workers, is used to transport and deploy the weapon. Big Alzrun also has its own anti-aircraft defenses to reduce its vulnerability to airstrikes. Because of its great cost, only one has been built so far.&lt;br /&gt;
&lt;br /&gt;
==== Notable Military Vehicles ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zhsram II:&#039;&#039;&#039; a prewar light tank commissioned by the military at the start of the Second Revolution. The tank turned out to be rather unreliable and had limited space for its staff. Due to a shortage of experienced crew, technical issues, and lack of concise doctrine, the Zhsram II saw little use. New tanks continue to be built and provided to the army, but the high command is urgently attempting to find a better replacement for the outdated vehicle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Railroad Cannon:&#039;&#039;&#039; artillery pieces or naval cannons mounted on train wagons used extensively by the New Kingdom during the Second Revolution. Lacking fast transportation methods, the military made use of the train system to quickly bring artillery to the frontlines. This also allowed them to deploy bigger guns. The railroad cannon was effective when defending and sieging cities, but proved to be vulnerable to airstrikes and rail sabotage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armored Aerosled:&#039;&#039;&#039; a propeller-driven sled used for reconnaissance. Introduced throughout the offensive of 2461, the armored aerosled is protected by light metal armor and is usually armed with a machinegun. It is crewed by a driver, which sits closer to the engine, and a gunner at the front. Plans to further develop this vehicle are currently underway; military officers have proposed arming the aerosled with anti-tank guns and grenade launchers for hit-and-run attacks.&lt;br /&gt;
&lt;br /&gt;
== Extranet ==&lt;br /&gt;
&lt;br /&gt;
The New Kingdom has officially entered the extranet in 2458 after acquiring a contract with frontier providers. Because of this later arrival, most of the websites are government-related or hosted by migrants. The Royalism extranet is atrociously slow due to the outdated and scarce national infrastructure. Censorship is limited to content considered immoral by the general public. &lt;br /&gt;
&lt;br /&gt;
=== Notable Websites ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TheirHeritage:&#039;&#039;&#039; a website destined to cataloging and preserving the history and members of the noble dynasties. Users can create profiles and add themselves to the treelines after confirming their identities through documents and pictures. TheirHeritage is infamous for not allowing non-Njarir and Tajara of mixed background to register.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;WorkDay:&#039;&#039;&#039; created to help the growing city business find employees, Workday has grown to become the main Employment website of the New Kingdom. Outside of the popularity with the locals, it has helped the megacorporation in finding willing and skilled labor to ship off the planet. Despite originally being a free service, there is now a premium subscription that allows a user privileged access to megacorporation opportunities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Miran&#039;mir Archive:&#039;&#039;&#039; the digitalized archive of the Miran’mir Academy of Scientific Pursuits museum. The website was created as part of an initiative to preserve the Tajaran history threatened by the war. The website provides access to digital versions of ancient Adhomian texts, interactive images of artifacts, and academic papers.&lt;br /&gt;
&lt;br /&gt;
= Government and Ideology =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai is a constitutional monarchy, with the King acting as the head of the judicial and executive system. The Parliament is divided into a chamber of Nobles and a chamber of Commoners. The Chamber of Nobles is constituted by hereditary positions held by the nobility. The representatives in the Chamber of Commoners are elected through elections. The Crown Heir is selected through the appointment of the King, with the approval of the parliamentarians.&lt;br /&gt;
&lt;br /&gt;
Because of the intrinsic relationship between the nobility and the public offices in the Kingdom, rivalities between the existing dynasties are common. Many of the positions are used to gain more prestige for one&#039;s family or sabotage a rival&#039;s attempt to secure a post of importance. &lt;br /&gt;
&lt;br /&gt;
== Royalism ==&lt;br /&gt;
&lt;br /&gt;
Royalism is an ideology characterized by monarchism, a constitution limiting the power of the monarch, the existence of a noble class, and the acceptance of the traditional Tajaran caste system. Its origins can be traced back to the end of the interwar period, where growing discontent with the People’s Republic allowed the return of an old dynasty bearing promises of change. Royalism attempts to reinstate the rule of the nobility over Adhomai while correcting the supposed flaws that caused the First Revolution. Despite not being adverse to progress, this ideology avoids any kind of fast change.&lt;br /&gt;
&lt;br /&gt;
The caste system is believed to be an essential and unavoidable element of the Taraja species. However, the active enforcement of those differences is considered detrimental; society will naturally enforce and drift towards them without any kind of interference. Instead of trying to make every Tajara equal, Royalism claims that every ethnicity has its own separated but indispensable function. But ultimately, the Njarir’Akhran are the indisputable masters.&lt;br /&gt;
&lt;br /&gt;
Royalism is open to diplomacy with alien powers and is generally welcoming of megacorporations. However, this stance is primarily tolerated due to the necessity of support in the conflict against the other Adhomian powers. &lt;br /&gt;
&lt;br /&gt;
=== Schools of Thought ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conservative Royalism:&#039;&#039;&#039; supported by the land-owning nobility, Conservative Royalism aims to maintain the political and social status quo while bringing economic prosperity to the Kingdom. A Monarch restricted by a parliament, composed of hereditary titles, and a constitution is seen as the perfect system to guide the Tajara people. Decision-making should remain in the hands of the nobility, while commoners should have their survival and basic rights guaranteed by the state. Megacorporations are welcomed with open arms by Conservative Royalists; they are an opportunity to attract foreign investments and modernize the nation. [[Notable Tajara#Grand Duke Akym Yudenikh|Grand Duke Akym Yudenikh]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Royalism:&#039;&#039;&#039; supported by the military and the rural population, Absolute Royalism believes that the power should be concentrated in the hands of the Monarch. The parliament and the constitution are obstacles to the progress of the nation. An absolute monarchy backed up by a strong army and navy is deemed as the best alternative to secure the Kingdom against any threats. Due to their might, the Majesty has the right to dictate what is the most adequate alternative to any situation. Absolute Royalists are opposed to diplomacy with alien governments and the presence of megacorporations, for they believe that the nation should not rely on foreigners to stand on its own. [[Notable Tajara#Grand Admiral Mahtra Dynhaas|Grand Admiral Mahtra Dynhaas]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populist Royalism:&#039;&#039;&#039; supported by intellectuals and the urban working class, Populist Royalism plans to further democratize the New Kingdom. While the banishment of the monarchy is unthinkable, it should instead be delegated to a symbolic role. All of the power should be in the hands of democratically elected officials. The people should take an active part in the politics and their well-being is the main priority to the Kingdom. Nobility should remain a mere cultural formality to preserve the families&#039; heritage. Populist Royalists are not opposed to megacorporations, but their activities should be tightly regulated to prevent abuses and a takeover of the nation. [[Notable Tajara#Prince Serhiy Oliinyk|Prince Serhiy Oliinyk]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revival Royalism:&#039;&#039;&#039; also called Njarir&#039;Akhran Supremacism by its opponents, this school of thought was formulated by Absolute Royalist extremists. While Revival Royalism shares its parent ideology&#039;s authoritarianism, its main difference lies in its reactionary vision of the Tajaran caste system. Revival Royalism believes that enforcing the traditional roles through the law is necessary; society would soon fall into chaos without the ever guiding hand of the Njarir&#039;Akhran. No Tajara ethnicity is superior, only built for different purposes. Revival Royalism considers individuals of mixed heritage to be an abomination - products of a degeneracy that must be dealt with harshly. The alien and its machinations are seen to be incompatible with the Tajara; ignoring them completely is the best course of action. Its adherents are known for their interest in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric ideas]]. [[Notable Tajara#Count Tscherim Sanguszkho|Count Tscherim Sanguszkho]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
== Political Parties ==&lt;br /&gt;
&lt;br /&gt;
The Parliament is divided into four parties;&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Royal Party:&#039;&#039;&#039; this party encompasses most of the agrarian landowners and high nobility, known to be loyalists to the ruling dynasty. Their main interest lies in protecting the rights of the nobility and strengthening the civil government. Nobles and monarchists usually support this party, as they see it as the one that is fully aligned with the interests of the house of Azunja and the Kingdom. They do not oppose the presence of megacorporations and diplomacy with other galactic states.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Officers Party:&#039;&#039;&#039; this party is composed mostly of army officers, navy captains, and fervorous patriots. They seek to strengthen the importance of the military in the politics and daily life of the Kingdom, usually clashing with the other two parties. Their main platforms include increasing the spending and modernization of the armed forces. Soldiers and sailors usually support this party, as it is one of the few ways they can improve their condition and participate in politics through their superiors. They are staunchly against the presence of megacorporations and have an isolationist instance in regard to galactic diplomacy.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Commoners Party:&#039;&#039;&#039; despite its name, this party is made up of lower-ranking and landless nobles. They aim to increase the rights of the commoners and move the government to a more democratic orientation, reducing the King’s powers and the reliance on the army. Members of this organization are known to hold meetings with the population to gather and understand their concerns, making use of those problems to create their own political agenda. Factory workers, learned professionals, and urban inhabitants usually support this party, as this organization is one of the few ways that their voice can reach the Parliament. While not opposed to the presence of megacorporations, the Commoners Party is against them being allowed into the Kingdom without strict laws to control their expansion. They have an open but cautious approach in regard to diplomacy with other states.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Njarir&#039;Akhran Renewal Fraternity:&#039;&#039;&#039; once a private club exclusive to the nobility, the Njarir&#039;Akhran Renewal Fraternity became the main proponent of the Revival Royalism. Thanks to the support of the most authoritarian elements in the Parliament, it was given official party status in 2463. While the Fraternity is still a minority in the government, they are eager to support the Officers and Royal parties to acquire more influence. Supported by the most radical royalists, the Njarir&#039;Akhran Renewal Fraternity pushes for an even more authoritarian government, alongside spouting a very reactionary view on the Tajaran caste system.&lt;br /&gt;
&lt;br /&gt;
== Royal Ministry of Intelligence ==&lt;br /&gt;
&lt;br /&gt;
Formed during the early stages of the second revolution, the Royal Ministry of Intelligence, also known as the Office of Ungentlemanly Affairs, can trace its origins to royalist circles that organized their meetings in cellars of Kaltir’s pubs. First serving as the force used to free King Azunja from his prison, the RMI has evolved into an agency tasked with dealing with all kinds of foreign intelligence and threats. Internal matters are handled by the ministry of interior and its subordinated departments.&lt;br /&gt;
&lt;br /&gt;
Agents of the Royal Ministry of Intelligence are adept in espionage, reconnaissance, interrogation, and surveillance. Information gathering and counterintelligence are the main tasks of the RMI, as they prefer to work closely with the military in their operations. Several diplomats and consular officials are members of the agency, as their positions allow them more contact with the affairs of other nations. They have added Biesel to their theaters of operations after the armistice.&lt;br /&gt;
&lt;br /&gt;
== Law ==&lt;br /&gt;
&lt;br /&gt;
The law in the New Kingdom possesses a written code but most of its decisions rely on precedents and local customs. Judges are directly appointed by the Crown to their position. There is no jury in the Kingdom’s courts. Citizens have the right to hire any lawyer they see fit, but the government still offers public defenders for those who can not afford to pay for one. In spite of this provision, there is a distinct shortage of public attorneys. The justice system is biased towards the nobility, offering them greater protection and rights than the ones afforded to the commoners.&lt;br /&gt;
&lt;br /&gt;
Law enforcement in the New Kingdom is the responsibility of the Royal Constabulary, an agency under the direct control of each province. The police in urban centers are known to be well equipped and trained. Mounted constables are still extensively used in rural areas.&lt;br /&gt;
&lt;br /&gt;
===Royal Peacekeepers===&lt;br /&gt;
&lt;br /&gt;
Formed shortly after the New Kingdom declared its existence, the Royal Peacekeepers (Raakti Shariim in Siik’maas) are a specialized policing force for the Kingdom. As the Royal Constabulary was formed to manage individual provinces, the Peacekeepers exist as a Kingdom-wide force focusing on higher-profile targets such as spies, terrorists, domestic enemies of the Kingdom, and persons of interest. Their origins lie in the old orders of M&#039;sai enforcers who would track criminals roaming from fief to fief or over the borders of Kaltir. While the Peacekeepers remain mostly M&#039;sai, other races of the Tajara can be found in its ranks. &lt;br /&gt;
&lt;br /&gt;
Officers of the Peacekeepers are specialized in handling not just investigations and arrests, but also surviving the harsh conditions they may come across while tracking criminals. Rock-climbing, foraging, medical aid, and other skills ensure the Peacekeepers will be able to handle anything the wildness can throw at them. Armored cars are the typical mode of transportation for Peacekeepers in urban areas, but they retain bred Ha&#039;rron steeds for rural operations.&lt;br /&gt;
&lt;br /&gt;
== Adhomai Democratic Front ==&lt;br /&gt;
&lt;br /&gt;
As unfulfilled promises pile up, income inequality grows, and megacorporation influence expands, some Tajara within the New Kingdom have become disillusioned with Royalism. Founded by radicals from the Commoners Party, the Adhomai Democratic Front is an underground movement that aims to abolish the monarchy and establish a democracy. Unlike the moderates in the parliament, the Front has no interest in taking part in the government and prefers a more partisan approach. Organizing strikes, protesting, and civil disobedience are their main tools. The Crown considers the Democratic Front to be a terrorist organization; its members are actively persecuted by the Royal Peacekeepers. The ongoing repression is quickly radicalizing the group; calls for armed action are becoming increasingly common.&lt;br /&gt;
&lt;br /&gt;
Because of the distance from the capital and large working population, the Adhomai Democratic Front found most of its support in the region around Olska. Supporters from the former lands of Kaltir, which stretched from Nusinsk and northwards, are very rare. While the New Kingdom accuses the group of being an Al&#039;mariist and Hadiist puppet, there is no real evidence of this. Its leadership and internal structure are currently unknown to the public.&lt;br /&gt;
&lt;br /&gt;
== International Relations ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; the New Kingdom of Adhomai was recognized in 2461 as a legitimate state by the Republic of Biesel as part of the Armistice of Shastar. The relation between both nations remains cordial but distant. The Kingdom is attempting to approach the Republic through the further integration of megacorporations in its economy. As part of these attempts, artifacts from the Museum of Miran’mir were borrowed for an exhibition at Mendell’s Museum of Immigration in 2462. Royalist agents operating in Biesel have to take extra precautions to remain undetected; the local authorities are not willing to tolerate their activities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039; the first state to recognize the New Kingdom was the Empire of Dominia in 2461. The recognition came at a time when the Kingdom was desperately looking for allies. However, this support was received with suspicion by the royalist military faction. The relation between both nations is mainly focused on trade and political support. Dominia’s plan for the future is to incorporate the Kingdom into its sphere of influence. The Empire of Dominia does not recognize the other two Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
== Flag ==&lt;br /&gt;
&lt;br /&gt;
Inspired by the Kingdom of Kaltir&#039;s standard, the New Kingdom of Adhomai flag was created shortly after the rebellion by the Royalist clique who freed King Vahzirthaamro. The flag&#039;s blue color is the one traditionally associated with the nobility, the tree is the symbol of the Azunja&#039;s dynasty, and the Twin Suns Icon represents the New Kingdom&#039;s ambitions of conquering all of Adhomai.&lt;br /&gt;
&lt;br /&gt;
= Military Forces =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai is composed of the [[Tajaran Military Structures#Imperial Adhomian Army (New Kingdom of Adhomai)|Imperial Adhomian Army]], the [[Tajaran Military Structures#Royal Flying Corps (New Kingdom of Adhomai)|Royal Flying Corps]] and the [[Tajaran Military Structures#The Royal Navy (New Kingdom of Adhomai)|Royal Navy]]. The Imperial Adhomian is the ground army of the NKA, made up mainly of infantry divisions, supported by artillery, cavalry, and the few armored vehicles that the Kingdom is able to bring in service. Despite being poorly equipped by Tajaran standards, they are able to deploy efficient defensive tactics. Each commoner family in the New Kingdom of Adhomai has the duty of offering a single member of their household to serve in the military, while the nobility usually serves in positions of command.&lt;br /&gt;
&lt;br /&gt;
During the Second Revolution, the Imperial Adhomian Army was infamous for its mistreatment of war prisoners. The conditions in the prison camps were precarious and food shortages were widespread. Captured soldiers were commonly used as forced laborers in the Kingdom&#039;s mines, plantations, and construction projects. Prisoners were borrowed by the military to work on the properties and companies of the nobility. Roads and military works were also built by the inmates. Prisoners were subject to the most dangerous and unwanted jobs, such as clearing minefields. During her time in the army, Queen Shumaila Azunja was known for being a major proponent of using forced labor. It is estimated that at least 65% of the soldiers captured by the New Kingdom perished while in captivity due to a combination of starvation, overworking, sickness, and mistreatment.&lt;br /&gt;
 &lt;br /&gt;
The Royal Navy is the powerhouse of the Kingdom military, nearly securing supremacy on the seas. Created through the defection of most officers, alongside their ships and supplies, during the uprising. The New Kingdom’s naval force was able to secure the shores of Northern Harr&#039;masir, but was proven to be less useful in the overall land conflict.&lt;br /&gt;
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[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Democratic_People%27s_Republic_of_Adhomai&amp;diff=25095</id>
		<title>Democratic People&#039;s Republic of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Democratic_People%27s_Republic_of_Adhomai&amp;diff=25095"/>
		<updated>2022-07-18T23:19:37Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Culture and Society */ Adds sports section&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
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[[File:DiamondALA.png|thumb|Flag of the Democratic People&#039;s Republic of Adhomai. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Democratic People&#039;s Republic of Adhomai ==&lt;br /&gt;
&lt;br /&gt;
The most pervasive and successful rebellion came from a group calling themselves the Adhomai Liberation Army, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Na&#039;ted&#039;Akhan]].&lt;br /&gt;
&lt;br /&gt;
Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the Democratic People&#039;s Republic of Adhomai. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
&lt;br /&gt;
The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Shastar City&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Adhomian, Al&#039;mariist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan and Delvahhi.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The origins of the Democratic People&#039;s Republic of Adhomai can be traced back to the armed coup against Rhagrrhuzau Hadii by Halkiikijr Na&#039;ted&#039;Akhan. The failure in overthrowing the Hadii from power created the Adhomai Liberation Army, a rebellious force that had the mission of replacing the leadership of the People’s Republic of Adhomai in hope of continuing Al’mari’s legacy.&lt;br /&gt;
&lt;br /&gt;
All land taken by the Liberation Army was transferred to the control of military juntas under the watching eyes of Supreme Commander Nated. In 2459, following the release of the updated ALA manifesto, the territories controlled by the rebels were coalesced into the Democratic People&#039;s Republic of Adhomai.&lt;br /&gt;
&lt;br /&gt;
The transfer of power from the military juntas to the civil government was difficult, with many forces attempting to sabotage the young democracy. In January of 2461, Almrah Harrlala was elected as the president. Her ascension was contested by the military, the so-called Nated Supremacist Movement attempted a coup that was ultimately foiled by Nated himself, who appealed for the return of civilian state and then resigned his command. Despite this, some territories are still under the administration of military juntas.&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic has experienced military success in the Adhomian Civil War. Expelling the People’s Republic out of Das&#039;nrra and securing a ceasefire with the New Kingdom of Adhomai. However, they were unable to fully defeat the Hadiist power, with their final assault being held back by the alien allies of the Republicans. Peace was soon established through a ceasefire and an armistice between all three Tajaran powers, where the DPRA has emerged as a recognized state by the galactic community.&lt;br /&gt;
&lt;br /&gt;
Nated returned to the control of the Liberation Army in 2462, following a crisis triggered by the attempted secession of the Island of Amohda. His return was considered a heavy blow to the democratic process in the Democratic People&#039;s Republic. The DPRA is now involved in the arms races as part of the Adhomian Cold War and is actively developing a nuclear arsenal.&lt;br /&gt;
&lt;br /&gt;
= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
The government of the DPRA seeks to dismantle the ethnic caste system present in Tajaran society. Instead of creating policies and using the force of the state to do so, they believe that this goal can be reached by giving the necessary opportunities and freedom from external influences to the Tajara species. Local autonomy and regional cultures are protected by the authorities. Traditional Zhan communities, rock nomads, and Amohdan lodges are allowed to thrive in the territories of the Democratic People’s Republic. This ideology is known as Al&#039;mariism, as it seeks to preserve the initial ideals of the first revolution.&lt;br /&gt;
&lt;br /&gt;
Citizens of the DPRA are usually nationalists and arduous defenders of their nation, as many see it as the rightful heir of the first revolution. Freedom and self-determination are considered the main values in society. They believe that only by taking control of their own destiny, the Tajaran people can prosper. Xenophobia is widespread among the natives, as it is common practice to blame NanoTrasen and the human nations for the problems which Adhomai faces. This prejudice is commonly displayed through an isolationist attitude and extreme care when dealing with non-Tajaran elements.&lt;br /&gt;
&lt;br /&gt;
Former Supreme Command Nated is an important figure to many, due to his role in the second revolution. It is not uncommon to find his picture in homes and workplaces, being revered as the one that carries the torch of Al’mari. Despite his retirement from politics, a cult of personality has formed around him, with some fanatical members claiming that Halkiikijr is a prophet sent by the Suns. The relation between the civil government and the military is mixed. Some junta commanders are reluctant in transferring their powers to the newly created state. Confiscation of property and other abuses are also reported in regions where the army still holds some power.&lt;br /&gt;
&lt;br /&gt;
The Al’mariist basic social unit is very similar to the traditional Tajaran family, but with a larger communal focus. The responsibility to raise and educate the children is not only delegated to the parents but to the community as well; communal schools and centers play an important role in teaching the local culture and spreading the Al&#039;mariist ideology. Extended families are still common in the DPRA, but are slowly being replaced by nuclear ones thanks to the growth of the urban centers.&lt;br /&gt;
&lt;br /&gt;
Despite its supposedly revolutionary principles, Al’mariism’s mission to preserve Tajaran tradition has ensured that many prejudices are still alive within the DPRA. Indecency laws and societal pressure are the main ways to oppress anyone who does not conform to expectations. Those who are arrested for deviant behavior in civilian-controlled areas are usually be sentenced to state-funded mental health clinics, while the military juntas prefer to jail them without much further consideration. Interbreeding between different ethnicities is not illegal, but it is subject to scorn by the more conservative population.&lt;br /&gt;
&lt;br /&gt;
== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
Due to its decentralization and ideals clashing with the People’s Republic, the lands administered by the Adhomai Liberation Army are free to enjoy a high degree of autonomy when it is regarding their culture, and cuisine as well. Tajaran traditions, such as the community meals around bonfires, are a common sight on territories occupied by the Liberation army. Peasants enjoy greater freedom under the control of the Democratic People&#039;s Republic of Adhomai, being allowed to organize and practice agriculture as they see fit, without having to answer to the republican bureaucracy or the nobility. However, it is a common practice for the armies to confiscate harvests and other products from the farmers in junta-controlled regions.&lt;br /&gt;
&lt;br /&gt;
Unlike the People’s republic, there is no attempt in creating a single monolithic culture by the Democratic People’s Republic, and due to such, regional dishes flourish. Snow Strider’s meat is favored, in contrast with the more industrialized Fatshouters alternative, because of the valorization of the M’sai hunting traditions. Smuggling also plays an important role in the cuisine of the Democratic People&#039;s Republic of Adhomai, resulted from the imposed blockade by the Republican Navy around the planet. It is not unheard of chefs to try new aliens ingredients and dishes, brought from other planets by the large smuggling system.&lt;br /&gt;
&lt;br /&gt;
=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Ration:&#039;&#039;&#039; a highly nutritious mixture of meat, fat, and Adhomian berries prepared in the shape of a sphere and wrapped with wax paper. Originated among M’sai explorers and hunters in need of high-energy food. It remains popular among the ranks of the Adhomai Liberation Army due to its long shelf life. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cone Cake:&#039;&#039;&#039; a spongy, sugar-coated cake that&#039;s baked on a spit shaped like a cone, giving it a signature look. Often sold alongside Azvah due to similar preparation methods, the difference between them being the unique shape, the crisp, flaky outside, and the tooth-aching sweetness of the dish that turns some foreigners away.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nomad Skewer:&#039;&#039;&#039; a recipe popularized by the increasing Rhazar&#039;Hrujmagh presence in DPRA territories. It is made by cooking meat and vegetables in metal skewers stuck to the ground close to bonfires. Because it is usually prepared outdoors, it is common for local communities to gather around the fire while the meal is being prepared.&lt;br /&gt;
&lt;br /&gt;
=== Notable Beverages ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shyyr Kirr&#039;tyr Wine:&#039;&#039;&#039; an alcoholic drink made by infusing a whole Shyyr Kirr&#039;tyr in Dirt Berries or Earthen-Root spirit. The Water Snake Devil&#039;s poison is neutralized by ethanol, making the beverage safe to consume. The wine can be deadly if improperly prepared. The drink is native to the Southeast Harr&#039;masir wetlands, where it is as common as Messa&#039;s Mead. Other Tajara consider the wine to be exotic or outright disgusting. The Shyyr Kirr&#039;tyr is usually eaten after the beverage is imbibed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Veteran&#039;s Choice:&#039;&#039;&#039; a cocktail consisting of Messa&#039;s Mead and gunpowder. Supposedly originated among the ranks of the Liberation Army as an attempt to spice up the mead, the cocktail became a hit - not because of its taste - with the young Tajara. Drinking the Veteran&#039;s Choice is seen as a way to display one&#039;s bravado. ALA soldiers are known to consume the cocktail before going into battle believing it brings luck.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mi&#039;dynhr Water:&#039;&#039;&#039; a soft drink based on Yve’kha&#039;s honey and tree syrups. The drink has a creamy consistency and is served cold from the tap of traditional soda fountains. Native to Das&#039;nrra, the beverage is now widespread in the Al&#039;mariist territories. Bottled versions exist, but they are considered to be inferior to what is served in bars and restaurants.&lt;br /&gt;
&lt;br /&gt;
=== Military Nutrition ===&lt;br /&gt;
&lt;br /&gt;
The Adhomai Liberation army, being an amalgamation of regular army units, militia groups, and undercover agents, does not have any standard set when the subject is military nutrition. Depending on the area where one army might operate, its commanding officer, and available resources, rations might range from industrialized goods to foraging and hunting. It is a common practice for armies to confiscate villages&#039; productions, something that can cause resentment among farmers when their lands are occupied by the liberation army, to feed their soldiers.&lt;br /&gt;
&lt;br /&gt;
== Fashion ==&lt;br /&gt;
&lt;br /&gt;
Most of the fashion present in the territories of the Democratic People&#039;s Republic is inspired by traditional Tajaran clothing and local trends. Overalls lined with silk, shirts with a layer of fur or pants with hand-made holes. Lighter and cheaper materials are favored by the population, that has less access to human-produced good in comparison to the average republican citizen.&lt;br /&gt;
&lt;br /&gt;
The lack of vigilance by Hadiist authorities has allowed minorities, such as the Rock Nomads, to express themselves by wearing traditional garments. Fur hats and coats have become a symbol among those that embrace the way of life of their ancestors, rejecting the new Tajara proposed by the PRA.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
The music in the Democratic People&#039;s Republic of Adhomai typically deals with the return to the Tajara tradition, the desire of uniting the Tajaran people, and the resistance against foreign influence. Folk instruments are very common, alien equipment is seen as inferior and a sign of decadency. Artists are free to perform and publish their work without asking for governmental authorization, but they may face repercussions from authorities in junta-controlled areas. Censorship is uncommon in civilian-controlled states, producers enjoy a far larger degree of freedom within DPRA territory than anywhere else on the planet. However, backslash is very common against pieces considered indecent. [[Notable Tajara#Bloodstorm|Bloodstorm]] is an example of a very controversial band.&lt;br /&gt;
&lt;br /&gt;
Adhomai Liberation Army war songs exalt the courage of their fighters, painting them as champions of freedom that disposes of the Hadiist tyrant and free Adhomai from the alien grasp. The calling of every able Tajara to take up arms and rise up is also another common theme in their music.&lt;br /&gt;
&lt;br /&gt;
=== National Anthem ===&lt;br /&gt;
&lt;br /&gt;
The Democratic People’s Republic anthem was born from among the songs created during the early days of the Second Revolution. Folk instruments are usually played in coordination with the verses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Al&#039;mariist Hymn of the Republic&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
And because he is an Al&#039;marist,&lt;br /&gt;
An Al&#039;mariist would like some to eat,&lt;br /&gt;
He wants no Khur’miurr Raharr, only something;&lt;br /&gt;
That gives them something to eat!&lt;br /&gt;
&lt;br /&gt;
Onwards!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
&lt;br /&gt;
To the work they must go!&lt;br /&gt;
March in the snow!&lt;br /&gt;
For they are a follower of Al&#039;mari too!&lt;br /&gt;
&lt;br /&gt;
Onwards!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
&lt;br /&gt;
And just because they are an Al&#039;mari,&lt;br /&gt;
They do not like a pistol to the head.&lt;br /&gt;
They want no servants,&lt;br /&gt;
And no overseer over their head&lt;br /&gt;
&lt;br /&gt;
Onwards!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
&lt;br /&gt;
To the work we must go!&lt;br /&gt;
March in the snow!&lt;br /&gt;
For they are an Al&#039;mariist too!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
Due to their relationship with the nobility that once controlled Adhomai, books are still seen with suspicion by the majority of the Al&#039;mariist population. Despite this, interest in literature is on the rise with the most political-minded Tajara in the DPRA. Censorship is considered light in areas controlled by the civil government; only texts offending morals and religion are likely to be suppressed. Writers in Junta territory face far more scrutiny by the Liberation Army.&lt;br /&gt;
&lt;br /&gt;
Democratic People’s Republic literature usually deals with the political scenario of the nation, the call for the liberation of the Tajara people, and the growing religious sentiment. &lt;br /&gt;
&lt;br /&gt;
=== Notable Books ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;In Defense of Al&#039;mari&#039;s Legacy:&#039;&#039;&#039; the political manifesto that laid the foundations of the Al’mariist ideology, written by Supreme Commander Nated briefly after the coup attempt. The book denounces the rise of President Hadii as a betrayal of Al’mari’s vision for Adhomai. The text is infamous for its xenophobia; alien influence is blamed as the main source of the Tajara’s problems.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manual of the Adhomian Guerrilla:&#039;&#039;&#039; a book of unknown authorship aimed towards the training and preparation of freedom fighters. Written during the First Revolution, it was later adopted and updated by the Adhomai Liberation Army. The manual contains instructions on how to build makeshift firearms and prepare improvised explosives. Copies were smuggled in or airdropped upon PRA cities during the Second Revolution.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Soldier of Mztel&#039;mir:&#039;&#039;&#039; a novel set during the early stages of the Second Revolution. It tells the story of a Republican soldier, Maher, and his defection to the Adhomai Liberation Army. The book describes Maher disillusions with the Hadiist regime, and the ultimate betrayal of his brigade through the assassination of their assigned commissar. The text ends in a cliffhanger as the protagonist and fellow guerilla fighters are ambushed by a larger enemy force.&lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
&lt;br /&gt;
While television is not widespread as it is in the PRA, it has found moderate success in urban areas. Due to the lack of strict censorship in areas controlled by the civil administration, producers have a higher degree of freedom. Political satire, tabloid newscasters, and war stories are the most popular genres in Al&#039;mariist television. Cinema has also found a niche among the population, those productions are commonly screened during amateur film festivals before making their way into tv channels. Alien shows are forbidden from being broadcast in the DPRA.&lt;br /&gt;
&lt;br /&gt;
=== Notable Shows ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obratsov Puppet Show:&#039;&#039;&#039; a televised puppetry show. String puppets made out of wood and cloth are used to tell traditional stories. Tales about the Mata’ke Gods, folklore tales, and historical events are the main subjects of the plays. Despite the association of puppets with younger audiences by humans, the Obratsov theater is aimed towards all kinds of publics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomai Today:&#039;&#039;&#039; a political satire show hosted by Juh’ari Ka’juuhrl, a Crevan comedian. Episodes are a mixture of sketches and talk-show interviews, where the host makes fun of events or the guests. The show’s focus is on the political scenario of the Democratic People’s Republic and Adhomai as a whole. Ka’juuhrl is known for not sparing anyone, even the Junta leaders. Due to his criticism of the Adhomai Liberation Army, his show is banned in the majority of the military-controlled territories.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When Summer Came to Nazira:&#039;&#039;&#039; a blockbuster directed by Arzjun Haurjuhr. The movie follows the story of Haujarl Zakul, a young farmer living with his family outside the village in an ambiguous era before human contact. The protagonists engage in the revolution against the nobility, assembling a diverse group of Tajara from all walks of life. Its anti-tyranny message was seen by some as an expression of the director’s own viewpoint on the People’s Republic. Despite being filmed in Tau Ceti, the picture was a success in the DPRA.&lt;br /&gt;
&lt;br /&gt;
== Radio ==&lt;br /&gt;
&lt;br /&gt;
Radio remains the most popular mass media outlet in the Democratic People’s Republic, owing to its simplicity and versatility. Used to spread the news of Nated&#039;s coup, the radio played an important role in the coordination of the Liberation Army during the Second Revolution. Widespread both in the cities and fields, the radio is present in the life of all families. Several independent stations emerged without the restrictions imposed by the past Hadiist regime. Outside of typical Adhomian radionovelas, folk music and political programs make up the bulk of the broadcasts.&lt;br /&gt;
&lt;br /&gt;
=== Notable Radio Stations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Radio Free Adhomai:&#039;&#039;&#039; a state-funded radio station that broadcasts news and political discussion to all of Adhomai. It attempts to undermine the Hadiist and Monarchists governments through their own blend of propaganda; the spread of news, usually falsified information, and supposedly state secrets to the citizens of these nations. The station is also known for interviewing all kinds of political activists in the DPRA, including radical and ultra authoritarian elements.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crevus Radio Center 27:&#039;&#039;&#039;  the largest music-based radio station in the DPRA. Located in the city of Crevus, it broadcasts a large variety of music genres through its many channels. Despite being famous for its folk music, it is the radio that introduced Bloodstorm to the general public of Adhomai.&lt;br /&gt;
&lt;br /&gt;
== National Holidays == &lt;br /&gt;
&lt;br /&gt;
Made shortly after the establishment of the DPRA in 2457, two competing holidays mark the nation&#039;s birth. Often, both were delayed until a region could celebrate it safely or were quickly completed to return to the fighting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Democratic Revolution Day (July 4th):&#039;&#039;&#039; Established on the same day as the declaration of the Democratic People’s Republic of Adhomai, this holiday is the preferred celebration of those who support the civilian government. Largely popular in Das’nrra and southern Ras’nrr, this holiday praises heroes of all industries within the republic, not just the army. Figures such as vital civic leaders, medical doctors like Aleksandra Hro’makar, the Father and Mother of the Parivara, and even sanitation workers are praised in speeches given by Harrlala as important parts of Tajaran society. This day is also preferred by the population of Gakal’zaal, who view the civilian government as far more instrumental in their liberation from Unathi lordship. They, alongside the minority of D6’s DPRA population, hold small parties and listen to radio recordings of Harrlala’s speech as they dine on a prepared feast. This is also the chosen holiday for Crevans, where the local casinos and bars host galas for the day. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Liberation Day (July 4th):&#039;&#039;&#039; The alternative of Democratic Revolution Day, this holiday is celebrated by the Warlords and their supporters alongside the fanatics of Nated. Warlords host military parades to show off their might, captured equipment, and the culture of the regions they rule over. Within Shastar City, however, rallies are held to demonstrate support for Nated to take full control of the government. The Followers of Nated organize these meetings, pumping them up with nationalist rhetoric and whipping them into a fervor. These events often boil into riots and brawls with pro-government protesters. Despite calls from other parties to put a stop to this, Harrlala is yet to make any statements against the demonstrations. Neither has Nated said any official announcement regarding them. Due to the influence of the Liberators in D6, Liberation Day is the holiday most people there celebrate. A massive party is organized in the Great Plaza Warehouse, drawing people from across the city as Tajara drink and fire fireworks and ammunition alike.&lt;br /&gt;
&lt;br /&gt;
== Sports ==&lt;br /&gt;
&lt;br /&gt;
The DPRA’s sports scene has lent itself to be one riddled with corruption, politics, and tales of great triumph and tragedy. As it was split from the PRA itself, the attitudes towards sports generally remain what the PRA instilled in the population: all sports are to be enjoyed by the people and for the people. However, where the DPRA differentiates is how sports are organized and promoted. There aren’t any public or state attempts to promote sports beyond the school system’s physical education classes. Only private enterprises. These clubs, teams or organizations are run independently and work off donations from fans and ticket sales from stadiums that they play in. Farehal is also practically nonexistent in the DPRA. Its association with old nobility led to many people, mobs and mayoral offices alike, removing their facilities and discouraging the sport. Baghrar and other hand-to-hand martial arts are popular in Crevus where tournaments are held regularly by gyms and martial arts associations. &lt;br /&gt;
&lt;br /&gt;
The mahmrro clubs work on a regional or city basis. Teams are usually named after a workers group that founded them, though the players now are professional athletes. Only Northern Ras’nrr and the Rhazkara valley lack any teams. In Southern Rasn’rr the dominant club are the tactfully clever Trizar Miners, Shastar City is the home of the ferocious Metallurgists Mahmrro , and Crevus fields its own MC of the Azaula Entertainment MC (Called AEMC or Entertainers for short.). The armistice has also seen supporters of the various warlords make their own teams such as Amohda’s Liberator MC, Muhr’fal’s Adhomai Liberators MC, and other various variations of ALA MCs. The civilian government has its own too, the Adhomai Liberation Army MC, further adding to the confusing mess. Martial artists in Crevus enjoy great status if they’re able to make names for themselves in the cutthroat scene of tournaments there. Fighters from across the DPRA come to compete in the city’s tournaments. &lt;br /&gt;
&lt;br /&gt;
== Crime == &lt;br /&gt;
&lt;br /&gt;
Crime rates in the Democratic People’s Republic are considerably higher than in other Adhomian Nations. Political violence is on the rise as the population further radicalizes due to the inherent instability of the DPRA. Clashes between supporters of different parties are common during demonstrations. Banditry is another large problem in rural areas. Deserters and rogue guerillas, taking advantage of the weapons and training given by the Liberation Army, form their own bands to pillage and terrorize the countryside. Corruption is less prevalent in civilian-controlled areas but widespread in junta territories.&lt;br /&gt;
&lt;br /&gt;
Because of the xenophobic and isolationist principles of Al’mariism, the Democratic People’s Republic is a safe haven for intergalactic smuggling and extranet fraud. The DPRA is home to a large fleet of smugglers; a phenomenon born from necessity during the Second Revolution’s blockade. These criminals are essential to transport goods and personnel to Liberation Army operations outside of Adhomai. Gangs of online scammers operate with impunity, sending false emails and PDA messages to deceive anyone who is naive enough to believe in the tales of a Tajaran prince offering a share of his fortune. The Al’mariist government tolerates the presence of these elements due to their utility and prosperity they bring to the country.&lt;br /&gt;
&lt;br /&gt;
= Economy =&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic of Adhomai uses the Adhomian Knuckle as its official currency. The Biesel Standard Credit is only accepted in Crevus due to the megacorp presence in the city. Anyone trying to buy or exchange the Credit must make so in the Free City&#039;s banks. Al&#039;mariist Knuckles are usually stamped with Adhomian animals - such as the Harr&#039;on, the Nav&#039;twir, and the N&#039;hanzafu - and historical figures related to the First Revolution, usually Supreme Commander Nated or Al&#039;mari.&lt;br /&gt;
&lt;br /&gt;
The DPRA economy can be described as a mixed system. Most industries and large enterprises are owned by their local government. Citizens are allowed to hold and buy shares from those businesses, allowing all people to have a voice and participate in the nation’s economy. No single person or company is allowed to have more than 10% of the shares in any public enterprise. Private ventures are permitted by the state, requiring little supervision from the authorities.&lt;br /&gt;
&lt;br /&gt;
The territories of the Democratic People&#039;s Republic of Adhomai enjoy a moderate presence of factories and industrialized farms, due to the nationalization of megacorporation industries and confiscation of PRA’s public property. Small farmers control most of the agriculture, being granted freedom to organize and practice agriculture as they see fit, without having to answer to the strict republican bureaucracy or the nobility. However, it is a common practice for the armies to confiscate harvests and other products from the farmers.&lt;br /&gt;
&lt;br /&gt;
The authorities of the DPRA continued many of the social welfare programs created by Al&#039;mari. Bread is freely provided to all citizens who don&#039;t make over a certain amount of money. Communal apartment complexes with no rent are present in cities, allowing the poorest urban dwellers to have a residency when they are unable to pay their bills. The life inside of those accommodations is devoid of luxuries, as they are built with low-cost materials and can house many families at once.&lt;br /&gt;
&lt;br /&gt;
Megacorporations are only presented in [[Crevus]], as the government of the Democratic Republic sees NanoTrasen and other galactic forces as threats to the freedom of the Tajaran species.&lt;br /&gt;
&lt;br /&gt;
= Religion =&lt;br /&gt;
&lt;br /&gt;
The Democratic People’s Republic of Adhomai possesses no official religion, being a secular state by its constitution. Most of the population identify themselves as followers of the S&#039;rand&#039;marr Worship or the Ma’ta’ke pantheon.&lt;br /&gt;
&lt;br /&gt;
Foreign missionaries are forbidden from proselytizing in the territory of the DPRA, but aliens are still allowed to practice their religion without any legal constraints.&lt;br /&gt;
&lt;br /&gt;
= Language =&lt;br /&gt;
&lt;br /&gt;
Siik’maas is recognized as the official language of the Democratic People’s Republic of Adhomai, used in all official documents and taught in schools. Siik&#039;Tajr, Nal&#039;rasan, and Delvahhi are classified as official regional languages, being spoken and spread by local learning centers and communities.&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
[[File:Internaldivision-dpra.png|300px|thumb|A map of the Democratic People&#039;s Republic&#039;s regions.]]&lt;br /&gt;
=== Das&#039;nrra ===&lt;br /&gt;
&lt;br /&gt;
The continent of Das&#039;nrra is the political and economic center of the Democratic People&#039;s Republic. Once home to a merchant empire that pioneered the industrial revolution, the region has a large concentration of industry and urban population. During the Second Revolution, Das&#039;nrra became the headquarters of the Liberation Army. Local factories played an important role in supplying the ALA fighters. Das&#039;nrra was also the first state to successfully transfer power from the juntas to the civilian government.&lt;br /&gt;
 &lt;br /&gt;
Since the Armistice, Das&#039;nrra enjoys the prosperity brought by peace and successful management. Thanks to its proximity to [[Crevus]], off-world goods and technologies will reach the continent first. The inhabitants of Das&#039;nrra are known to be avid supporters of the current president and the civilian administration. Because of its high development, the region is essential in funding the government&#039;s project; Das&#039;nrra&#039;s wealth is slowly spreading through the nation.&lt;br /&gt;
&lt;br /&gt;
=== Southern Ras&#039;nrr===&lt;br /&gt;
&lt;br /&gt;
Southern Ras&#039;nrr is well known as the cradle of Tajaran civilization. Trizar and Mezuma are the oldest surviving cities of the Tajara, and the homes of ancient city-states and empires. Ancient temples are interspersed with modern architecture in the cities and can be found on the summits of nearby mountains. The natives of this region tend to be highly traditional and conservative, proud of their storied history. The towns and farms are populated by a mixture of all ethnicities, but primarily Hharar. The juxtaposition of the old world and modernity is greater here than anywhere else. Every day people drive past classic palaces on their way to work, and market bazaars that have stood for countless generations sell bootlegged holodisks and alien oddities. Terror activity in the region was once pronounced, as the locals overwhelmingly sided with the conservative sentiments of the Adhomai Liberation Army. &lt;br /&gt;
 &lt;br /&gt;
Southern Ras&#039;nrr is currently controlled by the civilian administration after the local juntas stepped down with the establishment of the DPRA. However, many Tajara involved in the local junta became part of the government; they used their previous influence to secure comfortable positions. Ruralists and Theocratic Natediists have found their main support base in the region. Experimental ruralist communities - subsistence farms that reject any kind of modern technology - are becoming a common sight in the countryside. Despite the presence of extremists, the democratic tradition in Southern Ras&#039;nrr remains strong.&lt;br /&gt;
&lt;br /&gt;
=== Northern Ras&#039;nrr===&lt;br /&gt;
Once a prosperous region, Northern Ras&#039;nrr was home to bountiful farms and production factories. The pre-revolution nobility used much of its wealth to invest in impressive monuments and universities; many nobles visited the region to acquire an education. Its population was remarkably industrious. Despite the harsh treatment, the local Tajara took pride in their professions. With the outbreak of the First Revolution, the workers were quick to take up arms to reclaim what they saw as rightfully theirs.&lt;br /&gt;
&lt;br /&gt;
After the Hadiist conquest, the Northern Ras&#039;nrr maintained its status as an industrial region. The locals greatly enjoyed the social advances brought by the People&#039;s Republic. Alongside Das&#039;nrra and East Ras&#039;nrr, the area was responsible for a major portion of the country&#039;s manufacturing. Its people were frequently used as the poster child of the ideal Hadiist worker. Everything changed with the ascension of President Hadii and the second revolution.&lt;br /&gt;
&lt;br /&gt;
Due to its proximity to the core Hadiist lands, Northern Ras&#039;nrr suffered heavy destruction during the Second Civil War. To stop the rebels from capturing the city of Al’mari, an unforgiving scorched land policy was practiced by the Grand People&#039;s Army in Northern Ras&#039;nrr: roads, bridges, and builds were bombed by autogyros; farms were burned as the army retreated; Ron&#039;tul was firebombed; entire villages were wiped with artillery; and whatever could be used by the enemy was destroyed. The few farms that escaped destruction routinely had most of their crops confiscated by the Liberation Army. The situation escalated into famine with the firebombing of Ron’tul and the nuking of Quizosa; refugees fleeing from both catastrophes overloaded the already fragile countryside. The conditions worsened in the final years of the war, as the conflict turned into a bloody stalemate. After the Second Revolution, the region is still in ruins and struggles to maintain itself. The reconstruction effort is currently slow and suffers from heavy interference from the ruling junta.&lt;br /&gt;
&lt;br /&gt;
Its hard-working population had its spirit crushed by the war and the cruelty of the junta. Those who were left behind now dwell in the ruins of their homes and live in squalor; all products of their work are frequently confiscated by the Liberation Army. The inhabitants of Northern Ras&#039;nrr are now fearful and hopeless. The region&#039;s factories have become dimly lit sweatshops where workers are forced to toil under the watchful eyes of soldiers. Its fields are now ruined by artillery craters, nuclear fallout, and landmines. Its universities were razed to the ground. The once-proud land of Northern Ras&#039;nrr is now a prison to its people.&lt;br /&gt;
&lt;br /&gt;
Refugees from Northern Ras&#039;nrr are known to maintain the professional ethics of their homeland; they are proud and focused workers. Many have found shelter in Ras&#039;nrr, [[Crevus]], and Tau Ceti. Some of the rural population fled to Southern Ras&#039;nrr, where they are frequently involved in Ruralist movements. Most of them lost everything when they fled and struggle constantly with their finances.  Despite their differences, the possibility of someday being able to return to their home is what unites them all.&lt;br /&gt;
[[File:Ahem1.png|200px|thumb|left|Ahem Kah&#039;nrir, the Rrhaza-Akhran of Northern Ras&#039;nrr.]]&lt;br /&gt;
&#039;&#039;&#039;Ahem Kah&#039;nrir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kah&#039;nrir was born in 2407 to a long line of royalist Hharar who had faithfully served a noble family in Shastar City. When the first revolution broke out, Kah&#039;nrir wanted to join the loyalist forces but was denied on account of his age. Instead, his parents kept him home-schooled, instilling in him the teachings of Njarir worship. In 2426, Kah&#039;nrir met with Al’Mari Hadii and immediately abandoned his parents&#039; Royalist sentiments, joining Hadii and his liberation efforts. In 2448, before the assassination of Al&#039;Mari, he was attacked by a Njarir-Akrhan student with a wrench, putting him in a coma. While Kah&#039;nrir recovered later that year, had to undergo extensive rehabilitation, and was sent on sick leave to, at the time, a small coastal town, Shungsta. When the news of a second war came to him, it was he who assumed command of the local militia and regrouped with the main ALA army group. He was the most vocal proponent of not abandoning the Ras’nrr offensive. This had catapulted him to the position of Rhaza-Akhran, for his undying loyalty.&lt;br /&gt;
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Today Kah&#039;nrir is known as the most unstable Junta leader. He is under the impression that Al&#039;Mari Hadii lives but has gone into hiding. He believes that until all aliens, degenerates, royalists, and the pretender (Njadrasanukii Hadii) are removed, Al&#039;Mari will not return. Kah&#039;nrir&#039;s undying loyalty was simply extremist fanaticism, and even now he forces civilians to dig through rubble attempting to find Al’Mari Hadii, or at least his opponents. Many have called to have him removed from the office, but no one wants to know what he’d do if that came to pass.&lt;br /&gt;
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Kah&#039;nrir holds the broken west and shards slip through his fingers every day. Northern Ras’nrr has seen the worst of the war and its populace is demoralized and musters a weak workforce. Kah&#039;nrir&#039;s erratic behavior is not helping the region and both Nated and Harrlala do not want to risk a skirmish this close to a PRA border. Worryingly, it seems Kah&#039;nrir&#039;s ideology has taken seed among his ranks, who are seemingly more loyal to him than the Democratic Republic.&lt;br /&gt;
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=== Island of Amohda ===&lt;br /&gt;
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[[File:Swordsman.png|200px|thumb|right|Amohdan swordsman wearing traditional garments.]]&lt;br /&gt;
The island of Amohda is a curious location on Adhomai for having a history nearly as ancient as Southern Ras&#039;nrr. For over a thousand years, life on Amohda was characterized by constant maritime war as navies clashed along the coasts and raided their rival city-states. Many settlers began to move inland to escape the constant warfare and piracy. As the population of the island interior began to boom, the kingdom of Amohda emerged. Unlike the coastal settlements which focused on marine invasions and naval warfare, Amohda pioneered land warfare and dominated its rivals with advancements in wartime tactics; this allowed for the development of a warrior culture that survived nearly intact until the first revolution. Swordsmen would roam the island in search of challenges and duels, perfecting their abilities with the famous Amohdan sword.&lt;br /&gt;
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As the development of firearms changed the warfare of Adhomai, the Amohdan swordsmanship transformed itself into a martial art. Lodges were created for generations of M&#039;sai and Njarir Tajara to learn the ways of the Amohdan blade, a skill that would only ever be used during bayonet charges. The stability brought by the Steeple Peace age allowed them to practice without needing to face any real combat. Dueling was a popular sport until the birth of the People’s Republic. Swordplay and lodge gatherings were outlawed after the first revolution. The island was renamed Chaniska by the channel which separates it from Harr&#039;masir, as well as a prominent military base established by the People&#039;s Republic.&lt;br /&gt;
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The civil war allowed the return of the practice of Amohdan Swordsmanship and the re-opening of the Lodges. During the conflict, the island was divided between DPRA and NKA loyalists. The Democratic People’s Republic was able to secure the island during the last period of the war through a ceasefire agreement with the New Kingdom. Amohda was once controlled by a military junta, formed by traditionalists that support the region’s autonomy before the Al’mariist republic. The Island attempted to secede from the Democratic People&#039;s Republic in 2462. The rebellion was crushed by the Liberation Army and now Amohda faces a harsh occupation and widespread guerilla warfare.&lt;br /&gt;
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Amohda’s border with the PRA at Chaniska was the site of a military stand-off in 2463. While tense, the idea of finally unifying the isle was wildly popular among the Amohdans. Recruitment in the ALA soared as the situation developed but, at the request of Supreme Commander Nated, the forces at the border were ordered to stand down and hold back. Now the garrisoned troops simply glare at their rivals across the militarized border. &lt;br /&gt;
[[File:Hadjuk.png|200px|thumb|left|Rahman Hadjuk, the Rrhaza-Akhran of Amohda.]]&lt;br /&gt;
&#039;&#039;&#039;Rahman Hadjuk&#039;&#039;&#039;&lt;br /&gt;
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Born in 2431 into a family of Hharar, Rahman was raised during the interwar period as the son of a well-off railway inspector. His high grades guaranteed him a very swift ascension, and so in 2449, he enrolled into Kaltir Law Academy. His study was cut short, however, when Rhagrrhuzau Hadii was assassinated. Hadjuk took quick action, purchasing passage aboard the earliest boat to Amohda to help his family.&lt;br /&gt;
During the Amohdan rebellion after the Armistice was signed, Rahman Hadjuk led multiple decisive strikes as a leader of the Al’Mari&#039;s guerrilla troops and was subsequently named the Rrhaza-Arkhan of Amohda. His first steps were to build a memorial for ALA&#039;s youth veterans and commission eight hundred miles of barbed wire.&lt;br /&gt;
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Hadjuk is the youngest Junta leader, but not inexperienced. He is known as an excellent logistician and a ruthless anti-royalist. When his sister was wounded and scarred by a loyalist’s blade, his previously lax demeanor changed. He is now determined to choke every crown supporter and secessionist out of Amohda, turning every road and city into a long series of military checkpoints.&lt;br /&gt;
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Hadjuk admires Muhr’Fal and trusts him completely to handle the borders of DPRA and NKA, while he himself deals with Amohdan loyalists. On the other hand, his disdain for K’marr is well known, to the point that some have questioned his assignment to Amohda by Nated. Hadjuk himself has stated that he has no reservations to “Dragging that mutt down from his throne to lie with the rest his men&amp;quot;.&lt;br /&gt;
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=== Southern Harr&#039;masir ===&lt;br /&gt;
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Southern Harr’masir is characterized by its fertile plains and low population density. Outside of its few urban centers, life in the region is remarkably rural and linked to ranching traditions. Due to being one of the last areas to be colonized by the Tajara, it’s known for its wilderness and the ruggedness of its settlers. South Harr’masir’s history is known for its constant rebellions, from the days of the Colonial Wars to the Second Revolution’s uprisings. Even after the Republican conquest of the Adhomai, the Grand People&#039;s Army dedicated a substantial amount of personnel and equipment to pacify the countryside.&lt;br /&gt;
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Cattle are the lifeblood of the South Harr’masir region; a large part of its population is employed in the husbandry industry. A regional fascination emerged around the M’sai and Hharar herders: the idolization of the rugged and survivalist way of life of these workers. While the ranchers are seen by outsiders as uncontrollable bandits, to the natives, the N’hanzafu herder is a heroic figure usually involved in revolts against all sorts of oppressors. An idyllic depiction of these heroes is one of the untamed riders leading a life of adventure in the countryside, with a hand in the saddle and the other holding a rifle. During the Liberation Army uprising, the Harr’masir ranchers threw their support behind Nated and joined the guerrilla cells en masse. Despite their rebellious tendencies, they are not interested in pursuing further independence due to the autonomy already given to them by the government and &lt;br /&gt;
the diplomatic approach of the local junta.&lt;br /&gt;
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Wetlands dominate much of Southeast Harr’masir. Zhan-Khazan and Hharar workers were brought to the region by the pre-revolution nobility in an attempt to drain the swamps; an effort that was quickly abandoned due to its unexpected difficulty and cost. Left behind by the Njarir master and M’sai enforcers, they grew to resent them. Nowadays, these Tajara led a rural lifestyle similar to the rest of Southern Harr’masir. Because of the neglect by the previous Hadiist administration and the past nobility, poverty is a large problem in the Southeast Harr’masir. Many poor Tajara turned to river piracy during the Second Revolution; others migrated to other regions in search of more opportunities. Riding airboats, these bandits frequently raided the supply lines of the Republican Army through Harr’masir. With the end of the war, the pirates are left with no target besides the Al’mariist population. The local junta has found little success in eradicating them.&lt;br /&gt;
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[[File:Muhr.png|200px|thumb|left|Muharajuurl Muhr’Fal, the Rrhaza-Akhran of Southern Harr&#039;masir.]]&lt;br /&gt;
&#039;&#039;&#039;Muharajuurl Muhr&#039;Fal&#039;&#039;&#039;&lt;br /&gt;
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Muharajuurl Muhr’Fal, a M&#039;sai, was born in 2419 into a poor peasant household in Southern Harr&#039;masir. He had an unfavorable opinion of the nobility, despite his father being a staunch loyalist.  When his father was scheduled to be arrested and executed for disobeying orders, Muhr’Fal killed the presiding officer with a digging shovel. He then subsequently deserted to the Republicans and assisted in organizing the “Liberated People of Harr’masir” in the Revolution&#039;s name. After the assassination of Al’Mari Hadii many years later, Muhr&#039;Fal refused to march under the banner of the PRA; he instead defected and took the entire city of Sren’dul with him to the ALA.&lt;br /&gt;
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Muhr’Fal was the first Junta leader to come into power on Adhomai and the only one to be publicly receptive to criticism. Thanks to his diplomatic efforts, the citizens of Harr&#039;masir enjoy a relatively carefree traditional herding lifestyle owing to his staunch opposition to rampant industrialization and modernization.&lt;br /&gt;
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Being flanked by two allies would ease any leader&#039;s mind, but Muhr’fal considers the NKA the least of his worries. K’marr’s behavior has already threatened this careful balance he holds. Muhr’Fal, however, refuses to publicly acknowledge K’marr’s illegal activities or wrongdoings, knowing fully well that it could escalate into a deposition and a possible conflict. The placing of Hadjuk onto Amohda has thus, as Muhr’Fal himself put it, come at an inopportune time.&lt;br /&gt;
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=== Din&#039;akk Mountains ===&lt;br /&gt;
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The Din&#039;akk mountains are located at the very south of Harr’masir; it is a remote mountain range surrounded by a dense forest. Winters are long and sunless in the region. Due to the geographic isolation and hostile environment, life in the area has changed little since the First Revolution. Little interest in the region by previous Hadiist authorities has also contributed to this stagnation. Abandoned castles are common in this part of Adhomai; folk tales claim that many of these structures are haunted by the ghosts of their former residents. Dirt roads coming from Southern Harr’masir turn into badly maintained forest trails as they approach the mountain range.&lt;br /&gt;
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The valleys between the Din&#039;akk mountains are home to an insular Tajaran community. The population is scattered between rural settlements and has little contact with the outside world, with the exception of a few government officials and the sporadic traveler. The inhabitants are known for their extreme aversion to the external world, preferring to avoid any kind of influence that may threaten their traditional way of life. This behavior has earned them a reputation of being secretive and extremely hostile to foreigners. Stories of pesky tourists being chased by armed mobs or vanishing during the night are common. The Din&#039;akk mountains are subject to much speculation by outsiders, with many claiming that the Tajara living there are attempting to hide something or are involved in the cult of Raskara. Despite this isolation, younger Tajara - inspired by what little galactic news reaches this far away place - occasionally leaves the area to explore the rest of Adhomai or even the galaxy. This trend has left behind many bitter parents and an aging population.&lt;br /&gt;
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The Din&#039;akk mountains are currently controlled by a military junta. The population joined the Liberation Army uprising under the promises of autonomy and of being left alone to their own devices, which the local Junta happily provides. Virtually all army forces in the region are made up of local militias.&lt;br /&gt;
[[File:Alexeii.png|200px|thumb|left|Alexeii K&#039;marr, the Rrhaza-Akhran of Din&#039;akk mountains.]]&lt;br /&gt;
&#039;&#039;&#039;Alexeii K&#039;marr&#039;&#039;&#039;&lt;br /&gt;
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Alexeii K&#039;marr, was born in Southern Harr’masir where he grew up as a son of a fisherman. Precious little is known about K’marr’s childhood beyond persecution he suffered as a result of being a half-breed M’sai-Hharar mix; no other information is given until 2422, where he is recorded to have been “wanted for the theft of the crown’s goods.” Later in his life, K’marr joined arms with the rebel forces, helping in sabotage, smuggling, and the illegal trade of weapons. After the first revolution, K’marr was officially inducted into the army and given the command of a platoon but was labeled a seditionist that same year and arrested for the misuse of platoon assets. &lt;br /&gt;
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Around 2452 he managed to successfully mount an insurrection inside a worker camp within the Din&#039;akk Mountains. K’marr and his inmates proceeded to seize the nearby garrison and recruit from the local population, many of which were relatives of the inmates there. After this, K’marr pronounced his loyalty to the ALA, and led many successful raids and asset seizing missions against the PRA.&lt;br /&gt;
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Alexeii K&#039;marr is an enigma among the Junta leaders. No one knows what his political standing is, and while his leadership position was provided as a result of the strong feelings of loyalty his troops and citizens have towards him, many suspects he’ll turncoat as soon as it profited him. Alexeii leaves the locals alone, having very good relations with them and allowing them to live their weird isolated lives, as long as they don’t tell anyone about the mysterious cargo ships that park in the woods.&lt;br /&gt;
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The same can&#039;t be said about his neighbors, Muhr’Fal and Hajduk; the former having already led a few border skirmishes when a few of K’marr’s smuggling friends tried selling illegal goods to the Southern Harr’masir soldiers. The latter view him as nothing more than a common thief whose tail is too short for his coat, ready to squash him the second Supreme Commander Nated orders it.&lt;br /&gt;
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=== Rhazkjara Valley ===&lt;br /&gt;
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The Rhazkjara valley is an enclave of life amidst the wastelands that surround its mountains. Thanks to its isolated geographic position, numerous endemic species can be found in the region; the [[Adhomai#Akhran Adar&#039;eira (Ruler Pig Bird)|Akhran Adar&#039;eira]] is the most famous example. Until the First Revolution, the area was mainly populated by a peculiar Tajara people: the Rhazjaren. They are believed to be the original inhabitants of the valley who existed before the arrival of the southern migrations. They were a sedentary people who developed advanced techniques of terrace farming. Because of to their conquest by the Njarir&#039;akhran, persecution during the revolutions, and the nuclear strikes, their unique identity has vanished. Only a few Tajara claim to have any kind of ancestry related to them now. Their hanging farms can still be found across the region.&lt;br /&gt;
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Adhomai Liberation cells were very active in the Rhazkjara valley during the Second Revolution. Ambushes and improvised explosives were commonly deployed against PRA forces in the region. The Hadiists were finally driven out of the valley after the capture of Quizosa; this act triggered a nuclear strike by the PRA to stop the rebels from accessing the base&#039;s weapons of mass destruction. The detonation&#039;s fallout caused widespread radiation poisoning and loss of life. Large stretches of land were poisoned and waves of refugees fled to the south. The Junta controlling Rhazkjara stepped down after the Armistice in favor of a civilian administration.&lt;br /&gt;
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Life in the Rhazkjara valley remains rural even after the Second Revolution. Under the guidance of [[Notable Tajara#Dr. Aleksandra Hro’makar|Aleksandra Hro&#039;makar]], doctors and scientists work to repair the damage caused by the bomb. The Al’mariist government has now started to support the reconstruction efforts following the establishment of the Protected Reconstruction Zone. Refugees are slowly returning to their villages.&lt;br /&gt;
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= Major Cities =&lt;br /&gt;
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*&#039;&#039;&#039;Shastar City:&#039;&#039;&#039; the capital of the Democratic People’s Republic, serving as the political center of the nation.The largest urban sprawl in Das’nrra and a major center of the revolution during the Second Civil War. The city is heavily industrialized, focusing on the production of electronics and motor vehicles. The presence of the military is kept at a minimum since the end of the war, with most of the law enforcement being handled by the civilian police. Shastar has many pre-contact palaces that were reused as government buildings, including the Das&#039;nrra Imperial Palace, where the Armistice of Shastar was signed. The [[Tajaran Educational Institutions#Shastar Technical University|Shastar Technical University]] is one of its most renowned learning centers.&lt;br /&gt;
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*&#039;&#039;&#039;Mztel&#039;mir:&#039;&#039;&#039; a coastal town famous for its breweries and history of sieges. The city has a long tradition of producing gin and mead, being the lead producer of alcoholic beverages in the DPRA. Victory Gin was once made in Mztel&#039;mir until the breakout of the Second Civil War, but its production ceased after the start of the conflict. Its inhabitants have the fame of being rebellious and stalwart defenders of their homes; they repelled countless sieges during the first and second civil wars. Shumaila is the patron god of Mztel&#039;mir.&lt;br /&gt;
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*&#039;&#039;&#039;[[Crevus]]:&#039;&#039;&#039; a semi-autonomous city, known as a place of incredible vice and wealth. Casinos, bars, smoke shops, and other unsavory businesses line every street corner. Crevus is the only location in the Democratic People’s Republic where mega corporations are allowed to operate and aliens are free to visit.&lt;br /&gt;
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*&#039;&#039;&#039;Mezuma:&#039;&#039;&#039; a historic city, it served as the capital of the Incarnate dominion in ancient times. The town avoided any major industrialization, preserving most of its pre-contact structure. Ancient architecture is seamlessly blended with modern styles, displaying an amalgamation of the Adhomian past and present. The city attracts the attention of archeologists and scholars with its abundance of ruins and historical sites. Mata&#039;ke is the patron god of Mezuma.&lt;br /&gt;
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*&#039;&#039;&#039;Trizar:&#039;&#039;&#039; one of Adhomai’s oldest settlements. Unlike Mezuma, this city experienced much devastation during the Second Civil War. Most of its historical sites did not escape destruction, with many old ruins and buildings being outright destroyed during the war. Trizar’s main economic activity is mining; as it is near to Rhazar Mountains&#039; most rich deposits. The wealth brought by mineral extraction has been slowly helping the reconstruction efforts. The city is home to the [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]].&lt;br /&gt;
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*&#039;&#039;&#039;Quizosa:&#039;&#039;&#039; originally a Hadiist military base that housed military prototypes and weapons of mass destruction. Quizosa was captured by the Liberation Army in 2458; a move that would result in the Republican Army deploying a hydrogen bomb to deny them access to the weaponry. The explosion destroyed the base, killing most of the rebels and the refugees that set camp close to it. The site remains uninhabited, but it attracts the attention of medical professionals and scientists seeking to study the effects of radiation.&lt;br /&gt;
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*&#039;&#039;&#039;Ron&#039;tul:&#039;&#039;&#039; once an important Republican industrial center, dedicated to the production of military hardware. The city was firebombed when the People’s Army retreated from it in 2458. The town remained abandoned for the rest of the war. Its ruins were exposed to the elements while scavengers picked off whatever remained. Only after the Armistice some of its past citizens have attempted to return and start rebuilding it. &lt;br /&gt;
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*&#039;&#039;&#039;Shungsta:&#039;&#039;&#039; a small settlement near the coast of the Su&#039;add ocean at first, this city was changed drastically by the Second Civil War. With the destruction of Ron’tul and Quizosa, Shungsta was flooded by refugees. Without the proper structure and enough housing for everyone, a large refugee camp formed around it. The town was conquered by the Liberation Army in the final year of the conflict, causing further damage and worsening the conditions in the camps. The city is currently controlled by a military junta that struggles to solve the overpopulation problem.&lt;br /&gt;
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*&#039;&#039;&#039;Amohda:&#039;&#039;&#039; the largest city on the island of Amohda, the historical capital of the empire that controlled the entire region before the First Revolution. The town was the stage of infighting between rebellious and royalist forces, a situation that came to an end after the ceasefire with the New Kingdom. Amohdan swordsmanship lodges are a common sight on its streets; as they were only allowed to open their doors after the Republican presence was expelled. The city is now the seat of the military junta that controls most of the island. Amohda also houses a museum entirely dedicated to recording and preserving its unique history.&lt;br /&gt;
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*&#039;&#039;&#039;Sren&#039;dul:&#039;&#039;&#039; the main center of the Adhomai Liberation Army in Harr’masir. Its inhabitants joined Nated&#039;s revolution during its early years, conducting a long guerrilla campaign against the Republican forces. The city is known for its textile industries and carpet weaving, with its artisans still utilizing traditional methods to fabricate the rugs. It is the capital of the military junta that controls the southern region of Harr’masir.&lt;br /&gt;
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*&#039;&#039;&#039;Dolor:&#039;&#039;&#039; an industrial town focused on the production of consumer goods. The population sided with the People’s Republic at the start of the conflict. However, their minds changed as the Republican Army proved itself to be inefficient in containing the constant attacks and guerilla activity in S’ren’dul. Curfews and other draconic measures were put in place to curb the unrest. Dolor was captured by the Liberation Army with the help of its denizens, who rebelled against the Hadiist garrison as the rebels advanced towards the city.&lt;br /&gt;
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*&#039;&#039;&#039;Harzhyr:&#039;&#039;&#039; located in the wetlands east of the Azumah lake, Hazhyr is a remote town infamous for its high crime rate. The city is a prime example of rural Harr’masir; wooden stilt houses and cabins dot the landscape. Harzhyr became a haven for all types of criminals with the outbreak of the Second Revolution as the locals sided with the Liberation Army. Stolen goods flow from the city to K’marr’s junta, where the wares are then shipped to the rest of Adhomai. Outside of river piracy, fishing and peat extraction are Hazhyr&#039;s main economic activities.&lt;br /&gt;
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= Architecture =&lt;br /&gt;
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Because of the isolation endured by the DPRA during the Second Revolution, Al&#039;mariist architecture is characterized by its simplicity and reliance on local resources. Buildings are heavily influenced by the local culture. Houses in Din&#039;akk and Southern Harr&#039;masir are mainly made out of wood. Edifices in Das&#039;nrra are usually built with concrete. Amohdan architecture is characterized by wooden, elevated structures, with thatched roofs. Southern Ras&#039;nrr mimicks pre-contact styles with buildings made with cut stone and planks together with more modern materials. Due to the hindered reconstructions efforts in Northern Ras&#039;nrr, the population has taken to constructing their residence from scavenged materials or inhabiting the countless war ruins.&lt;br /&gt;
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Despite the preference for function over form, Al&#039;mariist architecture makes extensive use of decorations; pelts, painted murals, propaganda posters, and religious icons adorn the DPRA&#039;s buildings&lt;br /&gt;
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[[Crevus#Notable Locations|Crevus&#039; architecture]] is a notable exception. The Crevan style is inspired heavily by the Interwar Art. However, its focus is on displays of wealth. Its main characteristic is the extensive use of artificial materials, such as plastic, glass, concrete, combined with natural substances as ivory, silver, gold, and precious gems.&lt;br /&gt;
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==Notable Monuments==&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Palace of Das&#039;nrra:&#039;&#039;&#039; located in Shastar city, the Imperial Palace of Das&#039;narra is a pre-contact building that once hosted the royal court of the Das&#039;nrra Empire. Constructed during the height of the Empire&#039;s power, the Palace has four thousand rooms. Currently, the edifice houses the National Assembly, the legislative body of the Democratic People&#039;s Republic, in its largest chamber. Much of the previous art and objects were looted or destroyed during the First Revolution. Its internal decoration now consists of murals and statues depicting events related to the Tajaran Civil Wars and the history of the DPRA.&lt;br /&gt;
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*&#039;&#039;&#039;Monument to the Young Veterans:&#039;&#039;&#039; commissioned by Rahman Hadjuk, the Monument to the Young Veterans is a war memorial dedicated to the underage Tajara who fought for the Liberation Army. The structure depicts a young Tajara with a rifle reaching with an open hand a wounded, fallen adult ALA soldier. While the memorial was considered highly controversial, many defend it by claiming that the Democratic People&#039;s Republic should not forget anyone who contributed to the Al&#039;mariist cause. The monument was built just some kilometers away from the Chaniska&#039;s border.&lt;br /&gt;
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*&#039;&#039;&#039;Mata&#039;ke Great Lodge:&#039;&#039;&#039; located in the outskirts of Mezuma, the Mata&#039;ke Great Lodge is the largest temple dedicated to Mata&#039;ke. Considered to be the center of the deity&#039;s worship, the temple also serves as a hunting lodge for the priests. The complex has several halls dedicated to displaying the trophies brought as offerings by the believers and the priesthood. The Great Lodge&#039;s reliquary is home to a spear supposedly used by Mata&#039;ke in his fight against Dirrnavirr.&lt;br /&gt;
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= Technology =&lt;br /&gt;
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When the military officers and their loyal followers split from the People’s Republic, they poached Republican military equipment and technology. Equally, as more and more territory seceded from the Republicans, the DPRA found themselves in possession of vast swathes of land that had seen moderate investment from the central government, and thus inherited industrialized farms and large factories without having to construct them. However, due to the decentralized nature of the DPRA, the spread of technology across its territory is stunted and uneven.&lt;br /&gt;
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== Civilian ==&lt;br /&gt;
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Government deregulation and local independence have contributed to the stagnation of civilian or non-military technology. When the juntas took control of Republican territory, cities and towns that had already received investment from the central government were repossessed. Yet, a vast majority of urban population centers within the Democratic Republic are antiquated compared to sister cities in the Hadiist nation. The average DPRA citizen is unlikely to own a car, but if they do it is almost certain that the vehicle is on average at least a decade old. Overcrowding in population centers is typical, as the construction of new homes is arduous and expensive.&lt;br /&gt;
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Apartment blocks are typically crammed full of families who enjoy frugal or spartan conditions. The Democratic Republic’s focus on traditionalism, however, has helped a new wave of Neo-Tajara architectural design and fashion. Furniture, buildings, clothes, and what new automobiles are produced are created with local traditions in mind. While the juntas do not necessarily focus on the development of their urban centers beyond what is necessary, local wealthy private business owners do. Much investment is made in public entertainment.&lt;br /&gt;
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Movie theaters and radio stations are the big things in the Democratic Republic. Most families can afford a radio for their homes, which besides broadcasting music can also carry news and even radio dramas. In lieu of this, movie tickets are cheap, and a growing arthouse scene focusing on telling traditional Tajara stories has many directors rising to household names as they produce blockbuster movies that, while unable to meet the production and design qualities alien films do, entertain and satisfy a populace who have little else in the way of an escape. Televisions are not commonplace amongst the average citizen.&lt;br /&gt;
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But with their focus on the military, the Democratic Republic’s food industry is of paramount interest to the juntas. While farmers are not subject to the intense pressure they may face in the Hadiist nation or the New Kingdom, the juntas does tend to confiscate large portions of their harvest to fuel the hungry military battalions spread across the ALA&#039;s territory. Some farmers came into possession of the large, industrialized farms that were repossessed following the secession from the Republic, but those who were not so lucky are at least better off than their New Kingdom counterparts, having access to basic tools like tractors, combines, and so on.&lt;br /&gt;
&lt;br /&gt;
Most personal computers in the Democratic People’s Republic are stolen Hadiist machines or smuggled from outside of Adhomai. Only after the Armistice, the first Al’mariist made computers are being released. The market for spare parts is currently dominated by contrabanded and used pieces. While computers are becoming more common in the cities, they are nearly inexistent in rural areas. Believing that computers are nothing but Hadiist spying devices, Ahem Kah&#039;nrir ordered his soldiers to confiscate any terminal they might find.&lt;br /&gt;
&lt;br /&gt;
=== Notable Civilian Vehicles ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shastar-17:&#039;&#039;&#039; a half-track, popular car developed by the Shastar Technical University based on outdated Hadiist designs. The Shastar-17 was created with reliability in mind; it is built with commonly found pieces and cheap materials. Because of the DPRA&#039;s limited industrial capacity, the car has only been made available in civilian-controlled areas. Despite its association with the civilian administration, Liberation Army commanders have started to purchase these vehicles for themselves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amohdan Carriage:&#039;&#039;&#039; a light, two-wheeled cart consisting of a doorless, chairlike body with a collapsible cover. Owning to its name, the Amohdan Carriage originated on the island and was its main mode of transportation. This means of transportation later spread to the rest of Adhomai; it was very popular with the nobility. Before the First Revolution, this vehicle was strictly hand-pulled by Zhan-Khazan Tajara. Nowadays, most carriages are drawn by motorcycles or bikes; Zhan still are the majority of the drivers even after the restrictions were lifted. Except for Amohda - where they are still widely used - the carriages have disappeared from the face of Adhomai.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Das&#039;nrra Icycle:&#039;&#039;&#039; originally used by the serfs of Das&#039;nrra to travel during the winter, the icycle is a bicycle-like vehicle adapted for use on snow and ice. Replacing the front wheel with an ice skate and the rear wheels with tracks are among the most common modifications; others go as far as adding extra skates for extra stability. While most icycles are still pedal-driven, motor-powered versions are becoming more common after the Second Revolution. The Das&#039;nrra Icycle is popular with the Democratic People&#039;s Republic people because of its cheap and modular design.&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
&lt;br /&gt;
Some megacorporation installations within the Democratic Republic’s territory were seized for the state and their workers extradited; this included some medical facilities. During its formative years, however, the DPRA never truly hunt for experienced doctors or surgeons. Owing to the Liberation Army’s guerilla tactics, units typically had combat medics assigned to them who throughout the course of the Civil War obtained much experience in treating battlefield injuries. And, with the territory changes that came with the end of the war, the Democratic Republic came into possession of the Trizar State Medical Academy, opening its doors to a new wave of young students.&lt;br /&gt;
&lt;br /&gt;
Many experienced veterans of the Civil War, after lessened education requirements, have taken up teaching in the Trizar Academy, and others returned to civilian life to staff clinics and hospitals with dwindling staff. Unfortunately, beyond the few megacorporation facilities already in their hands, the Democratic Republic does not enjoy the same level of medical advancement that their Hadiist neighbors do. Cryogenic cells, laser-tipped instruments, genetic treatment - these are all atypical of most DPRA hospitals, which primarily rely on the old methods of treatment to care for their people. Herbal medicines, primitive instruments, and long recovery times are common.&lt;br /&gt;
&lt;br /&gt;
The strict isolationist policy adopted by the unified government and the local xenophobia amongst Tajara in the Democratic Republic make it impossible to acquire alien medical technology or even allow the Interstellar Aid Corps to assist. As such, most hospitals have to make do with what they have and aren’t exactly provided the budget to expand either, given the focus on military advancement that the juntas have. Nevertheless, the Democratic Republic is home to many bright medical minds who came to prominence in the wake of the nuclear bomb deployed by the Republic, and the horror of nuclear war has inspired a generation of young people to find a place for themselves in the medical profession.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&lt;br /&gt;
A lot of military equipment in the Democratic Republic could be considered second-hand. Large quantities of their mechanized infantry, aircraft, weapons, and vehicles are the same that the Republicans use, owing to the fact that the secession movement was mainly carried out by military leaders. The Democratic Republic invests a significant amount of research and industry into reverse-engineering and the production of these Republican designs, as at the time of the secession, they lacked the ability to mass-produce this equipment on the same scale the Republicans could. And what they could not reverse-engineer or produce on their own, they stole and pilfered from their surrounding neighbors.&lt;br /&gt;
&lt;br /&gt;
However, what the Democratic Republic lacks in industrial might, they more than make up for in research and development. Multiple types of improvised weapons have become a staple of their guerilla tactics or espionage activities, from makeshift mortars to cheap silenced pistols. Scientists strive night and day to attempt to reverse-engineer Republican designs and equipment with moderate success, further contributing to the strength of the Democratic Republic’s army. The technological gap between them and their Hadiist neighbors is a top priority of most juntas.&lt;br /&gt;
&lt;br /&gt;
Yet, the juntas themselves are a roadblock to much of the Democratic Republic’s advancement. There are significant in-fighting and interpersonal conflicts between the many juntas that control territory and cities in the Democratic Republic, leading certain garrisons and local soldiers to receive differing levels of equipment based on their proximity to development labs and their relationships with the junta controlling said development lab. Some units are still using old, second-hand Republican equipment that requires constant upkeep and repair due to the age of said equipment.&lt;br /&gt;
&lt;br /&gt;
The Liberation Army revealed its nuclear weapons program in &#039;&#039;&#039;2463&#039;&#039;&#039;. Build through espionage and theft of Hadiist&#039;s assets, the true extent of the nuclear program remains a secret. Available intelligence suggests that the installations are haphazardly built and geared towards building an arsenal as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Stolen and makeshift guns are commonly found in the hands of their guerrilla soldiers, while the main core of the liberation army uses typical republican weapons. Favoring practicality and reliability, the weaponry of the ALA is easily adapted to whatever type of warfare is being conducted. Their service rifle is the Mrrazhak Model-1, a weapon based on the Ho&#039;taki Marksman Rifle. The Mrrazhak is notorious for its simple and reliable design; it can be fabricated and assembled without the need of a specialized industry or a highly trained workforce.&lt;br /&gt;
&lt;br /&gt;
Weapons are widespread among the DPRA population, with most households having at least one rifle or some heirloom gun. There are very few restrictions on acquiring or carrying firearms, with only explosives and weapons of mass destruction being reserved for the military. This limitation can be lifted in case of war.&lt;br /&gt;
&lt;br /&gt;
==== Notable Weapons ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ho&#039;taki Marksman Rifle:&#039;&#039;&#039; a recent invention by the Shastar Technical University, created through the reverse engineering of captured Tsarrayut’yan rifle. The Ho’taki marksman rifle is a semi-automatic sniper rifle, designed to serve as a squad support and sniping tool. Introduced at the start of the offensive of 2460, the rifle was issued to the feared Das’nrra Marksmen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mrrazhakulii Suppressed Pistol:&#039;&#039;&#039; created as a disposable and concealable weapon, the Mrrazhakulii suppressed pistol is a firearm with a silencer integrated as part of its barrel. Carried by guerrilla forces and spies, those guns are used in assassination and subterfuge operations. Due to using cheap and available materials, such as recycled iron and tires, countless of these pistols were distributed among cells and ALA soldiers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hotak&#039;s Foldable Shotgun:&#039;&#039;&#039; named after the infamous commander and his unit, this single-shot shotgun has been designated to be carried by infiltration agents and freedom fighters. The Hotak’s shotgun can be folded in half, allowing easy concealment under coats and other pieces of clothing. Special holsters are currently being fabricated, as the armistice allowed the gun to enter the civil market.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battalion Buster:&#039;&#039;&#039; improvised mortars made out of diesel barrels or mead casks, these weapons were built by guerrilla cells in PRA-controlled territory. With varying levels of design, ranging from near immobile artillery to shoulder-mounted guns, the battalion buster is used in irregular warfare and attacks against buildings. Regular shells and improvised explosives are used as ammunition by the ingenious forces of the ALA.&lt;br /&gt;
&lt;br /&gt;
==== Notable Experimental Weapons ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wild-Wire Grenade:&#039;&#039;&#039; developed at the very end of the Second Civil War due to the constant urban warfare, the Wild-Wire Grenades are spheric devices when deployed extend barbed wire strands and spin rapidly. When spinning, the lines lashes around the grenade, trapping and cutting anyone caught in its range. The wire causes deep cuts and can even mutilate extremities, but it is ineffective against armor.&lt;br /&gt;
&lt;br /&gt;
==== Notable Military Vehicles ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mata&#039;ke Rafama II:&#039;&#039;&#039; the famous main battle tank issue to the Hro&#039;rammhad Tank Corps. Designated by Shastar Technical University shortly before the Second Revolution, the Mata&#039;ke Rafama II was used most efficiently by the Liberation Army. Despite not having the technological superiority of the late Hadiist models, the tactics of the ALA gave this vehicle a legendary status among tank enthusiasts. The Mata&#039;ke Rafama II&#039;s design is quickly becoming obsolete as the PRA updates its vehicles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Yve&#039;kha III:&#039;&#039;&#039; a light tank known for sacrificing much of its armor and firepower for speed. The Yve&#039;kha III is mainly used for hit-and-run attacks and raids by the Liberation Army. Armed with a light gun and a single turret, these tanks are ill-suited to fight other vehicles. Crewing a Yve&#039;kha III is a job reserved for the bravest or suicidal pilots; as any serious hit will likely disable the tank. Some pilots of the Liberation Army even embrace the danger and attach explosives to their tanks before driving towards the enemy lines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomian Gunwagon:&#039;&#039;&#039; an improvised fighting vehicle, usually an open-ended truck or tractor carrying a machine gun, artillery piece, or anti-materiel weapon. Deployed by the Liberation Army guerilla forces through the Second Revolution, it proved to be a cheap and effective alternative. The Gunwaggon was a common sight on the plains of Southern Harr&#039;masir. Some ALA warlords have incorporated fleets of gunwagons into their armies.&lt;br /&gt;
&lt;br /&gt;
== Extranet ==&lt;br /&gt;
&lt;br /&gt;
The Extranet in the Democratic People’s Republic is marked by its lack of control and total freedom of its users. The DPRA is a haven for illegal websites and cybercriminals; the local government has no interest in disrupting their business as long they do not cause any trouble. Thanks to the lack of technical capacity of the government and the principles of Al’mariism, there is little to no censorship; with some junta-controlled areas being the exception. The Island of Amohda is a notable example; Rrhaza-Akhran Hadjuk justifies censorship as a necessary measure to disrupt rebellious activities.&lt;br /&gt;
&lt;br /&gt;
=== Notable Websites ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;RebelTor:&#039;&#039;&#039; an online repository of digital media and software. RebelTor allows the user to download and share all kinds of archives without any form of restriction. Because of its blatant piracy and copyright infringement, the website is blocked by most providers in the known space. Members of the National Adhomai Worker&#039;s Party have tried to ban the site before to combat piracy, but this proposal was ultimately rejected by the National Assembly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hrom-Yarra:&#039;&#039;&#039; the Adhomian version of the 64tan. Hrom-Yarra hosts an imageboard and forums destined to discuss Tajaran related topics. Despite most of its content being in Siik’maas, it has international sections where Ceti Basic is the enforced language. Because of its nearly nonexistent moderation, Hrom-Yarra became a gathering ground for Adhomian and foreign radicals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Badlands Road:&#039;&#039;&#039; an anonymous online black market with ties to the extensive DPRA smuggling network. Guns, drugs, explosives, falsified documents, and even perfectly legal goods are offered for sale. The products are usually delivered in person or by modified robotic drones. Buyers can leave reviews on the products’ pages; this allows users to know the best sellers and who might be a scammer.&lt;br /&gt;
&lt;br /&gt;
= Government and Ideology =&lt;br /&gt;
&lt;br /&gt;
The Democratic People’s Republic of Adhomai is a presidential republic with a multi-party system. The leadership and organization are extremely decentralized, with each regional entity being granted a lot of authority to conduct their own business as they see fit. The president is an elected position and serves a four-year term.&lt;br /&gt;
&lt;br /&gt;
Each state is able to elect their own governors, that acts as their spokesperson before the national assembly. All states are granted the privilege of dictating their own laws and public development, with little interference from the main government.&lt;br /&gt;
&lt;br /&gt;
The civil population and the military are each able to vote for an elected representative. These individuals serve for one-year terms and have the power to vote on decisions made during official assemblies.&lt;br /&gt;
&lt;br /&gt;
The nationwide government is a unicameral legislature that typically meets daily. Meetings are hosted in Shastar City with governors and officials who are abroad participating through holoconferencing. During meetings, a speaking order is used to propose legislation to be voted on. Generally, the most important officials speak first. Speaking order is as follows; the president is first, then ex-presidents, governors, former governors, and finally the elected representatives. Junta commanders are also allowed to participate; they have a position equivalent to a governor. &lt;br /&gt;
&lt;br /&gt;
== Al&#039;mariism ==&lt;br /&gt;
&lt;br /&gt;
Al&#039;mariism is an ideology characterized by decentralized leadership, rejection of the traditional Tajaran caste system, the protection of regional identities, and opposition to foreign influence on Adhomai. Its origins can be traced back to the Second Revolution; Al&#039;mariism considers itself the rightful heir of Al’mari’s legacy and policies. Its main objective is the creation of a strong and independent Adhomai. Because of its genesis as an anti-Hadiist coalition, it presents a great deal of variation in how his theory should be applied in practice.&lt;br /&gt;
&lt;br /&gt;
The caste system is seen as one of the main obstacles to the future of the Tajara people. But unlike Hadiism, Al&#039;mariism believes that the Tajara naturally drift away from it if given the right conditions to prosper. The caste system only persisted thanks to active and direct coercion. The preservation of regional identities and cultures is one of the main concerns of the ideology. Allowing the population to choose its destiny is Al’mariism’s solution to the heritage left by thousands of years of noble rule.&lt;br /&gt;
&lt;br /&gt;
Al’mariism is openly opposed to alien influence, seeing their interference in Tajaran affairs as highly damaging to the species. Megacorporations are considered the largest threat to a free Adhomai. Al’mariist’s xenophobia ranges from isolationism to violent ultranationalism&lt;br /&gt;
&lt;br /&gt;
=== Schools of Thought ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moderate Al&#039;mariism:&#039;&#039;&#039; born from the democratic elements aligned to Nated&#039;s coup, Moderate Al’mariism aims to conciliate the principles of Al&#039;mariism with democracy. Further decentralization of the government and the dismantlement of military rules are its main platforms. Leadership should be delegated to a democratically elected leader, that also has his power limited by a robust system of checks and balances. Freedom is considered one of the Democratic Republic’s core rights, and the state should be its main defender. Out of all Al’mariist schools of thought, this ideology is the least xenophobe. Coexistence with other species is possible, but they should hold no influence in Adhomai’s affairs. Despite this position, the Moderate Al’mariists are not afraid of defending the rights of the off-world Tajaran community. [[Notable Tajara#President Almrah Harrlala|President Almrah Harrlala]] is the main proponent of this ideology.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Natediism:&#039;&#039;&#039; originated among the militaristic circles of the Liberation Army, Natediism preaches that the existence of a strong and unifying leader is necessary for the success of Al’mariism. This ideology leans heavily towards authoritarian tendencies and the cult of personality of supreme Commander Nated. Military administration is preferred above civilian administration; militarization of society is mandatory to guarantee the future of the Tajara. Xenophobia is an integral part of Natediism, the presence of aliens is believed to be actively harmful to Adhomai. Off-world communities should be indoctrinated and work towards Al’mariism instead of serving xeno governments and corporations. [[Notable Tajara#Ex-interim President Brajrr Alnadruskiy|Ex-interim President Brajrr Alnadruskiy]] is the main proponent of this ideology.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Natediism:&#039;&#039;&#039; an extreme form of Natediism that believes that the victory of Al’mariism is ultimately inevitable due to its superior design. However, this triumph is only possible through armed conflict. Vanguard Natediism seeks to accelerate this supposed historical progress via all available means; restarting the Adhomian war is its main goal. Terrorism, false flag operations, propaganda, and political violence are the main tools in this pursuit. The Armistice is considered to be nothing but a ploy by the other factions to delay the inevitable. This ideology is infamous for its extreme xenophobia; coexistence between different species is impossible because of their innate differences. Vanguard Natediism actively attempts to destabilize and attack alien nations as they are deemed to be an existential threat to the Tajara. [[Notable Tajara#Commander Kyff Hotak|Commander Kyff Hotak]] is the main proponent of this ideology.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Theocratic Natediism:&#039;&#039;&#039; at the fringe of Nated&#039;s cult of personality lies those who believe that he is of divine origin. Theocratic Natediism preaches that the Supreme Commander is a holy being, either the avatar of the Suns or Mata’ke made flesh, destined to rule Adhomai. This creed plans to revitalize the Tajaran society through a religious revival, purging any corrupt and irreligious aspects present in it. The aliens are to be expelled from the planet by the sword, as they only bring atheism and foreign religions. However, the fundamentalists remain internally divided between the faith of the Suns and the Ma’ta’ke pantheon; only their worship of Nated maintains them somehow united. [[Notable Tajara#Maksym Razin|Maksym Razin]] is the main proponent of this ideology.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruralist Al&#039;mariism:&#039;&#039;&#039; faced with cultural shocks and uncontrolled industrialization since the first contact, Ruralist Al’mariism attempts to preserve the Tajaran culture through the total return to rural life. Modernity is blamed for the destruction of Adhomai’s nature and the countless social problems; the only compatible lifestyle with the Tajara species is the agrarian one. Ruralist Al’mariists advocate for the forced emptying of the cities, the destruction of modern technology, and the resettlement of the entire population in villages and farms. Its final objective is the regression to a pre-industrial stage, focused especially on subsistence agriculture. Xenophobia in this ideology appears as a form of extreme isolationism. In its ideal society, Adhomai would be permanently closed to the wide galaxy after the dismantlement of its space infrastructure and communication devices. Thanks to its appeal to tradition, Ruralist Al’mariism has found moderate support in Southern Ras&#039;nnr. [[Notable Tajara#Bakhteiarova Mirzakhani|Bakhteiarova Mirzakhani]] is the main proponent of this ideology.&lt;br /&gt;
&lt;br /&gt;
== Political Parties ==&lt;br /&gt;
&lt;br /&gt;
The following parties operate in the government of the DPRA:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Free Tajaran People&#039;s Party:&#039;&#039;&#039; this party encompasses most of the military and authoritarian elements. They seek to weaken the autonomy of governors in favor of a strong central government, overseen by the supreme commander. Members of this organization hold the most nationalist and xenophobic views; defending the return of the war against other Adhomian nations and isolation before the galactic community. They consider rapid industrialization as the best choice for Adhomai in regard to its economy, even if it is to the detriment of the environment. This party is led by ex-interim president Brajrr Alnadruskiy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;National Adhomai Worker&#039;s Party:&#039;&#039;&#039; this party is composed of urban workers and intellectuals. They aim to increase the autonomy of the states, placing less importance on the decisions made by the national assemblies. Members of its organization hold far more moderate views; seeking to honor the Armistice of Shastar while recognizing that maintaining a healthy and independent relationship with other foreign powers is needed. This party is led by president Almrah Harrlala.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Followers of Nated:&#039;&#039;&#039; an organization formed by fanatical supporters of Nated who claim he is a divine avatar of the Suns or Mata&#039;ke. They support a dictatorship under the guidance of Halkiikijr Nated&#039;Hakhan, stripping away any semblance of democracy from the Democratic People&#039;s Republic. Members of this party oppose any form of peace or negotiation with the other Tajaran factions, or diplomacy with alien powers. They are known for hosting the most radical elements of DPRA&#039;s political scenario. This party is led by Maksym Razin.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amohdan Free Lodge:&#039;&#039;&#039; this minor party was represented by Amohdan nationals. They pushed for the independence of Amohda as its own state, usually siding with other parties that may help them in reaching their goals. However, they were divided between two different sides; one that saw democracy as the best option for the island, while others believed that restoring the monarchy would have been better. This organization was the main supporter of the ceasefire with the New Kingdom of Adhomai. This Party was banned after the Amohdan uprising of 2462.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomian Blue Party:&#039;&#039;&#039; a party is formed by farmers and students. Instead of worrying about the Armistice or the composition of the government, their main goal is to preserve the environment of Adhomai. Industrialization and armed conflict are considered a major threat to the nature and beauty of the planet. Members of this organization are also vehemently opposed to the presence of NanoTrasen. The organization is currently divided between environmentalists and Al&#039;mariist ruralists. This party is led by Bakhteiarova Mirzakhani.&lt;br /&gt;
&lt;br /&gt;
== Adhomai Joint Intelligence Committee ==&lt;br /&gt;
&lt;br /&gt;
Created shortly after the war through the combination of guerrilla cells, spies, and other undercover forces under the control of the Adhomai Liberation Army, the Adhomai Joint Intelligence Committee is the foreign intelligence service of the Democratic People’s Republic of Adhomai. The agency has the mission of helping liberate the Tajara people from the oppression of alien regimes, collecting strategic information, and acting against the rival Tajaran nations. The AJIC does not deal with internal threats, local law enforcement forces are usually used to deal with any organized crime or domestic terrorism.&lt;br /&gt;
&lt;br /&gt;
Members of the Adhomai Joint Intelligence Committee are trained in sabotage, assassination, and unilateral warfares. Infiltration and subversion of the population is the most favored tactic of the AJIC. Agents are known for using local forces, arming and teaching them how to fight, while introducing them to the Al’mariist ideology. Spies among the diplomatic services are rare, as diplomacy has been neglected until the formal introduction of the DPRA to the galactic community. The presence of AJIC is growing in Biesel, as more sleeping cells are being called into service.&lt;br /&gt;
&lt;br /&gt;
== Law ==&lt;br /&gt;
&lt;br /&gt;
The Al&#039;mariist justice system is decentralized and relies both on written law and local customs. Each region has the right to change and introduce its own laws to better fit its population. Judges are admitted through an entrance exam, with the jury made up of locals chosen randomly. Citizens have the right to hire any lawyer they see fit, but the government still offers public defenders for those who can not afford to pay a professional. However, the situation in junta territories is far different. The warlords are free to conduct justice as they see fit. Kangaroo courts and unlawful sentences are common. Magistrates are appointed for their loyalty to the local army leaders.&lt;br /&gt;
&lt;br /&gt;
Law enforcement in the civilian areas is the responsibility of the Public Police Agency, an organization under the direct control of the local governments. This department is tasked with keeping the peace and investigating crimes. Because of the large swathes of land and relatively sparse population in rural regions, the DPRA frequently empowers elected officials to act as law agents. The army fulfills the peacekeeping role in junta territories, with varying degrees of success and fairness.&lt;br /&gt;
&lt;br /&gt;
== International Relations ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; the Democratic People’s Republic of Adhomai was recognized in 2461 as a legitimate state by the Republic of Biesel as part of the Armistice of Shastar. Since then, the relations between the Al’mariist state and Tau Ceti have remained cold and distant. The memories of the ALA activities in Mendell still lingers and the DPRA is avoiding any confrontation to preserve the strategic advantage of having an official presence in the system. Al’mariist agents operating in Biesel have to take extra precautions to remain undetected; the local authorities are not willing to tolerate their activities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Izweski Nation]]:&#039;&#039;&#039; the relations between the Hegemony and the Democratic People’s Republic shifted from friendly to openly hostile because of the uprising in Gakal’zaal. The Al’mariist government denounced the Unathi and supplied materiel and fighters to the rebels in the colony. Despite the normalization of diplomatic ties after the liberation of the planet, the relationship between both nations remains tense because of the Unathi situation in Gakal’zaal; the Hegemony wishes for the Unathi residing there to regain citizenship, yet the bitter history between the previously-named Unathi nobility and the Tajara population there proves too recent a hurdle to pass.&lt;br /&gt;
&lt;br /&gt;
== Flag ==&lt;br /&gt;
&lt;br /&gt;
Originated from irregular Liberation Army forces, the Al&#039;mariist flag has a simple design to allow any Tajara to quickly replicate it. The black color symbolizes the equality between all Tajaran ethnicities, the white diamond shapes represent the Twin Suns, and the empty space above the line evokes religious sentiments by claiming that nothing is above the Suns.&lt;br /&gt;
&lt;br /&gt;
= Military Forces =&lt;br /&gt;
&lt;br /&gt;
The Democratic People’s Republic of Adhomai’s military is the [[Tajaran Military Structures#Adhomai Liberation Army|Adhomai Liberation Army]].&lt;br /&gt;
&lt;br /&gt;
The Adhomai Liberation Army is one of the most important elements of the DPRA, as it was the force that allowed the creation of the republic. Due to this, military commanders were allowed to control most of the country&#039;s territory, creating powerful juntas that only now are being dissolved in favor of the civilian rule. While most of the ALA&#039;s forces during wartime were composed of guerrilla fighters, the main core of the army is formed by the remnants of the officers and soldiers that followed Nated in his coup attempt against the PRA. This grants them a well-trained, but limited, supply of combatants and mechanized divisions.&lt;br /&gt;
&lt;br /&gt;
After stepping down, junta commanders are usually allowed to keep their ranks and the command of their soldiers; these ex-warlords continue to answer to the Supreme Commander.  While non-junta forces man military bases in civilian areas, they are heavily restricted in regards to where they can go and when they can act. Besides typical military duty, the Liberation Army in civilian territories commonly participates in the construction of public works and disaster relief.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=People%27s_Republic_of_Adhomai&amp;diff=25094</id>
		<title>People&#039;s Republic of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=People%27s_Republic_of_Adhomai&amp;diff=25094"/>
		<updated>2022-07-18T23:19:25Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Culture and Society */ Adds sports section&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:PRA Flag.png|thumb|Flag of the People&#039;s Republic of Adhomai. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== People&#039;s Republic of Adhomai ==&lt;br /&gt;
&lt;br /&gt;
Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the Peoples Republic of Adhomai is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
&lt;br /&gt;
The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
After the Second Revolution, the People&#039;s Republic lost the hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
[[Image:Minimap pra.png|thumb|A closer image focusing on the factions surrounding the People&#039;s Republic of Adhomai&#039;s territory.]]&lt;br /&gt;
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= General =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Nal’tor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Adhomian, Republican, Hadiist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Siik&#039;Maas&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai was established in 2431 as the sole ruling government in Adhomai. With the popular leader Rhagrrhuzau Hadii as their first president, they were able to enact deep reforms, such as the distribution of land, the establishment of state schools, and healthcare. Despite the recent changes, the planet of Adhomai was still bound to humanity and NanoTrasen, a relation that brought several benefits, but caused resentment among most supporters of the Hadiist ideology, as they believed that the Tajaran species could only be truly free if they were allowed to make their own path without the interference of the alien.&lt;br /&gt;
&lt;br /&gt;
In 2449, while the royalist rebellion happened in the shadows, Al’mari decided to change his policy in regards to NanoTrasen. New economic policies unfavorable to NanoTrasen were enacted, alongside the denunciations aimed towards humanity’s imperialism and the necessity of a free Adhomai. This new position caused discontentment among many that were gaining profit with the presence of the Megacorporation on the planet.&lt;br /&gt;
&lt;br /&gt;
President Al&#039;mari was assassinated in 2451, one year after the royalist rebellion in Northern Harr&#039;masir exploded. Al&#039;mari&#039;s brother, Malik Hadii, took over the office of the presidency while rolling back the economic reforms implemented two years prior. The head of the armed forces, Nated&#039;Hakhan, attempted a failed coup with the support of many other generals, triggering the creation of the Adhomai Liberation Army.&lt;br /&gt;
&lt;br /&gt;
The following ten years were marked by the Second Tajaran Civil war; the conflict between the People’s Republic of Adhomai, the Adhomai Liberation Army, and the New Kingdom of Adhomai. During this period, several authoritarian measures were enacted by the government, such as the establishment of working camps for subversive elements and the increasing persecution of the Zhan population. Despise the presence of a strong economy and modern army, the PRA found themselves in a disadvantageous position in the war during 2461, losing important territories and battles. Without the support of the Sol Alliance, lost due to the recent friction caused by their poor relations, many feared that the People’s Republic may not survive in the upcoming years. Saved due to a coalition of allied alien states and mercenaries, the People&#039;s Republic was able to survive the conflict and secure peace through an armistice. Despite losing supremacy over Adhomai, they still control wealthy and populated territories and possess a better standing with the overall galactic community.&lt;br /&gt;
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= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
The Republican government seeks to create a single monolithic culture for the Tajara under the ideological vision of Hadiism. The suppression of the ethnic caste system installed by the previous noble rule is one of the goals of the People’s Republic, that has been reached with little success, as such divisions are still deeply entrenched in the Tajaran people. The republican culture places a large emphasis on the importance of the collective over the individual interest, with each Tajara being considered as a piece in the machinery of the Tajaran society. PRA citizens are educated on the importance of preserving their union and how factionalism is dangerous to their own species.&lt;br /&gt;
 &lt;br /&gt;
Deviation from the established cultural and societal expectations can result in ostracization by the population and government. Regional identities and other alternative trends are suppressed, deemed as subversive. Due to such, Zhan communities are often persecuted by the authorities and have an overall negative image before the eyes of the Republican mass. Loyalty to the Hadii party is a common trait among the citizens of the Republic, as much of the recent success and conquests of the Tajara species can be attributed to the popular leader Al&#039;mari Hadii and his ideals. The fear of the secret service is also a present factor among the urban population of the PRA cities, even if their ways have become less pervasive as the war dragged on.&lt;br /&gt;
&lt;br /&gt;
There is a stark difference in the life of rural and urban republican populations. Life in communal farms is remarkably simple and disciplined. While farmers have to wake up early to fulfill their daily quotas, mechanization and shorter work hours make this much easier. Rural Tajara in the Republic are known to be more conservative, but because of the benefits brought by the People&#039;s Republic, they are also devoted Hadiists.&lt;br /&gt;
&lt;br /&gt;
The quality of life for an urban dweller in Nal&#039;tor, or any other major city, can vary considerably according to the Tajara&#039;s occupation, education, and standing with the Party. The average worker that labors in the industrial suburbs can expect an honest living to be made, and a modest lifestyle to be led. The majority of the city laborers work in government-run factories and spaceports, with stable but strict work hours and schedule the Hadii regime boasts of its fairness to the worker. An eight or nine-hour work schedule is observed, with 1 day of the week free. State-run factories also provide free meals through welfare programs, coupled with at best average but stable salaries keep the morale at acceptable levels. Party members, researchers, military officers, and other educated professionals usually have access to more services and luxuries, that includes human-produced goods. Political dynasties, such as the Hadii, occupy the echelons of Republican urban society, controlling the industry and government. Criminal organizations are also present in the cities, controlling legal and illegal business.&lt;br /&gt;
&lt;br /&gt;
Republican loyalists commonly greet each other by saying: &amp;quot;Hadii&#039;s grace, comrade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The traditional Tajaran family is the basic social unit of the Hadiist family. A monogamous heterosexual relationship with as many children as possible is portrayed as the Republican ideal. Daycares, tax exemptions, rewards, and other benefits are granted as a means to encourage the establishment of families in spite of the advancing modernity. Extended families are common in rural communities while being less prevalent in urban centers. Couples leave their parents&#039; homes after marriage, usually moving to a state-issued apartment. &lt;br /&gt;
&lt;br /&gt;
Deviant behavior is shunned by the overall Hadiist society and government, as it is considered a threat to the collectivist ethos of the Republic. Indecency laws exist to punish individuals that do not conform to societal expectations. During the Second Revolution, labor camps and health programs were established to reeducate these Tajara. These regulations are also used to defame political dissidents. Since the end of the War, the Hadiist regime has shut down the camps and now relies solely on rehabilitation. Race mixing is not outright illegal, but widespread prejudice against it remains.&lt;br /&gt;
&lt;br /&gt;
== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
After the great war, the great majority of the land was confiscated from the nearly extinct Adhomian nobility and distributed among the peasant population. Complex agricultural projects and farms ran directly by the State were attempted. Early results were less than favorable and caused dissatisfaction in the rural population who chaffed under overbearing bureaucrats who skimmed their yields to sell on the black market. Al&#039;mari Hadii attempted to break this up shortly before his assassination. Njadrasanukii Hadii took his brother&#039;s project on and allowed more freedom to the peasants while adopting modern human farming equipment offered by NanoTrasen. Mechanized agriculture is a growing phenomenon in the republic’s territory.&lt;br /&gt;
&lt;br /&gt;
While the People’s republic territory includes several different regional cultures, it is possible to find common culinary traditions among its population. Bread, baked with flour produced from a variation of the Blizzard Ears, is considered an essential part of a worker’s breakfast. Salt-cured Fatshouters’ meat also has been introduced widely, facilitated by the recent advances in livestock husbandry techniques. Canned food and alien goods are a common sight in republican cities, imported by Solarian companies or NanoTrasen. The technological advances provided by the revolution allowed the population to have contact with more exotic dishes, besides granting more freedom of creation to Tajaran chefs, now that electricity and refrigeration are not only restricted to the nobility.&lt;br /&gt;
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=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zkah&#039;nkowa:&#039;&#039;&#039; a canned variety of the Fatshouter Bloodpudding, known for its low-fat content and lighter color. It was created shortly after the First Revolution to ease the food shortage after the conflict. Its low cost and nutritious value allowed it to become a staple of the Hadiist diet. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rikazu:&#039;&#039;&#039; small pies, often hand-sized, usually made by folding dough overstuffing of fruit and cream cheese; commonly served hot. The simple preparation makes it a fast favorite, and the versatility of the ingredients has gained its favor with Tajara of all creeds. Different variations of Rikazu pop up all over Adhomai, some filled with meats, or vegetables, or even imported ingredients, like chocolate filling.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sarmikhir:&#039;&#039;&#039; a fat sour-tasting cream made from Fatshouters&#039; milk. Sarmikhir is mainly used as a spread; Adhomian bread is habitually consumed with it during the Hadiist breakfast. The cream is also used as a condiment and blended with salads and soups. Sarmikhir is sold at room temperature in cans or wrapped in foil.&lt;br /&gt;
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=== Notable Beverages ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Victory Gin:&#039;&#039;&#039; considered the official drink of the People&#039;s Republic of Adhomai, Victory Gin was created to celebrate the end of the revolution. It is commonly found in NanoTrasen’s stations, due to a contract that allows the government to supply the corporation, and in the Tajaran communities of Tau Ceti. The destruction of Victory Gin&#039;s bottles and reserves was widespread when Republican positions and cities were taken by the opposition as the drink is deemed by many as a symbol of the Hadiist regime.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hro&#039;zamal Soda:&#039;&#039;&#039; a soft drink made from the seed&#039;s powder of the Hro&#039;zamal Ras&#039;Nifs, a plant native to [[Hro&#039;zamal]]. While initially consumed as an herbal tea by the colonists, it was introduced to Adhomai by the Army Expeditionary Force and transformed into a carbonated drink. The beverage is popular with factory workers and university students because of its stimulant effect. Much of Hro&#039;zamal&#039;s agriculture was switched to planting the crops needed to supply soda production.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khlibnyz:&#039;&#039;&#039; a fermented beverage produced from Adhomian bread. Herbs, fruits, and tree sap can be added for flavoring. It is considered a non-alcoholic drink by Adhomian standards because of its very low alcohol content. Khlibnyz was mainly consumed by peasants during pre-contact times and is still very popular with the Hadiist rural population. Communal farms brew their own Khlibnyz and sell it to the government for distribution. The drink was involved in a controversy when the People&#039;s Republic tried to export it to human colonies as a soft drink, unaware of the alien standards.&lt;br /&gt;
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=== Military Nutrition ===&lt;br /&gt;
&lt;br /&gt;
The republican army is the best equipped among the warring factions of Adhomai, being supplied by NanoTrasen and other outworld supporters. Canned goods and modern rations are issued to all branches of the Republic’s military. Native field meals are composed of salt-cured Fatshouters’ meat, bread, and Victory Gin, while imported ones are generally found in the form of LiquidFood rations, a less than popular alternative manufactured by NanoTrasen.&lt;br /&gt;
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== Fashion ==&lt;br /&gt;
&lt;br /&gt;
Having direct and friendly contact with humanity, The People&#039;s Republic of Adhomai has been the most influenced by the spacer fashion. The most known is the &amp;quot;assistant jumpsuits&amp;quot; which directly inspired the design of factory overalls, the plight and low pay of the assistants are close to the hearts of Hadiist Tajara and their Republic. However, outside of work attire, the Republic has attempted to quell humanization, preferring and encouraging simple and natural colors for civilians, hoping to stifle any thoughts that someone&#039;s neighbor has it better than them. One interesting rise is in the nylon industry. Nylon being stretchy, accommodating, see-through yet very warm makes it the perfect wear for any Tajara, mainly soldiers and dockers who spend hours outside in the cold biting environment.&lt;br /&gt;
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Tail adornments have recently become very unpopular, being quoted as &amp;quot;Reminder of the shackles the Njarir had on us&amp;quot;, yet still the younger Tajara who do not remember the rebellions have taken a liking to these. Piercings are also popular with the youngsters, who have observed this behavior from humans. Curiously it has also become common among soldiers and outlaws who pierce their skin with gold, silver, or coinage. This way one can hide a substantial amount of money under their fur.&lt;br /&gt;
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== Music ==&lt;br /&gt;
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The music in the People’s Republic of Adhomai typically deals with patriotic themes; focusing on the political struggles of the Tajaran people and the great accomplishments of the Party and President Hadii. While folk instruments are still widely present, it is not uncommon for alien techniques to be used in musical productions. Artists can only perform in public areas and publish their works with the express approval of the government. Censorship is a common obstacle that many producers encounter. [[Notable Tajara#Yasmin Piaf|Yasmin Piaf]] is one of the most famous Republican artists.&lt;br /&gt;
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Hadiist war songs during the first years of the second civil war used to boast about their technological and numerical superiority, claiming that the rebels would be swiftly crushed. During the later stages of the conflict; the theme quickly changed to call for the steadfast defense of the Republican lands and the preservation of their nation before the advancing enemy. &lt;br /&gt;
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=== National Anthem ===&lt;br /&gt;
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The current People&#039;s Republic&#039;s national anthem was chosen shortly after the ascension of President Hadii to power. The song portrays Malik&#039;s rule as reinvigorating and as the rightful continuation of Al&#039;mari&#039;s government.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;State Anthem of the People&#039;s Republic of Adhomai&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
The flag is moving in the morning sky,&lt;br /&gt;
With our first step as important as the winds,&lt;br /&gt;
Do they hear the winds, rustling again?&lt;br /&gt;
The winds of mighty attacks!&lt;br /&gt;
&lt;br /&gt;
And our march is going on again!&lt;br /&gt;
And the heart is uneasy in our chest,&lt;br /&gt;
And the Republic is young again!&lt;br /&gt;
And the youth of Hadii are young again!&lt;br /&gt;
Now our march is going on again!&lt;br /&gt;
And the Republic is young again!&lt;br /&gt;
And the youth of Hadii are young again!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t wait on mercies from the Sun!&lt;br /&gt;
Don&#039;t spare their lives for truth!&lt;br /&gt;
In this life, comrades,&lt;br /&gt;
We have our own truth!&lt;br /&gt;
&lt;br /&gt;
There are heat and snow in this world,&lt;br /&gt;
The world is young and rich,&lt;br /&gt;
The youth of Hadii is with them!&lt;br /&gt;
Onwards!&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
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Literature in the People’s Republic is heavily regulated and influenced by the Party. To secure government control over the field the &#039;&#039;&#039;Tajaran Union of Writers&#039;&#039;&#039; was established, an organization responsible for dictating the writing norms and acceptable contents of any book. All texts must be approved by the Union before being published, as publishing a work without official permission is considered a crime punishable with imprisonment. The government maintains a long list of banned works, that mostly includes pre-contact books and anything conflicting with the Hadiist’s values. Possession of banned texts is penalized with detention and re-education classes.&lt;br /&gt;
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The current Party-supported school of literature is known as Hadiist Realism. This movement focuses on the condition of the Tajara people, the Republican struggle against the other two factions, and rebel stories from the First Revolution. Writers must portray the common Tajara as a heroic individual guided by the Party. Despite the support of the state towards literature, it has only found some moderate success within the urban population. Rural Tajara still see books with suspicion due to their association with the nobility.&lt;br /&gt;
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=== Notable Books ===&lt;br /&gt;
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*&#039;&#039;&#039;Hadiist Manifesto:&#039;&#039;&#039; a political document supposedly written by Al’mari Hadii after the First Revolution. It is regarded as the foundation of the Hadiist Ideology. It presents an analysis of the Tajaran situation post-conflict and how they could secure their future in the galaxy. Its reading is mandatory in all Republican schools and copies can be found in most homes and public buildings. &lt;br /&gt;
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*&#039;&#039;&#039;The Tajara Without Sun:&#039;&#039;&#039; a self-published alternate history novel, set in a world where the People’s Republic won the Second Revolution. The book depicts a dystopian Adhomai under the totalitarian rule of President Hadii; a future where all aspects of life are fully controlled by the Hadiist Party. Due to rampant industrialization, the skies are covered by black smog that blocks any sunlight from reaching the planet. The work is famous for a scene where President Hadii orders the cyborgification of all Zhan-Khazan Tajara. Due to its criticism of the Party, the book is banned. Its author is currently unknown; their real identity is subject to much speculation. Copies are commonly found in the black market or in the hands of Non-Republican Tajara.&lt;br /&gt;
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*&#039;&#039;&#039;Summer Comes to Adhomai:&#039;&#039;&#039; a Hadiist Realist novel set during the First Revolution. The book tells the story of a young Hharar farmer involved in the revolt against the nobility. Later in the story, the protagonist encounters the forces of Al’mari and joins his army in his conquest of Adhomai. The text praises the bravery of the revolutionaries and depicts Hadiism as the inevitable outcome of the Revolution.&lt;br /&gt;
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== Television ==&lt;br /&gt;
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Television is one of the most popular forms of mass media in the People’s Republic, owing to the Tajaran traditions of theater and oral storytelling. All channels are currently under the strict control of the government. While a majority of the programs are Adhomian-made, few select alien shows are allowed after passing by the Party-approved editing and translation. Television is considered a powerful propaganda tool by the Hadiist Party. Soap operas, films, and news are made to teach republican ideals and reinforce President Hadii&#039;s cult of personality. Actors are selected for their roles depending on their standing with the Party. &lt;br /&gt;
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Telenovelas are well received by the Republican audience. Hadiist shows are usually focused on the daily Tajaran life and period pieces set during the First Revolution. PRA television is infamous for interrupting the regularly scheduled programs to broadcast President Hadii’s speeches. &lt;br /&gt;
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=== Notable Shows ===&lt;br /&gt;
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*&#039;&#039;&#039;Comrade Rafama and Friends:&#039;&#039;&#039; an animated series aimed towards the younger audience. This shows attempts to teach the principles of Hadiism through characters based on Adhomian animals. The protagonist, Comrade Rafama, is the embodiment of the ideal Hadiist citizen; he and his many friends are always eager to apply the teachings of the Republican ideology to resolve any problem that they may come across. The cartoon’s popularity outside of Adhomai exploded after the introduction of Cool Schlorrgo; a character meant to represent the PRA loyalist forces in Hro’zamal.&lt;br /&gt;
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*&#039;&#039;&#039;Midnight in Shastar City:&#039;&#039;&#039; a spy-thriller series focusing on the life of Comrade Konon, a fictional PSIS agent going undercover in the Adhomai Liberation Army. The show follows a rigid format where the protagonist is involved in a different operation every episode, ends trapped in a death-and-life situation, and then escapes using some kind of ingenious gadget or makeshift solution. &lt;br /&gt;
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*&#039;&#039;&#039;Tears on the Snow:&#039;&#039;&#039; one of the longest-running Adhomian telenovelas, it is focused on the history of a Tajara family through modern Tajaran history. The plot started with the first revolution and is currently situated in the period after Al’mari’s death. The show is known for its large cast of characters and over-the-top dramatic situations.&lt;br /&gt;
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== Radio ==&lt;br /&gt;
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Radio has a long history with the People&#039;s Republic, as it was widely used by rebels during the First Revolution. While it is quickly losing ground to television, it is still popular with the rural population. In a similar manner to other mass media outlets, the radio is heavily regulated and censored. All major stations are controlled by the People’s Republic and serve as propaganda vehicles for the Party. Amateur radios are allowed to operate after acquiring the proper license, but their channels are closely monitored by the Secret Service. Several jamming stations were built to prevent Hadiist citizens from listening to broadcasts made by the other Adhomian states. Number stations are common in the People&#039;s Republic, some have clear goals, like counting the time until curfew, while others&#039; intended purposes remain unclear.&lt;br /&gt;
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Outside of Party endorsed music, radionovelas stand out in the Republican radio scene. Spy thrillers, war stories, and melodramas are the most prevalent genres in these shows.&lt;br /&gt;
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=== Notable Radio Stations ===&lt;br /&gt;
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*&#039;&#039;&#039;The Voice of the Tajaran People:&#039;&#039;&#039; the national network of the PRA, focused on the political life in the country. It is considered the major source of news about the country and outside affairs on the radio. President Hadii is known to transmit all of his speeches through this channel. It is a tradition in communal farms for Tajara to gather around the radio to listen to what their leader has to say every afternoon.&lt;br /&gt;
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*&#039;&#039;&#039;KGTW-11:&#039;&#039;&#039; a radio station geared towards music and other sources of entertainment. Sports, fashion, television shows, and more are discussed by the hosts. Despite the seemingly apolitical nature of this channel, they are also under constant vigilance by the secret police in case they transmit any anti-Hadiist message. Yasmin Piaf is the main star of this network.&lt;br /&gt;
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== National Holidays ==&lt;br /&gt;
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The Party maintains its own set of state-approved holidays to be celebrated by the citizens of the Republic. Even in the harshest years of the war, these holidays were celebrated in full extravagance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Establishment of the People’s Freedom and Memorial Day (March 4th):&#039;&#039;&#039; also known as Victory Day, this PRA holiday is centered around the founding of the People’s Republic of Adhomai following the First Revolution. It begins with a President’s speech congratulating the loyal citizens of the republic for keeping up their ideals bestowed by the revolutionaries and the Party. Ceremonies are held in cities in respect to the various heroes of the Republic and Al’mari Hadii, who is given a full memorial in the form of a state funeral service in a square before the Steeple in Nal’tor. Military parades to show off the Republic’s advancements and might are held within major cities. The Social Harmony Committee of D6 hosts their own ceremony and parade with PRA veterans in front of the Hadii Living Complex.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Presidential Honoring and Respect Anniversary (May 30th):&#039;&#039;&#039; held on President Njadrasanukii Hadii’s birthday (unofficially known as President’s Day) this holiday had only officially become one at the beginning of the Second Revolution. When President Hadii’s cult of personality grew into the power that it is today, he had seen fit to declare his own birthday a holiday within the PRA. During this day, a lengthy ceremony is held in the capital to celebrate President Hadii’s guidance of the PRA into the future and prosperity. This ceremony includes performances from the Grand People’s Army orchestra, personal accounts from military officers on President Hadii’s great leadership, and stories from the older generations who speak highly about how Hadiism improved Adhomai. D6’s party halls fill up during this time to screen recordings of the ceremony. Normally, to make full use of their payments, the organizers of these screenings hold dances afterward.&lt;br /&gt;
&lt;br /&gt;
==Hadii&#039;s Youth Clubs==&lt;br /&gt;
&lt;br /&gt;
Hadii&#039;s Youth Clubs are a recent reorganization by the current Minister of Education, Kalim Khazdar, of the much older Youth Brigades.  After the armistice was signed, it soon became clear that the war-oriented Youth Brigades were no longer suitable for the young citizens of PRA. Thus Hadii&#039;s Youth Clubs were established, focusing more on education, good manners, and proper political behavior. Children from ages three to seventeen can enroll in a youth club, with the youngest members often being given to the care of the girls in the clubs.&lt;br /&gt;
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Members of these clubs are easy to spot due to their uniforms. The boys are equipped with blue shorts, or pants during winter, white shirts, and bright orange cravats. Meanwhile, the girls are required to wear blue skirts, white long-sleeved shirts, and bright blue cravats. This uniform is a carry-over from the Youth Brigades, with one exception being the color of the shirt as it was changed from red to white. Children in these clubs often try to collect &amp;quot;good deeds&amp;quot; into their assigned logbooks. These deeds range from carrying groceries to the old, visiting an industrial powerplant, or conducting a course in political mannerisms. This of course isn&#039;t the only activity, as they are often given free time to play team sports, hike, or engage in &amp;quot;Pretend War&amp;quot;.&lt;br /&gt;
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The HYC is self-organized, with a civilian Party member being able to function as an overseer. Thanks to this change, even the most remote places are now able to provide their kids with after-school activities. Still, certain seniority exists, as the biggest HYC groups are pre-established and reorganized Youth Brigades, with most members still consisting of previous Youth Brigadiers. Notable youth clubs include; Young Ras&#039;neers, Nal&#039;Tor Volunteer Youths, and the controversial Rhazar Mountaineers, composed entirely of settled Rock Nomad children.&lt;br /&gt;
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== Sports ==&lt;br /&gt;
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The PRA shortly after its establishment quickly began to rewrite and re-interpret the rules and ways Tajara played sports. Much of the old nobility’s games were remade to serve the wider Tajara people. Men and women in parks played board games replicating the conquest of Adhomai, farehal loops were made in playgrounds for children to play in, and mahmrro clubs were founded and started underneath the Hadii authority. Nowadays the state has a vested interest in promoting games to youth. Especially with increasing urbanization, [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?do=findComment&amp;amp;comment=157462| programs] were initiated to promote activeness in children to not just keep them fit but away from unwanted or illegal activities. Sports are taught to all Republican children as not a way to compete but to work with others. Tournaments do not have winners or champions and all players are congratulated for their participation. &lt;br /&gt;
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Farehal is considered a child’s sport in the PRA. Board games became a big trend in the interwar period and saw the creation of several tabletop games, many of which also drifted into Little Adhomai. Mahmrro clubs in the PRA are run by the state as a means to encourage physical fitness in the population. Such examples are the Hadiist Youth clubs. There are no private clubs and what national teams there aren’t on the basis of any city or region but instead army branches and government ministries. The most well-known teams are the Republican Army Artillerymen, composed of veterans from the Army; The Ministry of Education Club, made of physical fitness teachers; And the Intelligence Services MC, a club for members of the PSIS. Other teams include the Naval MC, the MC Kosmosnaut, and the Ministry of Technology MC, which are considered the worst due to their low win/loss ratio. &lt;br /&gt;
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== Crime ==&lt;br /&gt;
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Crime in the People&#039;s Republic usually takes the form of bribery, smuggling, and paper forgeries. Violent crime is relatively uncommon and is harshly oppressed by the Hadiist police force. Because of its oversized and Party dominated bureaucracy, governmental corruption is widespread. The criminal underground is dominated by groups focused on forging documents and running illegal goods. Many Party members are involved in these organizations; authorities commonly obtain a share of their profits by turning a blind eye to their activities. This situation is known to the high echelons of the Party, but they prefer to only interfere when it aligns with their own motives.&lt;br /&gt;
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Speaking against the Party, preaching any other ideology besides Hadiism, possessing unauthorized literature, and lying to Party members are among some of the political crimes that can earn anyone a hefty sentence. The persecution of dissidents is under the responsibility of the People&#039;s Strategic Intelligence Service. While the death sentence is generally reserved to members of the Party, victims of purges, or for those suspected of working for other Adhomian powers; most political prisoners are re-educated and later released.&lt;br /&gt;
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Both common criminals and political dissidents are sent to the same prisons without any separation. This practice is done to promote conflict between both factions to prevent coordination among the convicts.&lt;br /&gt;
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= Economy =&lt;br /&gt;
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The People’s Republic of Adhomai uses Adhomian Knuckle and the Biesel Standard Credit as its main currencies. Out of all Tajaran currencies, the Hadiist Knuckle is currently the most valuable one. Its banknotes are stamped with images of notable Tajara, with President Hadii&#039;s visage being the most common one. Commander Nated was once present in early print runs, but most notes bearing his image have been collected by the government; the few pieces that survived are considered valuable collector&#039;s items.&lt;br /&gt;
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The Biesel Standard Credit is accepted everywhere in the People&#039;s Republic. This currency is used mainly by the megacorporation and the government. As part of a deal with the Sol Alliance, which was later ratified by the Republic of Biesel following the breakdown of relations, the Hadiist government can print a limited number of Biesellite credits.&lt;br /&gt;
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Despite being largely rural, the People’s Republic is the faction with the most industrialized economy. While the majority of vital industries are controlled by the government, small private enterprise is still possible in a select number of the sectors, as long as governmental permission is granted. The presence of NanoTrasen in the PRA territory is another important factor in the Republican economic success, as the mega-corporation offers countless opportunities to the Tajaran population, besides the growth stimulated by their operations.&lt;br /&gt;
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National factories answer directly to the government and have Party assigned overseers who decide how to run the production. The typical factory employs assembly lines and simple industrial robots, allowing the People&#039;s Republic to make use of their cheap labor and growing educated population. Fully mechanized plants have started to happen in high-tech areas such as the city of Al&#039;marii. Industry owned by megacorporations is run as the owner sees fit without any real interference from the government. &lt;br /&gt;
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The Hadiist industry consists mainly of a large heavy sector supplemented by a sizable light industry. The People&#039;s Republic specializes in producing heavy machinery and processing the natural riches of Adhomai. Consumers&#039; goods are known to be very reliable and simple; most luxurious products are usually supplied by megacorporations. Thanks to the Hadiist investments in research, the technology industry in the PRA is one of the fastest-growing fields. &lt;br /&gt;
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Hadiist agriculture is organized into collective farms. These farms are administered by councils of local Party members who act as managers who oversee the work for the season and send reports and requests to the central government in Nal&#039;tor. The Party gathers all of the information provided by the farming councils - and all other economic data - and processes them through an older generation Artificial Intelligence, known as Aparhatchyk, purchased from the Republic of Biesel in 2459.&lt;br /&gt;
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The government sends out directives to the farms, telling them to grow various crops and send requested equipment or additional labor power. The farmer councils then work to implement given orders locally. They also do not compete with other regions. There is always a diverse yield produced every season, and communal farms enjoy low work hours and high mechanization. However, while it may be fulfilling to many, this simple life leads Tajara with a yearning to achieve more in life, or escape the rigid conservative life on the farm, to filter into the cities and then into space to find adventure in the greater galaxy.&lt;br /&gt;
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Several welfare programs exist in Republican states. A common sight in the cities is communal apartment complexes with no rent, allowing the poorest urban dwellers to have a residency when they are unable to pay their bills. The life inside of those accommodations is devoid of luxuries, as they are built with low-cost materials and can house many families at once.&lt;br /&gt;
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= Religion =&lt;br /&gt;
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The People’s Republic of Adhomai possesses no official religion, as it is a secular state by its constitution. Most of the population identify themselves as followers of the S&#039;rand&#039;marr Worship or the Ma’ta’ke pantheon. Irreligious and atheists tendencies are growing each day, as many Hadiists consider the traditional religions as fictitious chains created by the old Njarir masters to control their serfs. &lt;br /&gt;
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Despise being in the territory of the PRA, the holy city of Sana Sahira enjoys a large degree of freedom from the centralized authority of the state. Foreign missionaries are permitted in the Republican territory, but their activity and presence are closely monitored by the authorities.&lt;br /&gt;
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= Language =&lt;br /&gt;
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Siik’maas is recognized as the official language of the People’s Republic of Adhomai, used in all official documents and taught in schools. The use and learning of other Tajaran languages are discouraged by the education system that works to establish a single universal tongue for all of its population. Siik&#039;tajr is used exclusively by the military and is not allowed to be taught to non-active military personnel. Speaking and teaching Delvahhi, Ya&#039;ssa, or Nal&#039;rasan as a People&#039;s Republic citizen is currently a crime. For children, it is child abuse as the state argues that these languages perpetuate negative cultural values and lead to worse lives for children. For adults, speaking these languages is considered harassment and teaching is incitement to crime. Heavy fines are used to enforce this and on repeat offences criminals may face prison time. Human languages do not face similar punishments as they are deemed important to Tajaran economic success abroad.&lt;br /&gt;
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= Regions =&lt;br /&gt;
[[File:Internaldivisions-pra.png|300px|thumb|A map of the People&#039;s Republic&#039;s regions.]]&lt;br /&gt;
== Nraz&#039;i Basin ==&lt;br /&gt;
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Protected by the eponymous mountain range, the Nrazi&#039;i Basin is the home of the Hadii Dynasty. Rebuilt in the image of a perfect Al&#039;mariist society after the First Revolution, the Basin is a land of planned cities, rocket launch sites, and strict order. The region concentrates the majority of the PRA&#039;s technology industry and laboratories. Its inhabitants are considered to be the devout Hadiists; years of indoctrination and propaganda succeeded in creating a loyal population. Due to its status as the jewel of the nation, the People&#039;s Republic is willing to do anything it takes to stop its enemies from ever touching the Nrazi&#039;i Basin.&lt;br /&gt;
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== Ras&#039;nrr Heartlands ==&lt;br /&gt;
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The Ras&#039;nrr Heartlands, also known as Adhomai&#039;s breadbasket, is home to the thousands of communal farms responsible for the majority of the agricultural production in the People&#039;s Republic. Lying in the shadows of the Nraz&#039;i mountain range, the Heartlands is an idyllic paradise amidst the ever-growing urbanization. Since the end of the First Revolution, Central Ras&#039;nrr maintains its rural tradition without forfeiting modernity; tractors, complex irrigation systems, and chemical fertilizers are widely diffused. Because of its large forest, the northern areas of the Heartlands have a thriving logging business. Its population has the fame of being rustic, but politically active, Hadiists. The communal farms are one of the few forces in the People&#039;s Republic able to negotiate with the Party on near equal grounds.&lt;br /&gt;
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== East Ras&#039;nrr ==&lt;br /&gt;
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East Ras&#039;nrr is the most populous and wealthy area of the People&#039;s Republic. Boasting a well-developed infrastructure and industry, the region plays an important role in supplying the rest of the continent; all kinds of goods quickly flow through its rails and roads after leaving the assembling lines. Thanks to the capital of Nal&#039;tor, East Ras&#039;nrr has plenty of contact with the overall galactic community. Alien products and media - as long they have been approved by the Party - are readily available to the inhabitants of the region. Despite this cosmopolitan nature, the Holy City of Sana Sahira stands in the south as a reminder of the Tajaran traditions.&lt;br /&gt;
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== Rhazar Mountains ==&lt;br /&gt;
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The Rhazar Mountains and its surrounding areas are famous for their abundant mineral riches. Entire towns and villages are dedicated to mining. Tons of ores are brought to the local foundries before being carried to be processed by the factories in East Ras&#039;nrr. Because of its vast deposits of rare-earth elements, the Rhazar Mountains are essential to maintain the ongoing Hadiist&#039;s technological development. Communal farms are also found on the prairies east of the mountain range.&lt;br /&gt;
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= Major Cities =&lt;br /&gt;
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*&#039;&#039;&#039;Nal&#039;tor:&#039;&#039;&#039; the capital of the People’s Republic. It is the most populated city in Adhomai, being the cultural, financial, and political center of the country. Nal&#039;tor is considered modern and industrialized by Adhomian standards; it is the place where a Tajara can have the most contact with aliens and new off-worlder technologies. Despite the relatively low crime rates, its inhabitants are under constant surveillance by the police and the intelligence agency. It is home to the largest shuttle port on the planet. Attractions include the very active nightlife, Tajaran Electro-Swing clubs, and museums. The city is known for being the site of the now-destroyed Steeple, which is currently being replaced by the Palace of the Free Tajara. This building will be the tallest freestanding structure in Adhomai when completed. The [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]] is among one of its most famous academies.&lt;br /&gt;
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*&#039;&#039;&#039;Tampiska:&#039;&#039;&#039; an industrial hub focused on the production of heavy machinery and automobiles. The city suffered greatly during the second revolution, being the stage of intense urban warfare between the Republican Army and the Adhomai Liberation Army. The Armistice has allowed Tampiska to recover, giving it the chance to return to its old productive days. The city contains vital roads and railways linking Nal’tor to the rest of Ras&#039;nrr, making it a major strategic point. Main attractions include memorials related to the Tajaran civil wars and its many train stations. &lt;br /&gt;
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*&#039;&#039;&#039;B&#039;urr:&#039;&#039;&#039; an important harbor town on the coast of southern Ras&#039;nrr. The city was once captured by the Adhomai Liberation Army during the Second Civil War and briefly renamed P’urr. Famous for its busy ports, where most of the coastal trade flows before being distributed through railroads. The settlement also has high crime rates, with shady figures wandering between its warehouses and docks during the night. The main Republican submarine base can be found in B’urr. The city is home to marinas and historic lighthouses.&lt;br /&gt;
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*&#039;&#039;&#039;Mal&#039;jor:&#039;&#039;&#039; a city built on the principal chokepoint dividing Ras&#039;nrr. It is heavily defended by several military bases. The settlement was occupied by the rebel forces during most of the war until it was liberated in the final year of the conflict. A mining town exists close to the garrisons, with most of the population being employed in the prospecting business or the service sector. The entrance to Adhomai’s longest cavern, the Kurguzov Cave, can be found south of the city. Its tunnels spread further into the Rhazar mountains, with various areas still being left unexplored.&lt;br /&gt;
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*&#039;&#039;&#039;Orul:&#039;&#039;&#039; a city located around the fertile lands of northern Ras&#039;nrr. It remained under the control of Hadiist forces during the entirety of the war, avoiding any kind of destruction. While relatively underpopulated, it is frequently visited by the farmers of the region. Foodstuff is brought from the communal farms to Orul, where most of it is shipped to the rest of the Republic. The city lacks the presence of any industry or any major urbanization; it is considered an idyllic tourist attraction where Tajara can visit to escape the hectic metropolitan life found in the big cities. Azubarre is the patron god of Orul.&lt;br /&gt;
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*&#039;&#039;&#039;Zatushka:&#039;&#039;&#039; a city located close to the vast forest of northern Ras&#039;nrr. It is renowned for its logging and woodworking tradition. Due to the supply of high-quality wood, numerous artisans and industries have taken up residence on Zatushka. Furniture made here is known to be of high quality and is prized everywhere on Adhomai. The city was controlled by the Liberation Army during most of the civil war, resulting in heavy devastation during its capture in the last moments of the conflict. Dhrarmela is the patron god of Zatushka.&lt;br /&gt;
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*&#039;&#039;&#039;Nazira:&#039;&#039;&#039; one of the oldest Tajaran settlements, resting on the shadow of Adhomai’s tallest mountain. Nazira is on the doorstep to Sana Sahira, serving as a stop-off point to pilgrims and priests. Several inns, hotels, and restaurants exist to serve the constant influx of travelers. Shops selling religious objects, such as icons and amulets, also play a big role in the local economy. The city is home to the oldest surviving S&#039;rand&#039;marr temple in Adhomai, the Temple of the Holy Blessed Suns, with its main structures and reliquary dating back to the Immigration Period.&lt;br /&gt;
[[File:Pranuclearplant.jpg|300px|thumb|A nuclear plant in the city of Al&#039;mari.]]&lt;br /&gt;
*&#039;&#039;&#039;Al&#039;mari:&#039;&#039;&#039; the ancestral land of the Hadii dynasty. It holds an important cultural significance for the People&#039;s Republic as the cradle of Hadiism. The city houses various museums dedicated to the first revolution and monuments praising the achievements of the PRA and its heroes. The town underwent reconstruction after the first civil war; it was rebuild following the principles of Republican architecture and meticulous urban planning. Al&#039;mari is the national center of technological development, supported by high-tech industries, state-run laboratories, and the presence of the space program. The [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] and [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] are among the city&#039;s most prestigious learning institutions.&lt;br /&gt;
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*&#039;&#039;&#039;Fort Hadii:&#039;&#039;&#039; a town that can be better described as a massive military complex. Originally a fortress meant to protect the Hadii&#039;s lands, it evolved into a robust system of bases, defenses, and garrisons along the northwest section of the Nraz&#039;i mountains. Its military academies prepare aspiring officers to lead, while its training camps prepare conscripts for the realities of war. PSIS agents are supposedly indoctrinated in some hidden compound in Fort Hadii. The civilian population is composed of the family members of the personnel stationed in the base and of those working to supply and offer services to the military presence.&lt;br /&gt;
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*&#039;&#039;&#039;Castle Vladis:&#039;&#039;&#039; once the site of an abandoned fortress, the island of Vladis was chosen to be the site of the PRA’s first maximum-security prison: the Try&#039;urma Penitentiary. Due to its isolated position and turbulent waters; the institution has the fame of being inescapable. Common criminals, dissidents, and political prisoners are sent to Try&#039;urma; those who are sentenced to it are rarely seen again. A military base and a small settlement are also present. The inhabitants of the town are the few civilians that are employed in the operations necessary to the maintenance of the government facilities. &lt;br /&gt;
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*&#039;&#039;&#039;Chaniska:&#039;&#039;&#039; the last bastion of the People’s Republic in Amohda and a naval base on the southern region of the island. During the war, the vast majority of the native population fled to escape PRA control, leaving the city abandoned. The Republican Army was able to halt any armies encroaching on the city. Now, the PRA promotes [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?do=findComment&amp;amp;comment=147249 resettlement] of the area through a program to entice citizens displaced by the citizenship act to settle in Chaniska. The city is gradually being refilled, and the fishing and shipwright industry is expected to make a massive comeback as migration steadily increases. The area was the site of a tense military stand-off between the PRA and DPRA in 2463. While the DPRA eventually stood down, the rival armies of the two nations continue to glare at each other from their border fortifications. &lt;br /&gt;
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*&#039;&#039;&#039;Klipavayr:&#039;&#039;&#039; a mining town in the Rhazar Mountains. It is home to the largest military underground hangar in Adhomai: the Klipavayr airbase. Built into the side of the mountains, the base houses autogyro squadrons and their pilots. Bauxite extraction and aluminum production are staples of the local economy. Klavpavayr is also famous for the Sham-Rhazar - an interwar period resort built atop the summit of one of the nearby peaks. The building is exclusively used by Party members for social and political meetings.&lt;br /&gt;
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= Architecture =&lt;br /&gt;
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Hadiist architecture is divided into two notable styles: Interwar Art and Hadiist Classicism. &lt;br /&gt;
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Interwar Art, also known as Tajaran Futurism, emerged shortly after the First Revolution. This style was marked by the futuristic and hopeful spirit of the young Republic. Its main theme is the admiration for modernity and technology. Its major characteristics are smooth lines, geometric shapes, streamlined forms, and bright colors. While the first Republican buildings were built in this style, Interwar Art fell out of favor after the ascension of President Njadrasanukii Hadii. However, this style is still widely appreciated by the Tajaran community in Biesel.&lt;br /&gt;
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Developed by architects closely linked to the Party, Hadiist Classicism is an architectural style that emerged during the reconstruction of the city of Al&#039;mari. It is characterized by large buildings, rigid geometrical figures, small windows, solid concrete structures, and a monochrome palette. Its buildings prioritize function over form - the only suitable decoration are propaganda pieces exalting Hadiism. Hadiist Classicism is currently the most popular architectural style in the People&#039;s Republic of Adhomai.&lt;br /&gt;
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== Notable Monuments ==&lt;br /&gt;
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*&#039;&#039;&#039;Palace of the Free Tajara:&#039;&#039;&#039; planned after the destruction of the Steeple during the Second Civil War, the Palace of the Free Tajara is the current seat of government of the People&#039;s Republic. The Palace is the tallest freestanding structure in Adhomai, with a height surpassing 900 meters. Inaugurated in 2464, it was built with the help of megacorporations. Its main structure is heavily reinforced and a subterranean complex makes sure that the government will continue to work even if the Palace is seriously threatened. The building is overseen by Aparhatchyk, the Artificial Intelligence used in economic analysis; its software was updated and expanded to accommodate its new function by the Institute of Orbital Research. The Republican Guard is responsible for the security of the Palace. The building is also home to a museum dedicated to the history and feats of Hadiism.&lt;br /&gt;
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*&#039;&#039;&#039;Monument to the Fallen Revolutionaries:&#039;&#039;&#039; a war memorial and statue dedicated to the First Revolution&#039;s revolutionaries located in Tampiska. Inaugurated shortly after the end of the war, the monument depicts a rebel with a rifle staring towards Nal&#039;tor. A large stone tablet at the building base dedicates the memorial to the rebels who fought and died to liberate the city from the nobility. Because of its importance to the Hadiist and Al&#039;mariist causes, the monument was spared from the Second Revolution&#039;s destruction. Controlling the statue during the conflict was a matter of national pride; several soldiers died to capture and recapture the memorial.&lt;br /&gt;
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*&#039;&#039;&#039;Temple of the Holy Blessed Suns:&#039;&#039;&#039; situated in the city of Nazira, the Temple of the Holy Blessed Suns is the oldest known S&#039;rand&#039;marr temple. Built during the Immigration Age, the building is a large complex made up of several chambers, shrines, libraries, and churches. Thanks to its religious significance, it was spared by combatants during both civil wars. Proposals by the Hadiist Party to turn the temple into a museum proved to be unpopular with the public. Thanks to the effort to digitalize the church&#039;s archives, the Temple has public computers with access to its sacred texts.&lt;br /&gt;
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= Technology =&lt;br /&gt;
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The People&#039;s Republic of Adhomai is the leading force on Adhomai when it comes to technological advancement. Owing to their long history as the only recognized Tajaran government (until recently), the Republic enjoyed assistance from extrasolar entities such as the NanoTrasen Corporation. This has helped the Republic develop advanced medical care and weapons, but most of this advancement is centered around the urban centers in the Republic&#039;s territory. Rural areas are typically less well-equipped, and the cost of medevacing injured family members to large cities like Nal&#039;Tor is beyond the average farmer&#039;s budget.&lt;br /&gt;
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== Civilian ==&lt;br /&gt;
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Even the average Republican citizen enjoys the technological fruits of the PRA&#039;s labor. Automobiles are a common sight, even outside of the major population hubs. With advanced cold-resistant construction and snow tires, your local farmer&#039;s pick-up truck is more useful than the previous N&#039;hanzfu-driven carts. Sedans, vans, and large trucks are typical of civilian Tajara, and automobile sales spiked with the end of the war. Never before has the average Tajara citizen been able to enjoy the luxury of automated travel with such ease. Specially designed snow-piercing trains and underground rail systems are a staple and facet of modern urban PRA life. Investment into infrastructure has enabled the PRA to create a wide web of rail and bus systems.&lt;br /&gt;
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And, after a long day at work and riding public transportation, the typical PRA Tajara can return home to enjoy new advances in the field of telecommunications like their television set. Before the First Civil War, only the nobility had radios, and the populace had to rely on plays and other stage settings for entertainment. Now, not only are radios commonplace in almost every PRA household, but television sets are becoming even more popular. Each family is provided a television by the State, which can view up to at least thirty party-approved channels broadcasting everything from children&#039;s cartoons to the State news network. It is in this way that the People’s Republic is able to effectively disseminate propaganda to the masses and in some instances perhaps even spy on them.&lt;br /&gt;
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Electric stoves, coffee machines, blenders, food processors - so many appliances have been introduced to the Tajara household. One can regularly view commercials on the air directed towards the lady of the house, advertising the next useful kitchen gadget to make her life taking care of her family and husband all the simpler! And for the children, simple wooden toy blocks and animals have been steadily replaced by plastic action figures, electronic video game systems, and even kid-friendly science-oriented learning sets (uranium included). For most families living in large cities, their home life has been irrevocably changed thanks to the Republic&#039;s technological superiority.&lt;br /&gt;
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With their population booming from advances in medical care and home life, the PRA was forced to invest their money into agriculture and farming equipment as well. Tractors, tills, combines and other industrial farming mechanisms including auto-farms and culture-controlled greenhouses have supplanted and replaced the slow, old methods. Even small rural farmers no longer have to plant their crops by hand, as farming equipment is loaned by the government to ensure steady food production. A dying generation of old farmhands and ranch owners find their knowledge less and less useful to pass on as machine-assisted farmers outpace the yields of old.&lt;br /&gt;
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Computers are quickly becoming widespread in the People’s Republic following the armistice. Outside of already being a fundamental part of the state bureaucracy, personal terminals are making their way into the Hadiist homes. Communal farms above a certain crop yield are given a computer linked to the managerial Artificial Intelligence to manage their production.&lt;br /&gt;
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=== Notable Civilian Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;TAI-M1:&#039;&#039;&#039; a half-track, sedan-style car manufactured by the national automobile factories in Tampiska. Designed as a simple, cheap car to be mass-produced for the population during the interwar period. The initial plan of giving every Tajaran family an automobile was delayed by the Second Revolution; the constant fighting for Tampiska also interrupted much of the production. The project returned with full force after the Armistice. Able to withstand Adhomai&#039;s rough terrain and weather, the TAI-M1 is ubiquitous in PRA&#039;s urban and rural areas. &lt;br /&gt;
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*&#039;&#039;&#039;TAI-Volgydoh:&#039;&#039;&#039; an executive car designated for Party Members and government officials. The Volgydoh is more spacious and comfortable than the TAI-M1. Early versions were convertible; this feature was discontinued after the assassination of Al&#039;mari. These vehicles are only made in black color. Special models - powered by high-performance engines - are issued to the secret police. Due to the frequent use by the agents of the PSIS, these cars have been an almost constant target of bombing and sabotage attempts by the DPRA during the war, which lends them the nickname of &amp;quot;Coffin&amp;quot;. Mentions of the nickname warrant the charge of inciting terrorism.&lt;br /&gt;
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*&#039;&#039;&#039;Bryskavar Tractor:&#039;&#039;&#039; an experimental tractor powered by a miniaturized tesla engine. This prototype employs the same technology used by the tesla troopers. The tractor is larger than regular diesel models, but newer models are slowly being subject to improvements to fix this issue. The vehicle is currently being issued to communal farms as part of its testing phase. The initial prototypes were prone to random electric dischargers; another flaw that is being rectified by the Hadiist scientists. The People&#039;s Republic of Adhomai plans to apply this development to other vehicles.&lt;br /&gt;
&lt;br /&gt;
== Medical ==&lt;br /&gt;
&lt;br /&gt;
It is not only the military that has benefitted from PRA innovation. Whereas prior to discovery, the life expectancy of the average Tajara worker was around fifty years, now individuals living in hubs like Nal&#039;tor can survive even well into their eighties. A greater understanding of anatomy and medicines have enabled the Tajara people to live longer, healthier lives. Infant death has plummeted, and the production of numerous vaccines have rendered several diseases extinct. Tajara-specific medication is more easily and quickly synthesized, contributing to the decrease in the cost of drugs.&lt;br /&gt;
&lt;br /&gt;
These life-saving medical advancements are not easy for all PRA citizens to reach, however. The countryside and the rural families living there often have to rely on more traditional methods of healing. Midwives are still a common sight in small villages and towns, though local clinics have been bolstered by receiving technology second-hand. When large hospitals in the PRA upgrade their machinery or equipment, it is typical of them to send out their older models to the outlying medical facilities around the large cities. Your village doctor may not have access to the advanced body scanner or cryogenic cells found in Nal&#039;Tor hospitals, but your prospects are still brighter than before.&lt;br /&gt;
&lt;br /&gt;
The most recent advancement for PRA citizens is the production of prosthetics using similar technology as the Tesla Trooper corps. Many veterans of both the First and Second Civil War have had their amputated limbs refitted with these mechanical limbs Whereas previously most prosthetics were of alien design, expensive to import, and difficult for Tajara to integrate with, the Tesla Limbs were created exclusively with Tajara anatomy in mind, making it far simpler for disaffected veterans to make use of their new prosthetics. Tesla prosthetics are now available to the civilian population following an expansion of the program in 2462.&lt;br /&gt;
&lt;br /&gt;
== Military==&lt;br /&gt;
&lt;br /&gt;
Perhaps the largest gap between the three powers on Adhomai is one of military might; the People&#039;s Republic has the most advanced military and was the first state with the capability to launch its own ships into space. This gives them a significant advantage over the New Kingdom and the Democratic People&#039;s Republic as they can control the space around Adhomai without contest. The Orbital Fleet is a technological marvel achieved in conjunction with human scientists, who provided outside help in the Republic’s efforts to propel Tajara into the stars.&lt;br /&gt;
&lt;br /&gt;
Beyond the Orbital Fleet and the Kosmostrelki that protect the S&#039;rrendmarr system, the PRA was the first government entity on Adhomai to successfully field and maintain nuclear armaments. The most infamous deployment of these weapons was the bomb that atomized Quizosa, resulting in massive casualties. Since this incident and the galactic outrage it caused, the PRA has not used nuclear weapons again - but they have more missiles in storage, and the threat of nuclear fire has brought their enemies to heel in some small capacity.&lt;br /&gt;
&lt;br /&gt;
Veterans of the People&#039;s Republic are entitled to high-tech prosthetics as replacements for war wounds, a technology derived from the Republic&#039;s fearsome Tesla Troopers. The Republic has not shied away from the mechanical enhancement of its special forces teams, and the aforementioned Tesla Troopers are an example of this. The standard soldier is supplemented with cutting-edge firearms and armor, further empowering their performance in the field. With a great emphasis placed on laser weaponry, heavy armor, military exosuits, and weapons of mass destruction, the PRA military is a force to be reckoned with indeed.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
Unlike the other Adhomian factions, the Hadiist military has fully adopted automatic weapons. Their service rifle is the Tsarrayut&#039;yan rifle, a select-fire, automatic rifle. Laser weapons are usually used by high-ranking soldiers or special operatives. Regardless of advances in the small arms field, artillery is the Republican army’s main weapon and pride.&lt;br /&gt;
&lt;br /&gt;
Traditional Tajaran weapons, such as single shot and bolt action rifles, are widespread among the rural population. Those guns are primarily used for hunting or held as heirlooms from the First Revolution. Firearms are far less common in the urban centers, as they are associated with Party officials or gangsters. The purchase and carry of firearms require a permit issued by the government, with the exception being made to the members of the Hadiist Party and weapons that are considered family’s relics. Civilians can only acquire simple pistols, revolvers, and hunting rifles if they can prove a clear purpose for them such as hunting or defense of their shop. Party Membership allows citizens to acquire more powerful equipment, such as submachine guns.&lt;br /&gt;
&lt;br /&gt;
==== Notable Weapons ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Tui&#039;ad &amp;quot;Icelance&amp;quot; Laser Rifle:&#039;&#039;&#039;  a clumsy energy weapon of Tajaran design, recharged through cranking. Despite having far less capacity and accuracy than modern laser rifles, the Icelance has proved itself to be adapted to the less advanced battlefields of Adhomai, as charging stations and even electricity can be a rare commodity in the most remote areas of the planet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Adar&#039;Mazy Pistol:&#039;&#039;&#039;  mass-produced pistol issued to People&#039;s Republic officers, government officials, and low-ranking Party members. Known for its simple, cheap, and reliable design, this weapon is produced by nearly all weapon factories in the Republic. The Adar’Mazy is also found in the hands of Adhomai Liberation Army soldiers and commanders.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Nal&#039;tor Model Pistol:&#039;&#039;&#039;  given to Republican Commissars and high-ranking Party members, this bulky pistol is notable for its large caliber. Unlike the Adar&#039;Mazy pistol, only a single factory in Nal’tor is allowed to fabricate it; its design is kept as a state secret. Because of its rarity and status, the Adhomai Heavy Pistol was a sought-after war trophy by royalists and rebel forces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; Tesla Glove:&#039;&#039;&#039;  a tesla-based weapon created by the People&#039;s Republic of Adhomai as part of their Tesla Brigade program. The glove is a gauntlet capable of firing electricity arcs and shocking targets by touch; as it is powered by a miniaturized version of the Tesla Spine. Because of its long recharge time and unwieldy design, the glove is mainly used as an ancillary weapon.&lt;br /&gt;
&lt;br /&gt;
==== Notable Experimental Weapons ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nuclear Launcher:&#039;&#039;&#039; the People&#039;s Republic of Adhomai was the first Adhomian faction to master nuclear fission. Atomic weapons were used before in the Tajaran civil war, causing the annihilation of the military base of Quizosa. The nuclear launcher was created at the end of the second civil, by republican scientists as a way to deploy such destructive force while on the field. This firearm launches a miniaturized nuclear warhead capable of causing a controlled, but highly destructive, nuclear explosion. Due to its experimental and dangerous nature, this weapon never saw deployment, but several prototypes can be found in the republican arsenals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cybernetic Ha&#039;rron:&#039;&#039;&#039; created by the Ministry of Technology, the Cybernetic Ha&#039;rron is a heavily augmented animal. Its limbs are replaced with specially made tesla prostheses; protection plates, bullet or stab proof are grafted on its back, head, and abdomen; hydraulic cylinders strengthen its jaw&#039;s strength; and the eyes are replaced with night vision optics connected to the brain. Due to the increase in aggressiveness and a shortened lifespan, the Ha&#039;rron is kept in a drug-induced coma when not deployed. The cyborg hounds are currently being supplied to the People&#039;s Strategic Intelligence Service for testing.&lt;br /&gt;
&lt;br /&gt;
==== Notable Military Vehicles ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ha&#039;rron III:&#039;&#039;&#039; a main battle tank developed in the intermediate stages of the Second Revolution to replace the Mata&#039;ke Rafama II. Thanks to its simple design, good armor, firepower, and speed, the Ha&#039;rron III quickly became a mainstay of the Republican armored divisions. The tank is mainly used to accompany motorized infantry during operations. Plans were made to begin development on a Mark IV model after the war’s end, but those resources were instead moved by the ministry of technology to their mech designs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rhazar Mk. I:&#039;&#039;&#039; a heavy tank built in the late stages of the Second Revolution. Instead of being equipped with a traditional ballistic gun, the Rhazar has a laser cannon. While this weapon gave the tank hefty firepower, it could only properly operate when in proximity to powerlines. However, the Rhazar Mk. I was effective in defending the Hadiist core territories in the final moments of the war. Projects to replace the engine with a tesla generator are currently underway.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trid&#039;irra crawler:&#039;&#039;&#039; a mech created for the Division Experimental Exosuit. The Trid&#039;irra is a medium-sized crawler carrying artillery guns. Its main role is softening targets before the multipurpose vehicles of the Division EE can engage. Because it was never used in combat, the true effectiveness of the Trid&#039;irra remains unknown. Despite the investment in these new technologies, many Hadiist generals doubt that mechs can ever replace tanks.&lt;br /&gt;
&lt;br /&gt;
== Extranet ==&lt;br /&gt;
&lt;br /&gt;
The People’s Republic has been connected to the extranet since the end of the First Revolution. It has the largest population online in Adhomai. However, it is subject to censorship by the Party; the Extranet is closely monitored by the secret police for any subversive tendencies. Sites that contain Anti-Hadiist ideas, such as Al&#039;mariism and Royalism, are blocked. To cover the role of the banned domains, there are Hadiist-approved sites available to the public. Accessing the uncensored extranet is possible through illegal software or by being a full member of the Hadiist Party. The People’s Republic is rumored to be behind the countless bots that roam the extranet downvoting and reporting anti-Hadiist content.&lt;br /&gt;
&lt;br /&gt;
=== Notable Websites ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Square:&#039;&#039;&#039; the most popular social media in the People’s Republic. Square is a social network service that allows users to create their profiles to stay connected to their friends and family. It is also possible to share content and pictures through a news feed and albums. In order to sign up, citizens have to register their Republican ID. The website is rumored to be used by the state to acquire extra information about its citizens.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AdhomaiEye:&#039;&#039;&#039; the top search engine in the People’s Republic of Adhomai. AdhomaiEye is suspected of favoring Hadiist-aligned sources above popular or accurate results. Websites related to the other Tajaran factions are unlisted and searching blacklisted terms is considered a crime.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PRATopic:&#039;&#039;&#039; an online forum aimed at young PRA Tajara living abroad. Outside of discussing mundane subjects and media, PRATopic has a large political section dedicated to the spread and the defense of the Hadiist ideal. The forum produces propaganda, political theory, and general virtual content to indoctrinate the younger generations. The website is infamous for its very strict moderation.&lt;br /&gt;
&lt;br /&gt;
== Outsider Department ==&lt;br /&gt;
&lt;br /&gt;
The Outsider Department, officially called Department for Alternative Research, is supposedly a secret division of the Ministry of Technology tasked with researching parapsychology and other unexplained phenomena. Only known through rumors and leaked documents, the department was created by the orders of Minister Zhuldyz Hadii after the war. Tales claim that countless unethical experiments take place in subterranean laboratories in an attempt to unlock the secret of the Tajaran mind and soul. Self-proclaimed magicians and mystics are brought to have their abilities put to test; so far, nothing concrete was found. Thanks to a recent partnership between the Ministry of Technology and the PSIS, there is no shortage of test subjects for the Outsider Department. Only time will tell if anything will be ever found or the division will be purged due to its failures.&lt;br /&gt;
&lt;br /&gt;
= Government and Ideology =&lt;br /&gt;
&lt;br /&gt;
The People’s Republic of Adhomai is considered a presidential republic with a single-party system. The leadership and organization are extremely centralized, with all branches of the government and administration answering to the parliament and the president, Njadrasanukii Hadii. The president serves a twelve-year term while also having ample powers, such as being able to issue mandates or dissolve the parliament in cases of emergency. The Party of the Free Tajara under the Leadership of Hadii, also known as the  &#039;&#039;&#039;Parizahra Zhahrazjujz Tajara Akzatauzjauna Azahrazakahuz Hadii&#039;&#039;&#039;,  is the only and ruling party in the PRA, with its leader always being the elected president. They follow Hadiism as their main ideology, with the objective of securing the Tajaran freedom and place in the galactic community.&lt;br /&gt;
&lt;br /&gt;
Membership of the Hadiist Party is not open. For anyone to become a member, they must be approved by a committee that considers their qualifications and past. Government officials can grant honorary memberships, this is seen as nothing but an honor and does not grant any status or position that a regular Party member would have. Full members of the Party always work in government positions.&lt;br /&gt;
&lt;br /&gt;
== Hadiism ==&lt;br /&gt;
&lt;br /&gt;
Hadiism is an ideology characterized by strong centralized leadership, a one-party system, a rejection of the traditional Tajaran caste system, and the enforcement of a monolithic culture to replace regional identities. Its origins can be traced back to the First Revolution, but its current form was defined by Malik Hadii’s rise to power. Hadiism is extremely authoritarian and concentrates a large amount of power in the hands of the Party and its leaders. The cult of personality of the president is another key element to it; the supreme leader is the unquestionable guide for the entire nation.&lt;br /&gt;
&lt;br /&gt;
The caste system is seen as one of the main obstacles to the future of the Tajara people. It is considered an issue so ingrained in the Tajaran society, that it requires state intervention to solve. The Hadiist solution to this problem is the creation of an artificial unifying culture whose goal is the elimination of any kind of division between the population. This new ideal puts great emphasis on the collective over the individual and undying loyalty to the Party. The new Hadiist Tajara is eager to sacrifice himself for the good of their nation and would never question the decision of his superiors. The desire to break with the burdens of the past extends to the religion to the more radical Hadiists; renouncing one’s belief in the Gods is necessary to recognize that no higher power than the Party exists. While incompatible with the Hadiist ideals, racism is still widespread and is a great hurdle in the process of eradicating the heritage of the caste system.&lt;br /&gt;
&lt;br /&gt;
Hadiism is open to diplomacy with alien powers and is welcoming of megacorporations. In its vision, the Tajara should cultivate a prosperous and friendly relationship with the other species. However, Xeno cultural influence should be closely watched for it might clash with the Hadiist Culture.&lt;br /&gt;
&lt;br /&gt;
=== Schools of Thought ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orthodox Hadiism:&#039;&#039;&#039; the mainstream form of Hadiism, followed by the majority of the Party. Orthodox Hadiism follows closely the principles of the ideology without deviation. It is resistant to change and seeks to maintain the Party&#039;s rule over the Nation at all costs. Its main inspiration comes from the actions and doctrines established by President Hadii; Malik&#039;s cult of personality is found in its strongest form here.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Totalist Hadiism:&#039;&#039;&#039; even with the ever-present secret police, strict censorship, and other measures to suppress political dissent, some Hadiists believe that the Party should exercise greater control of the society. Totalist Hadiism proposes the total planning and organization of the lives of its citizens according to the needs of the State. The concepts of independence, self-realization, individualism, and personal desires must be forgotten for the sake of the nation; a Tajara&#039;s sole purpose is to dedicate themselves to the Hadiist state. This ideal condition can only be reached through the implementation of a non-stop overview and invasive vigilance. [[Notable Tajara#Headmaster Harrrdanim Tyr&#039;adrr|Headmaster Harrrdanim Tyr&#039;adrr]] is the main proponent of this ideology. It finds great support among the ranks of the People&#039;s Strategic Intelligence Service.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Visionary Hadiism:&#039;&#039;&#039; originated from the growing scientific community in the People’s Republic, Visionary Hadiism believes that rapid and radical technological progress is needed for the Hadiist society to reach its goals. The flaws of the Tajaran people can be corrected with the help of revolutionary technologies; science must be used to permanently transform the Tajaran condition. No price is too great during the march of progress, neither nature nor Tajaran lives should stand on the path to greatness. Safe and ethical research is seen as a pointless constraint. Accelerated industrialization of all sectors is dictated as necessary to guarantee the survival of Hadiism against its enemy. Visionary Hadiism advocates for the expansion of the space navy and the establishment of more colonies. Under their vision, the Tajara are destined to populate and conquer the cosmos. The introduction of widespread augmentation is also among its policies; cybernetics implants would erase the concept of disability and inequality from the face of Adhomai. [[Notable Tajara#Minister of Technology Zhuldyz Hadii|Minister of Technology Zhuldyz Hadii]] is the main proponent of this ideology. It finds great support among PRA’s researchers and the orbital fleet command.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Young Hadiism:&#039;&#039;&#039; made up of students and intellectuals, the Young Hadiists are the reformist faction. Despite being unable to directly oppose the Party due to the threat of a political purge, they plan to change the system through gradual reforms. Young Hadiism preaches that authoritarian measures were only temporarily needed to secure the existence and security of the People’s Republic. The Tajara deserve more political rights and freedom; the Party should be the people&#039;s protector, not their jailor. Young Hadiists are one of the few to raise concerns about Adhomai&#039;s nature being threatened by industrialization. Young Hadiists believe that changes should be cautiously implemented to avoid upsetting society and the government. Ultimately, the Young Hadiists plan to slowly transform the People&#039;s Republic into a proper Hadiist democracy. [[Notable Tajara#Minister of Education Kalim Khazdar|Minister of Education Kalim Khazdar]] is the main proponent of this ideology.&lt;br /&gt;
&lt;br /&gt;
== People&#039;s Strategic Intelligence Service ==&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Strategic Intelligence service is the main intelligence agency of the People&#039;s Republic. In the wake of the revolution that had won the species their independence, the budding government recognized the need for covert operations. Teachers from Sol&#039;s [[Solarian Security and Law#The Solarian Interstellar Intelligence Bureau|SIIB]] and equipment were employed to train their agents, which then embedded themselves across Adhomai in anti-government groups, media moguls, law enforcement agencies, and other levels of society to ensure that order was kept and no subversive elements could undermine the new, weak government. Since then, their reliance on humanity has grown weak, and the agency has established itself as a respected and feared intelligence service.&lt;br /&gt;
&lt;br /&gt;
Several agents and informants are employed by the PSIS, both in domestic and foreign theaters. The agency makes use of espionage, sabotage, assassination, interrogation, blackmail, and all other short of subterfuge, during their operations. Subversive elements within the People&#039;s Republican are dealt with quickly, usually through night raids and abductions conducted with aid of black unmarked cars. Tajara residing in other systems are not truly safe from the Intelligence Service, as they are known to deploy their agents against off-world targets. Republican spies, enforces and collaborators are present in [[Mendell City|Mendell City&#039;s district six]], carrying out orders or watching their fellow Tajara.&lt;br /&gt;
&lt;br /&gt;
During the Second Revolution, the People&#039;s Strategic Intelligence Service was deployed in occupied territory to persecute anyone who was offering resistance or was suspected of doing so. Tens of thousands were killed or imprisoned by the secret police. Families of suspected guerilla fighters and dissidents were held hostage to force the suspects to surrender or come out of hiding. The [[Tajaran Military Structures#Republican Army (People&#039;s Republic of Adhomai)|Grand People&#039;s Army]] frequently collaborated with their operations under the guise of anti-partisan actions. Many community leaders, family members, and politicians remain &amp;quot;disappeared&amp;quot; by the PSIS.&lt;br /&gt;
&lt;br /&gt;
== Law ==&lt;br /&gt;
&lt;br /&gt;
The Hadiist justice system is heavily centralized and relies solely on written law. The code is biased toward protecting the Party’s rule and its position as the ultimate authority in the Republic. Courts are presided by judges chosen through Party appointment, with the presence of Hadiist model citizens selected as the jury when needed. Lawyers are always appointed by the state to work on cases; it is impossible for anyone to hire a professional of their choice. All advocates are required to work for the government in order to practice their profession.&lt;br /&gt;
&lt;br /&gt;
Law enforcement in the People’s Republic is the responsibility of the National Police Department, an organization under the control of the Ministry of Internal Affairs. This agency is tasked with keeping the peace and investigating crimes. The Hadiist police force is the best equipped in Adhomai, but much of its efforts are hindered by the underlying corruption present in the government.&lt;br /&gt;
&lt;br /&gt;
== International Relations ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; among the Tajaran nations, the People’s Republic of Adhomai has the strongest diplomatic ties with the Republic of Biesel. Thanks to NanoTrasen influence and support of the Hadiist government during the Second Revolution, Tau Ceti is considered a close ally. Biesellite authorities usually turn a blind eye to the PRA operations in the system. The Orbital Fleet sent an expeditionary force to aid Tau Ceti during the Solarian invasion of 2462.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sol Alliance]]:&#039;&#039;&#039; once an ally and direct supporter of the People’s Republic, relations between both states quickly deteriorated after a space skirmish in 2461. Despite the diplomatic reopening following the lifting of the Second Tajara Ban, the events before the Solarian collapse forced the PRA to finally cut all ties with Sol. There is no reconciliation on sight as the People’s Republic continues to supposedly fund the Tajara Revolutionary Army in the Wildlands and Sol continues to uphold the Third Tajara Ban&lt;br /&gt;
&lt;br /&gt;
== Flag ==&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic Flag is based on the Hadii dynasty standard used during the First Revolution. The flag uses the colors of the revolutionary movements, with red representing the sacrifices made during the civil war, black the equality among all Tajara, and gold the natural riches of Adhomai. The flag has a Twin Suns Icon on the center symbolizing the People&#039;s Republic&#039;s rule over all Adhomai.&lt;br /&gt;
&lt;br /&gt;
= Military Forces =&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic Military is composed of the [[Tajaran Military Structures#Republican Army (People&#039;s Republic of Adhomai)|Grand People&#039;s Army]], the [[Tajaran Military Structures#Republican Navy (People&#039;s Republic of Adhomai)|Republican Navy]], the [[Tajaran Military Structures#People&#039;s Air Force (People&#039;s Republic of Adhomai)|People&#039;s Air Force]] and the [[PRA Orbital Fleet Structure|Orbital Fleet]]. The Grand People’s Army is the ground army of the PRA; it is formed by large divisions of motorized infantry and artillery teams. While being equipped with the best that the Adhomian industry can provide, the Republican army suffered from low morale and a lack of properly trained officers in the Second Revolution. A draft was introduced in 2458, replacing the volunteer model army, requiring all male Tajara between 18-30 to enlist, unless they were able to pay a fee, prove that they are a member of the party or that they are employed under the NanoTrasen Corporation. Female Tajara can volunteer and are allowed to serve in combat roles. The draft was rescinded in 2464.&lt;br /&gt;
&lt;br /&gt;
The Republican Orbital Fleet is the pride of the People’s Republic military, as it is the only space navy among the warring factions of Adhomai. While used to defend the system and used to impose a blockade against the other factions, the Fleet was able to extract a costly victory in a skirmish against Solarian forces in S&#039;rand’marr.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Democratic_People%27s_Republic_of_Adhomai&amp;diff=24885</id>
		<title>Democratic People&#039;s Republic of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Democratic_People%27s_Republic_of_Adhomai&amp;diff=24885"/>
		<updated>2022-06-07T04:46:35Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Flag */&lt;/p&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
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[[File:DiamondALA.png|thumb|Flag of the Democratic People&#039;s Republic of Adhomai. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Democratic People&#039;s Republic of Adhomai ==&lt;br /&gt;
&lt;br /&gt;
The most pervasive and successful rebellion came from a group calling themselves the Adhomai Liberation Army, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikijr Na&#039;ted&#039;Akhan]].&lt;br /&gt;
&lt;br /&gt;
Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the Democratic People&#039;s Republic of Adhomai. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
&lt;br /&gt;
The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Shastar City&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Adhomian, Al&#039;mariist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan and Delvahhi.&lt;br /&gt;
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= History =&lt;br /&gt;
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The origins of the Democratic People&#039;s Republic of Adhomai can be traced back to the armed coup against Rhagrrhuzau Hadii by Halkiikijr Na&#039;ted&#039;Akhan. The failure in overthrowing the Hadii from power created the Adhomai Liberation Army, a rebellious force that had the mission of replacing the leadership of the People’s Republic of Adhomai in hope of continuing Al’mari’s legacy.&lt;br /&gt;
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All land taken by the Liberation Army was transferred to the control of military juntas under the watching eyes of Supreme Commander Nated. In 2459, following the release of the updated ALA manifesto, the territories controlled by the rebels were coalesced into the Democratic People&#039;s Republic of Adhomai.&lt;br /&gt;
&lt;br /&gt;
The transfer of power from the military juntas to the civil government was difficult, with many forces attempting to sabotage the young democracy. In January of 2461, Almrah Harrlala was elected as the president. Her ascension was contested by the military, the so-called Nated Supremacist Movement attempted a coup that was ultimately foiled by Nated himself, who appealed for the return of civilian state and then resigned his command. Despite this, some territories are still under the administration of military juntas.&lt;br /&gt;
&lt;br /&gt;
The Democratic People&#039;s Republic has experienced military success in the Adhomian Civil War. Expelling the People’s Republic out of Das&#039;nrra and securing a ceasefire with the New Kingdom of Adhomai. However, they were unable to fully defeat the Hadiist power, with their final assault being held back by the alien allies of the Republicans. Peace was soon established through a ceasefire and an armistice between all three Tajaran powers, where the DPRA has emerged as a recognized state by the galactic community.&lt;br /&gt;
&lt;br /&gt;
Nated returned to the control of the Liberation Army in 2462, following a crisis triggered by the attempted secession of the Island of Amohda. His return was considered a heavy blow to the democratic process in the Democratic People&#039;s Republic. The DPRA is now involved in the arms races as part of the Adhomian Cold War and is actively developing a nuclear arsenal.&lt;br /&gt;
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= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
The government of the DPRA seeks to dismantle the ethnic caste system present in Tajaran society. Instead of creating policies and using the force of the state to do so, they believe that this goal can be reached by giving the necessary opportunities and freedom from external influences to the Tajara species. Local autonomy and regional cultures are protected by the authorities. Traditional Zhan communities, rock nomads, and Amohdan lodges are allowed to thrive in the territories of the Democratic People’s Republic. This ideology is known as Al&#039;mariism, as it seeks to preserve the initial ideals of the first revolution.&lt;br /&gt;
&lt;br /&gt;
Citizens of the DPRA are usually nationalists and arduous defenders of their nation, as many see it as the rightful heir of the first revolution. Freedom and self-determination are considered the main values in society. They believe that only by taking control of their own destiny, the Tajaran people can prosper. Xenophobia is widespread among the natives, as it is common practice to blame NanoTrasen and the human nations for the problems which Adhomai faces. This prejudice is commonly displayed through an isolationist attitude and extreme care when dealing with non-Tajaran elements.&lt;br /&gt;
&lt;br /&gt;
Former Supreme Command Nated is an important figure to many, due to his role in the second revolution. It is not uncommon to find his picture in homes and workplaces, being revered as the one that carries the torch of Al’mari. Despite his retirement from politics, a cult of personality has formed around him, with some fanatical members claiming that Halkiikijr is a prophet sent by the Suns. The relation between the civil government and the military is mixed. Some junta commanders are reluctant in transferring their powers to the newly created state. Confiscation of property and other abuses are also reported in regions where the army still holds some power.&lt;br /&gt;
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The Al’mariist basic social unit is very similar to the traditional Tajaran family, but with a larger communal focus. The responsibility to raise and educate the children is not only delegated to the parents but to the community as well; communal schools and centers play an important role in teaching the local culture and spreading the Al&#039;mariist ideology. Extended families are still common in the DPRA, but are slowly being replaced by nuclear ones thanks to the growth of the urban centers.&lt;br /&gt;
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Despite its supposedly revolutionary principles, Al’mariism’s mission to preserve Tajaran tradition has ensured that many prejudices are still alive within the DPRA. Indecency laws and societal pressure are the main ways to oppress anyone who does not conform to expectations. Those who are arrested for deviant behavior in civilian-controlled areas are usually be sentenced to state-funded mental health clinics, while the military juntas prefer to jail them without much further consideration. Interbreeding between different ethnicities is not illegal, but it is subject to scorn by the more conservative population.&lt;br /&gt;
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== Cuisine ==&lt;br /&gt;
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Due to its decentralization and ideals clashing with the People’s Republic, the lands administered by the Adhomai Liberation Army are free to enjoy a high degree of autonomy when it is regarding their culture, and cuisine as well. Tajaran traditions, such as the community meals around bonfires, are a common sight on territories occupied by the Liberation army. Peasants enjoy greater freedom under the control of the Democratic People&#039;s Republic of Adhomai, being allowed to organize and practice agriculture as they see fit, without having to answer to the republican bureaucracy or the nobility. However, it is a common practice for the armies to confiscate harvests and other products from the farmers in junta-controlled regions.&lt;br /&gt;
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Unlike the People’s republic, there is no attempt in creating a single monolithic culture by the Democratic People’s Republic, and due to such, regional dishes flourish. Snow Strider’s meat is favored, in contrast with the more industrialized Fatshouters alternative, because of the valorization of the M’sai hunting traditions. Smuggling also plays an important role in the cuisine of the Democratic People&#039;s Republic of Adhomai, resulted from the imposed blockade by the Republican Navy around the planet. It is not unheard of chefs to try new aliens ingredients and dishes, brought from other planets by the large smuggling system.&lt;br /&gt;
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=== Notable Dishes ===&lt;br /&gt;
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*&#039;&#039;&#039;Scout Ration:&#039;&#039;&#039; a highly nutritious mixture of meat, fat, and Adhomian berries prepared in the shape of a sphere and wrapped with wax paper. Originated among M’sai explorers and hunters in need of high-energy food. It remains popular among the ranks of the Adhomai Liberation Army due to its long shelf life. &lt;br /&gt;
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*&#039;&#039;&#039;Cone Cake:&#039;&#039;&#039; a spongy, sugar-coated cake that&#039;s baked on a spit shaped like a cone, giving it a signature look. Often sold alongside Azvah due to similar preparation methods, the difference between them being the unique shape, the crisp, flaky outside, and the tooth-aching sweetness of the dish that turns some foreigners away.&lt;br /&gt;
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*&#039;&#039;&#039;Nomad Skewer:&#039;&#039;&#039; a recipe popularized by the increasing Rhazar&#039;Hrujmagh presence in DPRA territories. It is made by cooking meat and vegetables in metal skewers stuck to the ground close to bonfires. Because it is usually prepared outdoors, it is common for local communities to gather around the fire while the meal is being prepared.&lt;br /&gt;
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=== Notable Beverages ===&lt;br /&gt;
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*&#039;&#039;&#039;Shyyr Kirr&#039;tyr Wine:&#039;&#039;&#039; an alcoholic drink made by infusing a whole Shyyr Kirr&#039;tyr in Dirt Berries or Earthen-Root spirit. The Water Snake Devil&#039;s poison is neutralized by ethanol, making the beverage safe to consume. The wine can be deadly if improperly prepared. The drink is native to the Southeast Harr&#039;masir wetlands, where it is as common as Messa&#039;s Mead. Other Tajara consider the wine to be exotic or outright disgusting. The Shyyr Kirr&#039;tyr is usually eaten after the beverage is imbibed.&lt;br /&gt;
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*&#039;&#039;&#039;Veteran&#039;s Choice:&#039;&#039;&#039; a cocktail consisting of Messa&#039;s Mead and gunpowder. Supposedly originated among the ranks of the Liberation Army as an attempt to spice up the mead, the cocktail became a hit - not because of its taste - with the young Tajara. Drinking the Veteran&#039;s Choice is seen as a way to display one&#039;s bravado. ALA soldiers are known to consume the cocktail before going into battle believing it brings luck.&lt;br /&gt;
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*&#039;&#039;&#039;Mi&#039;dynhr Water:&#039;&#039;&#039; a soft drink based on Yve’kha&#039;s honey and tree syrups. The drink has a creamy consistency and is served cold from the tap of traditional soda fountains. Native to Das&#039;nrra, the beverage is now widespread in the Al&#039;mariist territories. Bottled versions exist, but they are considered to be inferior to what is served in bars and restaurants.&lt;br /&gt;
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=== Military Nutrition ===&lt;br /&gt;
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The Adhomai Liberation army, being an amalgamation of regular army units, militia groups, and undercover agents, does not have any standard set when the subject is military nutrition. Depending on the area where one army might operate, its commanding officer, and available resources, rations might range from industrialized goods to foraging and hunting. It is a common practice for armies to confiscate villages&#039; productions, something that can cause resentment among farmers when their lands are occupied by the liberation army, to feed their soldiers.&lt;br /&gt;
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== Fashion ==&lt;br /&gt;
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Most of the fashion present in the territories of the Democratic People&#039;s Republic is inspired by traditional Tajaran clothing and local trends. Overalls lined with silk, shirts with a layer of fur or pants with hand-made holes. Lighter and cheaper materials are favored by the population, that has less access to human-produced good in comparison to the average republican citizen.&lt;br /&gt;
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The lack of vigilance by Hadiist authorities has allowed minorities, such as the Rock Nomads, to express themselves by wearing traditional garments. Fur hats and coats have become a symbol among those that embrace the way of life of their ancestors, rejecting the new Tajara proposed by the PRA.&lt;br /&gt;
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== Music ==&lt;br /&gt;
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The music in the Democratic People&#039;s Republic of Adhomai typically deals with the return to the Tajara tradition, the desire of uniting the Tajaran people, and the resistance against foreign influence. Folk instruments are very common, alien equipment is seen as inferior and a sign of decadency. Artists are free to perform and publish their work without asking for governmental authorization, but they may face repercussions from authorities in junta-controlled areas. Censorship is uncommon in civilian-controlled states, producers enjoy a far larger degree of freedom within DPRA territory than anywhere else on the planet. However, backslash is very common against pieces considered indecent. [[Notable Tajara#Bloodstorm|Bloodstorm]] is an example of a very controversial band.&lt;br /&gt;
&lt;br /&gt;
Adhomai Liberation Army war songs exalt the courage of their fighters, painting them as champions of freedom that disposes of the Hadiist tyrant and free Adhomai from the alien grasp. The calling of every able Tajara to take up arms and rise up is also another common theme in their music.&lt;br /&gt;
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=== National Anthem ===&lt;br /&gt;
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The Democratic People’s Republic anthem was born from among the songs created during the early days of the Second Revolution. Folk instruments are usually played in coordination with the verses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Al&#039;mariist Hymn of the Republic&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
And because he is an Al&#039;marist,&lt;br /&gt;
An Al&#039;mariist would like some to eat,&lt;br /&gt;
He wants no Khur’miurr Raharr, only something;&lt;br /&gt;
That gives them something to eat!&lt;br /&gt;
&lt;br /&gt;
Onwards!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
&lt;br /&gt;
To the work they must go!&lt;br /&gt;
March in the snow!&lt;br /&gt;
For they are a follower of Al&#039;mari too!&lt;br /&gt;
&lt;br /&gt;
Onwards!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
&lt;br /&gt;
And just because they are an Al&#039;mari,&lt;br /&gt;
They do not like a pistol to the head.&lt;br /&gt;
They want no servants,&lt;br /&gt;
And no overseer over their head&lt;br /&gt;
&lt;br /&gt;
Onwards!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
So go on! Two, three!&lt;br /&gt;
&lt;br /&gt;
To the work we must go!&lt;br /&gt;
March in the snow!&lt;br /&gt;
For they are an Al&#039;mariist too!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Literature ==&lt;br /&gt;
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Due to their relationship with the nobility that once controlled Adhomai, books are still seen with suspicion by the majority of the Al&#039;mariist population. Despite this, interest in literature is on the rise with the most political-minded Tajara in the DPRA. Censorship is considered light in areas controlled by the civil government; only texts offending morals and religion are likely to be suppressed. Writers in Junta territory face far more scrutiny by the Liberation Army.&lt;br /&gt;
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Democratic People’s Republic literature usually deals with the political scenario of the nation, the call for the liberation of the Tajara people, and the growing religious sentiment. &lt;br /&gt;
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=== Notable Books ===&lt;br /&gt;
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*&#039;&#039;&#039;In Defense of Al&#039;mari&#039;s Legacy:&#039;&#039;&#039; the political manifesto that laid the foundations of the Al’mariist ideology, written by Supreme Commander Nated briefly after the coup attempt. The book denounces the rise of President Hadii as a betrayal of Al’mari’s vision for Adhomai. The text is infamous for its xenophobia; alien influence is blamed as the main source of the Tajara’s problems.&lt;br /&gt;
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*&#039;&#039;&#039;Manual of the Adhomian Guerrilla:&#039;&#039;&#039; a book of unknown authorship aimed towards the training and preparation of freedom fighters. Written during the First Revolution, it was later adopted and updated by the Adhomai Liberation Army. The manual contains instructions on how to build makeshift firearms and prepare improvised explosives. Copies were smuggled in or airdropped upon PRA cities during the Second Revolution.&lt;br /&gt;
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*&#039;&#039;&#039;The Soldier of Mztel&#039;mir:&#039;&#039;&#039; a novel set during the early stages of the Second Revolution. It tells the story of a Republican soldier, Maher, and his defection to the Adhomai Liberation Army. The book describes Maher disillusions with the Hadiist regime, and the ultimate betrayal of his brigade through the assassination of their assigned commissar. The text ends in a cliffhanger as the protagonist and fellow guerilla fighters are ambushed by a larger enemy force.&lt;br /&gt;
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== Television ==&lt;br /&gt;
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While television is not widespread as it is in the PRA, it has found moderate success in urban areas. Due to the lack of strict censorship in areas controlled by the civil administration, producers have a higher degree of freedom. Political satire, tabloid newscasters, and war stories are the most popular genres in Al&#039;mariist television. Cinema has also found a niche among the population, those productions are commonly screened during amateur film festivals before making their way into tv channels. Alien shows are forbidden from being broadcast in the DPRA.&lt;br /&gt;
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=== Notable Shows ===&lt;br /&gt;
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*&#039;&#039;&#039;Obratsov Puppet Show:&#039;&#039;&#039; a televised puppetry show. String puppets made out of wood and cloth are used to tell traditional stories. Tales about the Mata’ke Gods, folklore tales, and historical events are the main subjects of the plays. Despite the association of puppets with younger audiences by humans, the Obratsov theater is aimed towards all kinds of publics.&lt;br /&gt;
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*&#039;&#039;&#039;Adhomai Today:&#039;&#039;&#039; a political satire show hosted by Juh’ari Ka’juuhrl, a Crevan comedian. Episodes are a mixture of sketches and talk-show interviews, where the host makes fun of events or the guests. The show’s focus is on the political scenario of the Democratic People’s Republic and Adhomai as a whole. Ka’juuhrl is known for not sparing anyone, even the Junta leaders. Due to his criticism of the Adhomai Liberation Army, his show is banned in the majority of the military-controlled territories.&lt;br /&gt;
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*&#039;&#039;&#039;When Summer Came to Nazira:&#039;&#039;&#039; a blockbuster directed by Arzjun Haurjuhr. The movie follows the story of Haujarl Zakul, a young farmer living with his family outside the village in an ambiguous era before human contact. The protagonists engage in the revolution against the nobility, assembling a diverse group of Tajara from all walks of life. Its anti-tyranny message was seen by some as an expression of the director’s own viewpoint on the People’s Republic. Despite being filmed in Tau Ceti, the picture was a success in the DPRA.&lt;br /&gt;
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== Radio ==&lt;br /&gt;
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Radio remains the most popular mass media outlet in the Democratic People’s Republic, owing to its simplicity and versatility. Used to spread the news of Nated&#039;s coup, the radio played an important role in the coordination of the Liberation Army during the Second Revolution. Widespread both in the cities and fields, the radio is present in the life of all families. Several independent stations emerged without the restrictions imposed by the past Hadiist regime. Outside of typical Adhomian radionovelas, folk music and political programs make up the bulk of the broadcasts.&lt;br /&gt;
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=== Notable Radio Stations ===&lt;br /&gt;
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*&#039;&#039;&#039;Radio Free Adhomai:&#039;&#039;&#039; a state-funded radio station that broadcasts news and political discussion to all of Adhomai. It attempts to undermine the Hadiist and Monarchists governments through their own blend of propaganda; the spread of news, usually falsified information, and supposedly state secrets to the citizens of these nations. The station is also known for interviewing all kinds of political activists in the DPRA, including radical and ultra authoritarian elements.&lt;br /&gt;
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*&#039;&#039;&#039;Crevus Radio Center 27:&#039;&#039;&#039;  the largest music-based radio station in the DPRA. Located in the city of Crevus, it broadcasts a large variety of music genres through its many channels. Despite being famous for its folk music, it is the radio that introduced Bloodstorm to the general public of Adhomai.&lt;br /&gt;
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== National Holidays == &lt;br /&gt;
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Made shortly after the establishment of the DPRA in 2457, two competing holidays mark the nation&#039;s birth. Often, both were delayed until a region could celebrate it safely or were quickly completed to return to the fighting.&lt;br /&gt;
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*&#039;&#039;&#039;Democratic Revolution Day (July 4th):&#039;&#039;&#039; Established on the same day as the declaration of the Democratic People’s Republic of Adhomai, this holiday is the preferred celebration of those who support the civilian government. Largely popular in Das’nrra and southern Ras’nrr, this holiday praises heroes of all industries within the republic, not just the army. Figures such as vital civic leaders, medical doctors like Aleksandra Hro’makar, the Father and Mother of the Parivara, and even sanitation workers are praised in speeches given by Harrlala as important parts of Tajaran society. This day is also preferred by the population of Gakal’zaal, who view the civilian government as far more instrumental in their liberation from Unathi lordship. They, alongside the minority of D6’s DPRA population, hold small parties and listen to radio recordings of Harrlala’s speech as they dine on a prepared feast. This is also the chosen holiday for Crevans, where the local casinos and bars host galas for the day. &lt;br /&gt;
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*&#039;&#039;&#039;Liberation Day (July 4th):&#039;&#039;&#039; The alternative of Democratic Revolution Day, this holiday is celebrated by the Warlords and their supporters alongside the fanatics of Nated. Warlords host military parades to show off their might, captured equipment, and the culture of the regions they rule over. Within Shastar City, however, rallies are held to demonstrate support for Nated to take full control of the government. The Followers of Nated organize these meetings, pumping them up with nationalist rhetoric and whipping them into a fervor. These events often boil into riots and brawls with pro-government protesters. Despite calls from other parties to put a stop to this, Harrlala is yet to make any statements against the demonstrations. Neither has Nated said any official announcement regarding them. Due to the influence of the Liberators in D6, Liberation Day is the holiday most people there celebrate. A massive party is organized in the Great Plaza Warehouse, drawing people from across the city as Tajara drink and fire fireworks and ammunition alike.&lt;br /&gt;
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== Crime == &lt;br /&gt;
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Crime rates in the Democratic People’s Republic are considerably higher than in other Adhomian Nations. Political violence is on the rise as the population further radicalizes due to the inherent instability of the DPRA. Clashes between supporters of different parties are common during demonstrations. Banditry is another large problem in rural areas. Deserters and rogue guerillas, taking advantage of the weapons and training given by the Liberation Army, form their own bands to pillage and terrorize the countryside. Corruption is less prevalent in civilian-controlled areas but widespread in junta territories.&lt;br /&gt;
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Because of the xenophobic and isolationist principles of Al’mariism, the Democratic People’s Republic is a safe haven for intergalactic smuggling and extranet fraud. The DPRA is home to a large fleet of smugglers; a phenomenon born from necessity during the Second Revolution’s blockade. These criminals are essential to transport goods and personnel to Liberation Army operations outside of Adhomai. Gangs of online scammers operate with impunity, sending false emails and PDA messages to deceive anyone who is naive enough to believe in the tales of a Tajaran prince offering a share of his fortune. The Al’mariist government tolerates the presence of these elements due to their utility and prosperity they bring to the country.&lt;br /&gt;
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= Economy =&lt;br /&gt;
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The Democratic People&#039;s Republic of Adhomai uses the Adhomian Knuckle as its official currency. The Biesel Standard Credit is only accepted in Crevus due to the megacorp presence in the city. Anyone trying to buy or exchange the Credit must make so in the Free City&#039;s banks. Al&#039;mariist Knuckles are usually stamped with Adhomian animals - such as the Harr&#039;on, the Nav&#039;twir, and the N&#039;hanzafu - and historical figures related to the First Revolution, usually Supreme Commander Nated or Al&#039;mari.&lt;br /&gt;
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The DPRA economy can be described as a mixed system. Most industries and large enterprises are owned by their local government. Citizens are allowed to hold and buy shares from those businesses, allowing all people to have a voice and participate in the nation’s economy. No single person or company is allowed to have more than 10% of the shares in any public enterprise. Private ventures are permitted by the state, requiring little supervision from the authorities.&lt;br /&gt;
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The territories of the Democratic People&#039;s Republic of Adhomai enjoy a moderate presence of factories and industrialized farms, due to the nationalization of megacorporation industries and confiscation of PRA’s public property. Small farmers control most of the agriculture, being granted freedom to organize and practice agriculture as they see fit, without having to answer to the strict republican bureaucracy or the nobility. However, it is a common practice for the armies to confiscate harvests and other products from the farmers.&lt;br /&gt;
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The authorities of the DPRA continued many of the social welfare programs created by Al&#039;mari. Bread is freely provided to all citizens who don&#039;t make over a certain amount of money. Communal apartment complexes with no rent are present in cities, allowing the poorest urban dwellers to have a residency when they are unable to pay their bills. The life inside of those accommodations is devoid of luxuries, as they are built with low-cost materials and can house many families at once.&lt;br /&gt;
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Megacorporations are only presented in [[Crevus]], as the government of the Democratic Republic sees NanoTrasen and other galactic forces as threats to the freedom of the Tajaran species.&lt;br /&gt;
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= Religion =&lt;br /&gt;
&lt;br /&gt;
The Democratic People’s Republic of Adhomai possesses no official religion, being a secular state by its constitution. Most of the population identify themselves as followers of the S&#039;rand&#039;marr Worship or the Ma’ta’ke pantheon.&lt;br /&gt;
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Foreign missionaries are forbidden from proselytizing in the territory of the DPRA, but aliens are still allowed to practice their religion without any legal constraints.&lt;br /&gt;
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= Language =&lt;br /&gt;
&lt;br /&gt;
Siik’maas is recognized as the official language of the Democratic People’s Republic of Adhomai, used in all official documents and taught in schools. Siik&#039;Tajr, Nal&#039;rasan, and Delvahhi are classified as official regional languages, being spoken and spread by local learning centers and communities.&lt;br /&gt;
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= Regions =&lt;br /&gt;
[[File:Internaldivision-dpra.png|300px|thumb|A map of the Democratic People&#039;s Republic&#039;s regions.]]&lt;br /&gt;
=== Das&#039;nrra ===&lt;br /&gt;
&lt;br /&gt;
The continent of Das&#039;nrra is the political and economic center of the Democratic People&#039;s Republic. Once home to a merchant empire that pioneered the industrial revolution, the region has a large concentration of industry and urban population. During the Second Revolution, Das&#039;nrra became the headquarters of the Liberation Army. Local factories played an important role in supplying the ALA fighters. Das&#039;nrra was also the first state to successfully transfer power from the juntas to the civilian government.&lt;br /&gt;
 &lt;br /&gt;
Since the Armistice, Das&#039;nrra enjoys the prosperity brought by peace and successful management. Thanks to its proximity to [[Crevus]], off-world goods and technologies will reach the continent first. The inhabitants of Das&#039;nrra are known to be avid supporters of the current president and the civilian administration. Because of its high development, the region is essential in funding the government&#039;s project; Das&#039;nrra&#039;s wealth is slowly spreading through the nation.&lt;br /&gt;
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=== Southern Ras&#039;nrr===&lt;br /&gt;
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Southern Ras&#039;nrr is well known as the cradle of Tajaran civilization. Trizar and Mezuma are the oldest surviving cities of the Tajara, and the homes of ancient city-states and empires. Ancient temples are interspersed with modern architecture in the cities and can be found on the summits of nearby mountains. The natives of this region tend to be highly traditional and conservative, proud of their storied history. The towns and farms are populated by a mixture of all ethnicities, but primarily Hharar. The juxtaposition of the old world and modernity is greater here than anywhere else. Every day people drive past classic palaces on their way to work, and market bazaars that have stood for countless generations sell bootlegged holodisks and alien oddities. Terror activity in the region was once pronounced, as the locals overwhelmingly sided with the conservative sentiments of the Adhomai Liberation Army. &lt;br /&gt;
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Southern Ras&#039;nrr is currently controlled by the civilian administration after the local juntas stepped down with the establishment of the DPRA. However, many Tajara involved in the local junta became part of the government; they used their previous influence to secure comfortable positions. Ruralists and Theocratic Natediists have found their main support base in the region. Experimental ruralist communities - subsistence farms that reject any kind of modern technology - are becoming a common sight in the countryside. Despite the presence of extremists, the democratic tradition in Southern Ras&#039;nrr remains strong.&lt;br /&gt;
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=== Northern Ras&#039;nrr===&lt;br /&gt;
Once a prosperous region, Northern Ras&#039;nrr was home to bountiful farms and production factories. The pre-revolution nobility used much of its wealth to invest in impressive monuments and universities; many nobles visited the region to acquire an education. Its population was remarkably industrious. Despite the harsh treatment, the local Tajara took pride in their professions. With the outbreak of the First Revolution, the workers were quick to take up arms to reclaim what they saw as rightfully theirs.&lt;br /&gt;
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After the Hadiist conquest, the Northern Ras&#039;nrr maintained its status as an industrial region. The locals greatly enjoyed the social advances brought by the People&#039;s Republic. Alongside Das&#039;nrra and East Ras&#039;nrr, the area was responsible for a major portion of the country&#039;s manufacturing. Its people were frequently used as the poster child of the ideal Hadiist worker. Everything changed with the ascension of President Hadii and the second revolution.&lt;br /&gt;
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Due to its proximity to the core Hadiist lands, Northern Ras&#039;nrr suffered heavy destruction during the Second Civil War. To stop the rebels from capturing the city of Al’mari, an unforgiving scorched land policy was practiced by the Grand People&#039;s Army in Northern Ras&#039;nrr: roads, bridges, and builds were bombed by autogyros; farms were burned as the army retreated; Ron&#039;tul was firebombed; entire villages were wiped with artillery; and whatever could be used by the enemy was destroyed. The few farms that escaped destruction routinely had most of their crops confiscated by the Liberation Army. The situation escalated into famine with the firebombing of Ron’tul and the nuking of Quizosa; refugees fleeing from both catastrophes overloaded the already fragile countryside. The conditions worsened in the final years of the war, as the conflict turned into a bloody stalemate. After the Second Revolution, the region is still in ruins and struggles to maintain itself. The reconstruction effort is currently slow and suffers from heavy interference from the ruling junta.&lt;br /&gt;
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Its hard-working population had its spirit crushed by the war and the cruelty of the junta. Those who were left behind now dwell in the ruins of their homes and live in squalor; all products of their work are frequently confiscated by the Liberation Army. The inhabitants of Northern Ras&#039;nrr are now fearful and hopeless. The region&#039;s factories have become dimly lit sweatshops where workers are forced to toil under the watchful eyes of soldiers. Its fields are now ruined by artillery craters, nuclear fallout, and landmines. Its universities were razed to the ground. The once-proud land of Northern Ras&#039;nrr is now a prison to its people.&lt;br /&gt;
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Refugees from Northern Ras&#039;nrr are known to maintain the professional ethics of their homeland; they are proud and focused workers. Many have found shelter in Ras&#039;nrr, [[Crevus]], and Tau Ceti. Some of the rural population fled to Southern Ras&#039;nrr, where they are frequently involved in Ruralist movements. Most of them lost everything when they fled and struggle constantly with their finances.  Despite their differences, the possibility of someday being able to return to their home is what unites them all.&lt;br /&gt;
[[File:Ahem1.png|200px|thumb|left|Ahem Kah&#039;nrir, the Rrhaza-Akhran of Northern Ras&#039;nrr.]]&lt;br /&gt;
&#039;&#039;&#039;Ahem Kah&#039;nrir&#039;&#039;&#039;&lt;br /&gt;
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Kah&#039;nrir was born in 2407 to a long line of royalist Hharar who had faithfully served a noble family in Shastar City. When the first revolution broke out, Kah&#039;nrir wanted to join the loyalist forces but was denied on account of his age. Instead, his parents kept him home-schooled, instilling in him the teachings of Njarir worship. In 2426, Kah&#039;nrir met with Al’Mari Hadii and immediately abandoned his parents&#039; Royalist sentiments, joining Hadii and his liberation efforts. In 2448, before the assassination of Al&#039;Mari, he was attacked by a Njarir-Akrhan student with a wrench, putting him in a coma. While Kah&#039;nrir recovered later that year, had to undergo extensive rehabilitation, and was sent on sick leave to, at the time, a small coastal town, Shungsta. When the news of a second war came to him, it was he who assumed command of the local militia and regrouped with the main ALA army group. He was the most vocal proponent of not abandoning the Ras’nrr offensive. This had catapulted him to the position of Rhaza-Akhran, for his undying loyalty.&lt;br /&gt;
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Today Kah&#039;nrir is known as the most unstable Junta leader. He is under the impression that Al&#039;Mari Hadii lives but has gone into hiding. He believes that until all aliens, degenerates, royalists, and the pretender (Njadrasanukii Hadii) are removed, Al&#039;Mari will not return. Kah&#039;nrir&#039;s undying loyalty was simply extremist fanaticism, and even now he forces civilians to dig through rubble attempting to find Al’Mari Hadii, or at least his opponents. Many have called to have him removed from the office, but no one wants to know what he’d do if that came to pass.&lt;br /&gt;
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Kah&#039;nrir holds the broken west and shards slip through his fingers every day. Northern Ras’nrr has seen the worst of the war and its populace is demoralized and musters a weak workforce. Kah&#039;nrir&#039;s erratic behavior is not helping the region and both Nated and Harrlala do not want to risk a skirmish this close to a PRA border. Worryingly, it seems Kah&#039;nrir&#039;s ideology has taken seed among his ranks, who are seemingly more loyal to him than the Democratic Republic.&lt;br /&gt;
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=== Island of Amohda ===&lt;br /&gt;
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[[File:Swordsman.png|200px|thumb|right|Amohdan swordsman wearing traditional garments.]]&lt;br /&gt;
The island of Amohda is a curious location on Adhomai for having a history nearly as ancient as Southern Ras&#039;nrr. For over a thousand years, life on Amohda was characterized by constant maritime war as navies clashed along the coasts and raided their rival city-states. Many settlers began to move inland to escape the constant warfare and piracy. As the population of the island interior began to boom, the kingdom of Amohda emerged. Unlike the coastal settlements which focused on marine invasions and naval warfare, Amohda pioneered land warfare and dominated its rivals with advancements in wartime tactics; this allowed for the development of a warrior culture that survived nearly intact until the first revolution. Swordsmen would roam the island in search of challenges and duels, perfecting their abilities with the famous Amohdan sword.&lt;br /&gt;
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As the development of firearms changed the warfare of Adhomai, the Amohdan swordsmanship transformed itself into a martial art. Lodges were created for generations of M&#039;sai and Njarir Tajara to learn the ways of the Amohdan blade, a skill that would only ever be used during bayonet charges. The stability brought by the Steeple Peace age allowed them to practice without needing to face any real combat. Dueling was a popular sport until the birth of the People’s Republic. Swordplay and lodge gatherings were outlawed after the first revolution. The island was renamed Chaniska by the channel which separates it from Harr&#039;masir, as well as a prominent military base established by the People&#039;s Republic.&lt;br /&gt;
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The civil war allowed the return of the practice of Amohdan Swordsmanship and the re-opening of the Lodges. During the conflict, the island was divided between DPRA and NKA loyalists. The Democratic People’s Republic was able to secure the island during the last period of the war through a ceasefire agreement with the New Kingdom. Amohda was once controlled by a military junta, formed by traditionalists that support the region’s autonomy before the Al’mariist republic. The Island attempted to secede from the Democratic People&#039;s Republic in 2462. The rebellion was crushed by the Liberation Army and now Amohda faces a harsh occupation and widespread guerilla warfare.&lt;br /&gt;
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Amohda’s border with the PRA at Chaniska was the site of a military stand-off in 2463. While tense, the idea of finally unifying the isle was wildly popular among the Amohdans. Recruitment in the ALA soared as the situation developed but, at the request of Supreme Commander Nated, the forces at the border were ordered to stand down and hold back. Now the garrisoned troops simply glare at their rivals across the militarized border. &lt;br /&gt;
[[File:Hadjuk.png|200px|thumb|left|Rahman Hadjuk, the Rrhaza-Akhran of Amohda.]]&lt;br /&gt;
&#039;&#039;&#039;Rahman Hadjuk&#039;&#039;&#039;&lt;br /&gt;
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Born in 2431 into a family of Hharar, Rahman was raised during the interwar period as the son of a well-off railway inspector. His high grades guaranteed him a very swift ascension, and so in 2449, he enrolled into Kaltir Law Academy. His study was cut short, however, when Rhagrrhuzau Hadii was assassinated. Hadjuk took quick action, purchasing passage aboard the earliest boat to Amohda to help his family.&lt;br /&gt;
During the Amohdan rebellion after the Armistice was signed, Rahman Hadjuk led multiple decisive strikes as a leader of the Al’Mari&#039;s guerrilla troops and was subsequently named the Rrhaza-Arkhan of Amohda. His first steps were to build a memorial for ALA&#039;s youth veterans and commission eight hundred miles of barbed wire.&lt;br /&gt;
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Hadjuk is the youngest Junta leader, but not inexperienced. He is known as an excellent logistician and a ruthless anti-royalist. When his sister was wounded and scarred by a loyalist’s blade, his previously lax demeanor changed. He is now determined to choke every crown supporter and secessionist out of Amohda, turning every road and city into a long series of military checkpoints.&lt;br /&gt;
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Hadjuk admires Muhr’Fal and trusts him completely to handle the borders of DPRA and NKA, while he himself deals with Amohdan loyalists. On the other hand, his disdain for K’marr is well known, to the point that some have questioned his assignment to Amohda by Nated. Hadjuk himself has stated that he has no reservations to “Dragging that mutt down from his throne to lie with the rest his men&amp;quot;.&lt;br /&gt;
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=== Southern Harr&#039;masir ===&lt;br /&gt;
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Southern Harr’masir is characterized by its fertile plains and low population density. Outside of its few urban centers, life in the region is remarkably rural and linked to ranching traditions. Due to being one of the last areas to be colonized by the Tajara, it’s known for its wilderness and the ruggedness of its settlers. South Harr’masir’s history is known for its constant rebellions, from the days of the Colonial Wars to the Second Revolution’s uprisings. Even after the Republican conquest of the Adhomai, the Grand People&#039;s Army dedicated a substantial amount of personnel and equipment to pacify the countryside.&lt;br /&gt;
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Cattle are the lifeblood of the South Harr’masir region; a large part of its population is employed in the husbandry industry. A regional fascination emerged around the M’sai and Hharar herders: the idolization of the rugged and survivalist way of life of these workers. While the ranchers are seen by outsiders as uncontrollable bandits, to the natives, the N’hanzafu herder is a heroic figure usually involved in revolts against all sorts of oppressors. An idyllic depiction of these heroes is one of the untamed riders leading a life of adventure in the countryside, with a hand in the saddle and the other holding a rifle. During the Liberation Army uprising, the Harr’masir ranchers threw their support behind Nated and joined the guerrilla cells en masse. Despite their rebellious tendencies, they are not interested in pursuing further independence due to the autonomy already given to them by the government and &lt;br /&gt;
the diplomatic approach of the local junta.&lt;br /&gt;
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Wetlands dominate much of Southeast Harr’masir. Zhan-Khazan and Hharar workers were brought to the region by the pre-revolution nobility in an attempt to drain the swamps; an effort that was quickly abandoned due to its unexpected difficulty and cost. Left behind by the Njarir master and M’sai enforcers, they grew to resent them. Nowadays, these Tajara led a rural lifestyle similar to the rest of Southern Harr’masir. Because of the neglect by the previous Hadiist administration and the past nobility, poverty is a large problem in the Southeast Harr’masir. Many poor Tajara turned to river piracy during the Second Revolution; others migrated to other regions in search of more opportunities. Riding airboats, these bandits frequently raided the supply lines of the Republican Army through Harr’masir. With the end of the war, the pirates are left with no target besides the Al’mariist population. The local junta has found little success in eradicating them.&lt;br /&gt;
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[[File:Muhr.png|200px|thumb|left|Muharajuurl Muhr’Fal, the Rrhaza-Akhran of Southern Harr&#039;masir.]]&lt;br /&gt;
&#039;&#039;&#039;Muharajuurl Muhr&#039;Fal&#039;&#039;&#039;&lt;br /&gt;
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Muharajuurl Muhr’Fal, a M&#039;sai, was born in 2419 into a poor peasant household in Southern Harr&#039;masir. He had an unfavorable opinion of the nobility, despite his father being a staunch loyalist.  When his father was scheduled to be arrested and executed for disobeying orders, Muhr’Fal killed the presiding officer with a digging shovel. He then subsequently deserted to the Republicans and assisted in organizing the “Liberated People of Harr’masir” in the Revolution&#039;s name. After the assassination of Al’Mari Hadii many years later, Muhr&#039;Fal refused to march under the banner of the PRA; he instead defected and took the entire city of Sren’dul with him to the ALA.&lt;br /&gt;
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Muhr’Fal was the first Junta leader to come into power on Adhomai and the only one to be publicly receptive to criticism. Thanks to his diplomatic efforts, the citizens of Harr&#039;masir enjoy a relatively carefree traditional herding lifestyle owing to his staunch opposition to rampant industrialization and modernization.&lt;br /&gt;
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Being flanked by two allies would ease any leader&#039;s mind, but Muhr’fal considers the NKA the least of his worries. K’marr’s behavior has already threatened this careful balance he holds. Muhr’Fal, however, refuses to publicly acknowledge K’marr’s illegal activities or wrongdoings, knowing fully well that it could escalate into a deposition and a possible conflict. The placing of Hadjuk onto Amohda has thus, as Muhr’Fal himself put it, come at an inopportune time.&lt;br /&gt;
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=== Din&#039;akk Mountains ===&lt;br /&gt;
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The Din&#039;akk mountains are located at the very south of Harr’masir; it is a remote mountain range surrounded by a dense forest. Winters are long and sunless in the region. Due to the geographic isolation and hostile environment, life in the area has changed little since the First Revolution. Little interest in the region by previous Hadiist authorities has also contributed to this stagnation. Abandoned castles are common in this part of Adhomai; folk tales claim that many of these structures are haunted by the ghosts of their former residents. Dirt roads coming from Southern Harr’masir turn into badly maintained forest trails as they approach the mountain range.&lt;br /&gt;
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The valleys between the Din&#039;akk mountains are home to an insular Tajaran community. The population is scattered between rural settlements and has little contact with the outside world, with the exception of a few government officials and the sporadic traveler. The inhabitants are known for their extreme aversion to the external world, preferring to avoid any kind of influence that may threaten their traditional way of life. This behavior has earned them a reputation of being secretive and extremely hostile to foreigners. Stories of pesky tourists being chased by armed mobs or vanishing during the night are common. The Din&#039;akk mountains are subject to much speculation by outsiders, with many claiming that the Tajara living there are attempting to hide something or are involved in the cult of Raskara. Despite this isolation, younger Tajara - inspired by what little galactic news reaches this far away place - occasionally leaves the area to explore the rest of Adhomai or even the galaxy. This trend has left behind many bitter parents and an aging population.&lt;br /&gt;
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The Din&#039;akk mountains are currently controlled by a military junta. The population joined the Liberation Army uprising under the promises of autonomy and of being left alone to their own devices, which the local Junta happily provides. Virtually all army forces in the region are made up of local militias.&lt;br /&gt;
[[File:Alexeii.png|200px|thumb|left|Alexeii K&#039;marr, the Rrhaza-Akhran of Din&#039;akk mountains.]]&lt;br /&gt;
&#039;&#039;&#039;Alexeii K&#039;marr&#039;&#039;&#039;&lt;br /&gt;
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Alexeii K&#039;marr, was born in Southern Harr’masir where he grew up as a son of a fisherman. Precious little is known about K’marr’s childhood beyond persecution he suffered as a result of being a half-breed M’sai-Hharar mix; no other information is given until 2422, where he is recorded to have been “wanted for the theft of the crown’s goods.” Later in his life, K’marr joined arms with the rebel forces, helping in sabotage, smuggling, and the illegal trade of weapons. After the first revolution, K’marr was officially inducted into the army and given the command of a platoon but was labeled a seditionist that same year and arrested for the misuse of platoon assets. &lt;br /&gt;
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Around 2452 he managed to successfully mount an insurrection inside a worker camp within the Din&#039;akk Mountains. K’marr and his inmates proceeded to seize the nearby garrison and recruit from the local population, many of which were relatives of the inmates there. After this, K’marr pronounced his loyalty to the ALA, and led many successful raids and asset seizing missions against the PRA.&lt;br /&gt;
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Alexeii K&#039;marr is an enigma among the Junta leaders. No one knows what his political standing is, and while his leadership position was provided as a result of the strong feelings of loyalty his troops and citizens have towards him, many suspects he’ll turncoat as soon as it profited him. Alexeii leaves the locals alone, having very good relations with them and allowing them to live their weird isolated lives, as long as they don’t tell anyone about the mysterious cargo ships that park in the woods.&lt;br /&gt;
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The same can&#039;t be said about his neighbors, Muhr’Fal and Hajduk; the former having already led a few border skirmishes when a few of K’marr’s smuggling friends tried selling illegal goods to the Southern Harr’masir soldiers. The latter view him as nothing more than a common thief whose tail is too short for his coat, ready to squash him the second Supreme Commander Nated orders it.&lt;br /&gt;
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=== Rhazkjara Valley ===&lt;br /&gt;
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The Rhazkjara valley is an enclave of life amidst the wastelands that surround its mountains. Thanks to its isolated geographic position, numerous endemic species can be found in the region; the [[Adhomai#Akhran Adar&#039;eira (Ruler Pig Bird)|Akhran Adar&#039;eira]] is the most famous example. Until the First Revolution, the area was mainly populated by a peculiar Tajara people: the Rhazjaren. They are believed to be the original inhabitants of the valley who existed before the arrival of the southern migrations. They were a sedentary people who developed advanced techniques of terrace farming. Because of to their conquest by the Njarir&#039;akhran, persecution during the revolutions, and the nuclear strikes, their unique identity has vanished. Only a few Tajara claim to have any kind of ancestry related to them now. Their hanging farms can still be found across the region.&lt;br /&gt;
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Adhomai Liberation cells were very active in the Rhazkjara valley during the Second Revolution. Ambushes and improvised explosives were commonly deployed against PRA forces in the region. The Hadiists were finally driven out of the valley after the capture of Quizosa; this act triggered a nuclear strike by the PRA to stop the rebels from accessing the base&#039;s weapons of mass destruction. The detonation&#039;s fallout caused widespread radiation poisoning and loss of life. Large stretches of land were poisoned and waves of refugees fled to the south. The Junta controlling Rhazkjara stepped down after the Armistice in favor of a civilian administration.&lt;br /&gt;
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Life in the Rhazkjara valley remains rural even after the Second Revolution. Under the guidance of [[Notable Tajara#Dr. Aleksandra Hro’makar|Aleksandra Hro&#039;makar]], doctors and scientists work to repair the damage caused by the bomb. The Al’mariist government has now started to support the reconstruction efforts following the establishment of the Protected Reconstruction Zone. Refugees are slowly returning to their villages.&lt;br /&gt;
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= Major Cities =&lt;br /&gt;
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*&#039;&#039;&#039;Shastar City:&#039;&#039;&#039; the capital of the Democratic People’s Republic, serving as the political center of the nation.The largest urban sprawl in Das’nrra and a major center of the revolution during the Second Civil War. The city is heavily industrialized, focusing on the production of electronics and motor vehicles. The presence of the military is kept at a minimum since the end of the war, with most of the law enforcement being handled by the civilian police. Shastar has many pre-contact palaces that were reused as government buildings, including the Das&#039;nrra Imperial Palace where the Armistice of Shastar was signed. The [[Tajaran Educational Institutions#Shastar Technical University|Shastar Technical University]] is one of its most renowned learning centers.&lt;br /&gt;
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*&#039;&#039;&#039;Mztel&#039;mir:&#039;&#039;&#039; a coastal town famous for its breweries and history of sieges. The city has a long tradition of producing gin and mead, being the lead producer of alcoholic beverages in the DPRA. Victory Gin was once made in Mztel&#039;mir until the breakout of the Second Civil War, but its production ceased since the start of the conflict. Its inhabitants have the fame of being rebellious and stalwart defenders of their homes; they repelled countless sieges during the first and second civil wars. Shumaila is the patron god of Mztel&#039;mir.&lt;br /&gt;
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*&#039;&#039;&#039;[[Crevus]]:&#039;&#039;&#039; a semi-autonomous city, known as a place of incredible vice and wealth. Casinos, bars, smoke shops, and other unsavory businesses line every street corner. Crevus is the only location in the Democratic People’s Republic where mega corporations are allowed to operate and aliens are free to visit.&lt;br /&gt;
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*&#039;&#039;&#039;Mezuma:&#039;&#039;&#039; a historic city, it served as the capital of the Incarnate dominion in ancient times. The town avoided any major industrialization, preserving most of its pre-contact structure. Ancient architecture is seamlessly blended with modern styles, displaying an amalgamation of the Adhomian past and present. The city attracts the attention of archeologists and scholars with its abundance of ruins and historical sites. Mata&#039;ke is the patron god of Mezuma.&lt;br /&gt;
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*&#039;&#039;&#039;Trizar:&#039;&#039;&#039; one of Adhomai’s oldest settlements. Unlike Mezuma, this city experienced much devastation during the Second Civil War. Most of its historical sites did not escape destruction, with many old ruins and buildings being outright destroyed during the war. Trizar’s main economic activity is mining; as it is near to Rhazar Mountains&#039; most rich deposits. The wealth brought by mineral extraction has been slowly helping the reconstruction efforts. The city is home to the [[Tajaran Educational Institutions#Trizar State Medical Academy|Trizar State Medical Academy]].&lt;br /&gt;
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*&#039;&#039;&#039;Quizosa:&#039;&#039;&#039; originally a Hadiist military base that housed military prototypes and weapons of mass destruction. Quizosa was captured by the Liberation Army in 2458; a move that would result in the Republican Army deploying a hydrogen bomb to deny them access to the weaponry. The explosion destroyed the base, killing most of the rebels and the refugees that set camp close to it. The site remains uninhabited, but it attracts the attention of medical professionals and scientists seeking to study the effects of radiation.&lt;br /&gt;
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*&#039;&#039;&#039;Ron&#039;tul:&#039;&#039;&#039; once an important Republican industrial center, dedicated to the production of military hardware. The city was firebombed when the People’s Army retreated from it in 2458. The town remained abandoned for the rest of the war. Its ruins were exposed to the elements while scavengers picked off whatever remained. Only after the Armistice some of its past citizens have attempted to return and start rebuilding it. &lt;br /&gt;
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*&#039;&#039;&#039;Shungsta:&#039;&#039;&#039; a small settlement near the coast of the Su&#039;add ocean at first, this city was changed drastically by the Second Civil War. With the destruction of Ron’tul and Quizosa, Shungsta was flooded by refugees. Without the proper structure and enough housing for everyone, a large refugee camp formed around it. The town was conquered by the Liberation Army in the final year of the conflict, causing further damage and worsening the conditions in the camps. The city is currently controlled by a military junta that struggles to solve the overpopulation problem.&lt;br /&gt;
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*&#039;&#039;&#039;Amohda:&#039;&#039;&#039; the largest city on the island of Amohda, the historical capital of the empire that controlled the entire region before the First Revolution. The town was the stage of infighting between rebellious and royalist forces, a situation that came to an end after the ceasefire with the New Kingdom. Amohdan swordsmanship lodges are a common sight on its streets; as they were only allowed to open their doors after the Republican presence was expelled. The city is now the seat of the military junta that controls most of the island. Amohda also houses a museum entirely dedicated to recording and preserving its unique history.&lt;br /&gt;
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*&#039;&#039;&#039;Sren&#039;dul:&#039;&#039;&#039; the main center of the Adhomai Liberation Army in Harr’masir. Its inhabitants joined Nated&#039;s revolution during its early years, conducting a long guerrilla campaign against the Republican forces. The city is known for its textile industries and carpet weaving, with its artisans still utilizing traditional methods to fabricate the rugs. It is the capital of the military junta that controls the southern region of Harr’masir.&lt;br /&gt;
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*&#039;&#039;&#039;Dolor:&#039;&#039;&#039; an industrial town focused on the production of consumer goods. The population sided with the People’s Republic at the start of the conflict. However, their minds changed as the Republican Army proved itself to be inefficient in containing the constant attacks and guerilla activity in S’ren’dul. Curfews and other draconic measures were put in place to curb the unrest. Dolor was captured by the Liberation Army with the help of its denizens, who rebelled against the Hadiist garrison as the rebels advanced towards the city.&lt;br /&gt;
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*&#039;&#039;&#039;Harzhyr:&#039;&#039;&#039; located in the wetlands east of the Azumah lake, Hazhyr is a remote town infamous for its high crime rate. The city is a prime example of rural Harr’masir; wooden stilt houses and cabins dot the landscape. Harzhyr became a haven for all types of criminals with the outbreak of the Second Revolution as the locals sided with the Liberation Army. Stolen goods flow from the city to K’marr’s junta, where the wares are then shipped to the rest of Adhomai. Outside of river piracy, fishing and peat extraction are Hazhyr&#039;s main economic activities.&lt;br /&gt;
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= Architecture =&lt;br /&gt;
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Because of the isolation endured by the DPRA during the Second Revolution, Al&#039;mariist architecture is characterized by its simplicity and reliance on local resources. Buildings are heavily influenced by the local culture. Houses in Din&#039;akk and Southern Harr&#039;masir are mainly made out of wood. Edifices in Das&#039;nrra are usually built with concrete. Amohdan architecture is characterized by wooden, elevated structures, with thatched roofs. Southern Ras&#039;nrr mimicks pre-contact styles with buildings made with cut stone and planks together with more modern materials. Due to the hindered reconstructions efforts in Northern Ras&#039;nrr, the population has taken to constructing their residence from scavenged materials or inhabiting the countless war ruins.&lt;br /&gt;
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Despite the preference for function over form, Al&#039;mariist architecture makes extensive use of decorations; pelts, painted murals, propaganda posters, and religious icons adorn the DPRA&#039;s buildings&lt;br /&gt;
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[[Crevus#Notable Locations|Crevus&#039; architecture]] is a notable exception. The Crevan style is inspired heavily by the Interwar Art. However, its focus is on displays of wealth. Its main characteristic is the extensive use of artificial materials, such as plastic, glass, concrete, combined with natural substances as ivory, silver, gold, and precious gems.&lt;br /&gt;
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==Notable Monuments==&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Palace of Das&#039;nrra:&#039;&#039;&#039; located in Shastar city, the Imperial Palace of Das&#039;narra is a pre-contact building that once hosted the royal court of the Das&#039;nrra Empire. Constructed during the height of the Empire&#039;s power, the Palace has four thousand rooms. Currently, the edifice houses the National Assembly, the legislative body of the Democratic People&#039;s Republic, in its largest chamber. Much of the previous art and objects were looted or destroyed during the First Revolution. Its internal decoration now consists of murals and statues depicting events related to the Tajaran Civil Wars and the history of the DPRA.&lt;br /&gt;
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*&#039;&#039;&#039;Monument to the Young Veterans:&#039;&#039;&#039; commissioned by Rahman Hadjuk, the Monument to the Young Veterans is a war memorial dedicated to the underage Tajara who fought for the Liberation Army. The structure depicts a young Tajara with a rifle reaching with an open hand a wounded, fallen adult ALA soldier. While the memorial was considered highly controversial, many defend it by claiming that the Democratic People&#039;s Republic should not forget anyone who contributed to the Al&#039;mariist cause. The monument was built just some kilometers away from the Chaniska&#039;s border.&lt;br /&gt;
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*&#039;&#039;&#039;Mata&#039;ke Great Lodge:&#039;&#039;&#039; located in the outskirts of Mezuma, the Mata&#039;ke Great Lodge is the largest temple dedicated to Mata&#039;ke. Considered to be the center of the deity&#039;s worship, the temple also serves as a hunting lodge for the priests. The complex has several halls dedicated to displaying the trophies brought as offerings by the believers and the priesthood. The Great Lodge&#039;s reliquary is home to a spear supposedly used by Mata&#039;ke in his fight against Dirrnavirr.&lt;br /&gt;
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= Technology =&lt;br /&gt;
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When the military officers and their loyal followers split from the People’s Republic, they poached Republican military equipment and technology. Equally, as more and more territory seceded from the Republicans, the DPRA found themselves in possession of vast swathes of land that had seen moderate investment from the central government, and thus inherited industrialized farms and large factories without having to construct them. However, due to the decentralized nature of the DPRA, the spread of technology across its territory is stunted and uneven.&lt;br /&gt;
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== Civilian ==&lt;br /&gt;
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Government deregulation and local independence have contributed to the stagnation of civilian or non-military technology. When the juntas took control of Republican territory, cities and towns that had already received investment from the central government were repossessed. Yet, a vast majority of urban population centers within the Democratic Republic are antiquated compared to sister cities in the Hadiist nation. The average DPRA citizen is unlikely to own a car, but if they do it is almost certain that the vehicle is on average at least a decade old. Overcrowding in population centers is typical, as the construction of new homes is arduous and expensive.&lt;br /&gt;
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Apartment blocks are typically crammed full of families who enjoy frugal or spartan conditions. The Democratic Republic’s focus on traditionalism, however, has helped a new wave of Neo-Tajara architectural design and fashion. Furniture, buildings, clothes, and what new automobiles are produced are created with local traditions in mind. While the juntas do not necessarily focus on the development of their urban centers beyond what is necessary, local wealthy private business owners do. Much investment is made in public entertainment.&lt;br /&gt;
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Movie theaters and radio stations are the big things in the Democratic Republic. Most families can afford a radio for their homes, which besides broadcasting music can also carry news and even radio dramas. In lieu of this, movie tickets are cheap, and a growing arthouse scene focusing on telling traditional Tajara stories has many directors rising to household names as they produce blockbuster movies that, while unable to meet the production and design qualities alien films do, entertain and satisfy a populace who have little else in the way of an escape. Televisions are not commonplace amongst the average citizen.&lt;br /&gt;
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But with their focus on the military, the Democratic Republic’s food industry is of paramount interest to the juntas. While farmers are not subject to the intense pressure they may face in the Hadiist nation or the New Kingdom, the juntas does tend to confiscate large portions of their harvest to fuel the hungry military battalions spread across the ALA&#039;s territory. Some farmers came into possession of the large, industrialized farms that were repossessed following the secession from the Republic, but those who were not so lucky are at least better off than their New Kingdom counterparts, having access to basic tools like tractors, combines, and so on.&lt;br /&gt;
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Most personal computers in the Democratic People’s Republic are stolen Hadiist machines or smuggled from outside of Adhomai. Only after the Armistice, the first Al’mariist made computers are being released. The market for spare parts is currently dominated by contrabanded and used pieces. While computers are becoming more common in the cities, they are nearly inexistent in rural areas. Believing that computers are nothing but Hadiist spying devices, Ahem Kah&#039;nrir ordered his soldiers to confiscate any terminal they might find.&lt;br /&gt;
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=== Notable Civilian Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;Shastar-17:&#039;&#039;&#039; a half-track, popular car developed by the Shastar Technical University based on outdated Hadiist designs. The Shastar-17 was created with reliability in mind; it is built with commonly found pieces and cheap materials. Because of the DPRA&#039;s limited industrial capacity, the car has only been made available in civilian-controlled areas. Despite its association with the civilian administration, Liberation Army commanders have started to purchase these vehicles for themselves.&lt;br /&gt;
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*&#039;&#039;&#039;Amohdan Carriage:&#039;&#039;&#039; a light, two-wheeled cart consisting of a doorless, chairlike body with a collapsible cover. Owning to its name, the Amohdan Carriage originated on the island and was its main mode of transportation. This means of transportation later spread to the rest of Adhomai; it was very popular with the nobility. Before the First Revolution, this vehicle was strictly hand-pulled by Zhan-Khazan Tajara. Nowadays, most carriages are drawn by motorcycles or bikes; Zhan still are the majority of the drivers even after the restrictions were lifted. Except for Amohda - where they are still widely used - the carriages have disappeared from the face of Adhomai.&lt;br /&gt;
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*&#039;&#039;&#039;Das&#039;nrra Icycle:&#039;&#039;&#039; originally used by the serfs of Das&#039;nrra to travel during the winter, the icycle is a bicycle-like vehicle adapted for use on snow and ice. Replacing the front wheel with an ice skate and the rear wheels with tracks are among the most common modifications; others go as far as adding extra skates for extra stability. While most icycles are still pedal-driven, motor-powered versions are becoming more common after the Second Revolution. The Das&#039;nrra Icycle is popular with the Democratic People&#039;s Republic people because of its cheap and modular design.&lt;br /&gt;
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== Medical ==&lt;br /&gt;
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Some megacorporation installations within the Democratic Republic’s territory were seized for the state and their workers extradited; this included some medical facilities. During its formative years, however, the DPRA never truly hunt for experienced doctors or surgeons. Owing to the Liberation Army’s guerilla tactics, units typically had combat medics assigned to them who throughout the course of the Civil War obtained much experience in treating battlefield injuries. And, with the territory changes that came with the end of the war, the Democratic Republic came into possession of the Trizar State Medical Academy, opening its doors to a new wave of young students.&lt;br /&gt;
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Many experienced veterans of the Civil War, after lessened education requirements, have taken up teaching in the Trizar Academy, and others returned to civilian life to staff clinics and hospitals with dwindling staff. Unfortunately, beyond the few megacorporation facilities already in their hands, the Democratic Republic does not enjoy the same level of medical advancement that their Hadiist neighbors do. Cryogenic cells, laser-tipped instruments, genetic treatment - these are all atypical of most DPRA hospitals, which primarily rely on the old methods of treatment to care for their people. Herbal medicines, primitive instruments, and long recovery times are common.&lt;br /&gt;
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The strict isolationist policy adopted by the unified government and the local xenophobia amongst Tajara in the Democratic Republic make it impossible to acquire alien medical technology or even allow the Interstellar Aid Corps to assist. As such, most hospitals have to make do with what they have and aren’t exactly provided the budget to expand either, given the focus on military advancement that the juntas have. Nevertheless, the Democratic Republic is home to many bright medical minds who came to prominence in the wake of the nuclear bomb deployed by the Republic, and the horror of nuclear war has inspired a generation of young people to find a place for themselves in the medical profession.&lt;br /&gt;
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== Military ==&lt;br /&gt;
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A lot of military equipment in the Democratic Republic could be considered second-hand. Large quantities of their mechanized infantry, aircraft, weapons, and vehicles are the same that the Republicans use, owing to the fact that the secession movement was mainly carried out by military leaders. The Democratic Republic invests a significant amount of research and industry into reverse-engineering and the production of these Republican designs, as at the time of the secession, they lacked the ability to mass-produce this equipment on the same scale the Republicans could. And what they could not reverse-engineer or produce on their own, they stole and pilfered from their surrounding neighbors.&lt;br /&gt;
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However, what the Democratic Republic lacks in industrial might, they more than make up for in research and development. Multiple types of improvised weapons have become a staple of their guerilla tactics or espionage activities, from makeshift mortars to cheap silenced pistols. Scientists strive night and day to attempt to reverse-engineer Republican designs and equipment with moderate success, further contributing to the strength of the Democratic Republic’s army. The technological gap between them and their Hadiist neighbors is a top priority of most juntas.&lt;br /&gt;
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Yet, the juntas themselves are a roadblock to much of the Democratic Republic’s advancement. There are significant in-fighting and interpersonal conflicts between the many juntas that control territory and cities in the Democratic Republic, leading certain garrisons and local soldiers to receive differing levels of equipment based on their proximity to development labs and their relationships with the junta controlling said development lab. Some units are still using old, second-hand Republican equipment that requires constant upkeep and repair due to the age of said equipment.&lt;br /&gt;
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The Liberation Army revealed its nuclear weapons program in &#039;&#039;&#039;2463&#039;&#039;&#039;. Build through espionage and theft of Hadiist&#039;s assets, the true extent of the nuclear program remains a secret. Available intelligence suggests that the installations are haphazardly built and geared towards building an arsenal as quickly as possible.&lt;br /&gt;
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=== Weapons ===&lt;br /&gt;
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Stolen and makeshift guns are commonly found in the hands of their guerrilla soldiers, while the main core of the liberation army uses typical republican weapons. Favoring practicality and reliability, the weaponry of the ALA is easily adapted to whatever type of warfare is being conducted. Their service rifle is the Mrrazhak Model-1, a weapon based on the Ho&#039;taki Marksman Rifle. The Mrrazhak is notorious for its simple and reliable design; it can be fabricated and assembled without the need of a specialized industry or a highly trained workforce.&lt;br /&gt;
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Weapons are widespread among the DPRA population, with most households having at least one rifle or some heirloom gun. There are very few restrictions on acquiring or carrying firearms, with only explosives and weapons of mass destruction being reserved for the military. This limitation can be lifted in case of war.&lt;br /&gt;
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==== Notable Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Ho&#039;taki Marksman Rifle:&#039;&#039;&#039; a recent invention by the Shastar Technical University, created through the reverse engineering of captured Tsarrayut’yan rifle. The Ho’taki marksman rifle is a semi-automatic sniper rifle, designed to serve as a squad support and sniping tool. Introduced at the start of the offensive of 2460, the rifle was issued to the feared Das’nrra Marksmen.&lt;br /&gt;
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*&#039;&#039;&#039;Mrrazhakulii Suppressed Pistol:&#039;&#039;&#039; created as a disposable and concealable weapon, the Mrrazhakulii suppressed pistol is a firearm with a silencer integrated as part of its barrel. Carried by guerrilla forces and spies, those guns are used in assassination and subterfuge operations. Due to using cheap and available materials, such as recycled iron and tires, countless of these pistols were distributed among cells and ALA soldiers.&lt;br /&gt;
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*&#039;&#039;&#039;Hotak&#039;s Foldable Shotgun:&#039;&#039;&#039; named after the infamous commander and his unit, this single-shot shotgun has been designated to be carried by infiltration agents and freedom fighters. The Hotak’s shotgun can be folded in half, allowing easy concealment under coats and other pieces of clothing. Special holsters are currently being fabricated, as the armistice allowed the gun to enter the civil market.&lt;br /&gt;
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*&#039;&#039;&#039;Battalion Buster:&#039;&#039;&#039; improvised mortars made out of diesel barrels or mead casks, these weapons were built by guerrilla cells in PRA-controlled territory. With varying levels of design, ranging from near immobile artillery to shoulder-mounted guns, the battalion buster is used in irregular warfare and attacks against buildings. Regular shells and improvised explosives are used as ammunition by the ingenious forces of the ALA.&lt;br /&gt;
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==== Notable Experimental Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Wild-Wire Grenade:&#039;&#039;&#039; developed at the very end of the Second Civil War due to the constant urban warfare, the Wild-Wire Grenades are spheric devices when deployed extend barbed wire strands and spin rapidly. When spinning, the lines lashes around the grenade, trapping and cutting anyone caught in its range. The wire causes deep cuts and can even mutilate extremities, but it is ineffective against armor.&lt;br /&gt;
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==== Notable Military Vehicles ====&lt;br /&gt;
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*&#039;&#039;&#039;Mata&#039;ke Rafama II:&#039;&#039;&#039; the famous main battle tank issue to the Hro&#039;rammhad Tank Corps. Designated by Shastar Technical University shortly before the Second Revolution, the Mata&#039;ke Rafama II was used most efficiently by the Liberation Army. Despite not having the technological superiority of the late Hadiist models, the tactics of the ALA gave this vehicle a legendary status among tank enthusiasts. The Mata&#039;ke Rafama II&#039;s design is quickly becoming obsolete as the PRA updates its vehicles.&lt;br /&gt;
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*&#039;&#039;&#039;Yve&#039;kha III:&#039;&#039;&#039; a light tank known for sacrificing much of its armor and firepower for speed. The Yve&#039;kha III is mainly used for hit-and-run attacks and raids by the Liberation Army. Armed with a light gun and a single turret, these tanks are ill-suited to fight other vehicles. Crewing a Yve&#039;kha III is a job reserved for the bravest or suicidal pilots; as any serious hit will likely disable the tank. Some pilots of the Liberation Army even embrace the danger and attach explosives to their tanks before driving towards the enemy lines.&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Gunwagon:&#039;&#039;&#039; an improvised fighting vehicle, usually an open-ended truck or tractor carrying a machine gun, artillery piece, or anti-materiel weapon. Deployed by the Liberation Army guerilla forces through the Second Revolution, it proved to be a cheap and effective alternative. The Gunwaggon was a common sight on the plains of Southern Harr&#039;masir. Some ALA warlords have incorporated fleets of gunwagons into their armies.&lt;br /&gt;
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== Extranet ==&lt;br /&gt;
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The Extranet in the Democratic People’s Republic is marked by its lack of control and total freedom of its users. The DPRA is a haven for illegal websites and cybercriminals; the local government has no interest in disrupting their business as long they do not cause any trouble. Thanks to the lack of technical capacity of the government and the principles of Al’mariism, there is little to no censorship; with some junta-controlled areas being the exception. The Island of Amohda is a notable example; Rrhaza-Akhran Hadjuk justifies censorship as a necessary measure to disrupt rebellious activities.&lt;br /&gt;
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=== Notable Websites ===&lt;br /&gt;
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*&#039;&#039;&#039;RebelTor:&#039;&#039;&#039; an online repository of digital media and software. RebelTor allows the user to download and share all kinds of archives without any form of restriction. Because of its blatant piracy and copyright infringement, the website is blocked by most providers in the known space. Members of the National Adhomai Worker&#039;s Party have tried to ban the site before to combat piracy, but this proposal was ultimately rejected by the National Assembly.&lt;br /&gt;
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*&#039;&#039;&#039;Hrom-Yarra:&#039;&#039;&#039; the Adhomian version of the 64tan. Hrom-Yarra hosts an imageboard and forums destined to discuss Tajaran related topics. Despite most of its content being in Siik’maas, it has international sections where Ceti Basic is the enforced language. Because of its nearly nonexistent moderation, Hrom-Yarra became a gathering ground for Adhomian and foreign radicals.&lt;br /&gt;
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*&#039;&#039;&#039;Badlands Road:&#039;&#039;&#039; an anonymous online black market with ties to the extensive DPRA smuggling network. Guns, drugs, explosives, falsified documents, and even perfectly legal goods are offered for sale. The products are usually delivered in person or by modified robotic drones. Buyers can leave reviews on the products’ pages; this allows users to know the best sellers and who might be a scammer.&lt;br /&gt;
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= Government and Ideology =&lt;br /&gt;
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The Democratic People’s Republic of Adhomai is a presidential republic with a multi-party system. The leadership and organization are extremely decentralized, with each regional entity being granted a lot of authority to conduct their own business as they see fit. The president is an elected position and serves a four-year term.&lt;br /&gt;
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Each state is able to elect their own governors, that acts as their spokesperson before the national assembly. All states are granted the privilege of dictating their own laws and public development, with little interference from the main government.&lt;br /&gt;
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The civil population and the military are each able to vote for an elected representative. These individuals serve for one-year terms and have the power to vote on decisions made during official assemblies.&lt;br /&gt;
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The nationwide government is a unicameral legislature that typically meets daily. Meetings are hosted in Shastar City with governors and officials who are abroad participating through holoconferencing. During meetings, a speaking order is used to propose legislation to be voted on. Generally, the most important officials speak first. Speaking order is as follows; the president is first, then ex-presidents, governors, former governors, and finally the elected representatives. Junta commanders are also allowed to participate; they have a position equivalent to a governor. &lt;br /&gt;
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== Al&#039;mariism ==&lt;br /&gt;
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Al&#039;mariism is an ideology characterized by decentralized leadership, rejection of the traditional Tajaran caste system, the protection of regional identities, and opposition to foreign influence on Adhomai. Its origins can be traced back to the Second Revolution; Al&#039;mariism considers itself the rightful heir of Al’mari’s legacy and policies. Its main objective is the creation of a strong and independent Adhomai. Because of its genesis as an anti-Hadiist coalition, it presents a great deal of variation in how his theory should be applied in practice.&lt;br /&gt;
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The caste system is seen as one of the main obstacles to the future of the Tajara people. But unlike Hadiism, Al&#039;mariism believes that the Tajara naturally drift away from it if given the right conditions to prosper. The caste system only persisted thanks to active and direct coercion. The preservation of regional identities and cultures is one of the main concerns of the ideology. Allowing the population to choose its destiny is Al’mariism’s solution to the heritage left by thousands of years of noble rule.&lt;br /&gt;
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Al’mariism is openly opposed to alien influence, seeing their interference in Tajaran affairs as highly damaging to the species. Megacorporations are considered the largest threat to a free Adhomai. Al’mariist’s xenophobia ranges from isolationism to violent ultranationalism&lt;br /&gt;
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=== Schools of Thought ===&lt;br /&gt;
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*&#039;&#039;&#039;Moderate Al&#039;mariism:&#039;&#039;&#039; born from the democratic elements aligned to Nated&#039;s coup, Moderate Al’mariism aims to conciliate the principles of Al&#039;mariism with democracy. Further decentralization of the government and the dismantlement of military rules are its main platforms. Leadership should be delegated to a democratically elected leader, that also has his power limited by a robust system of checks and balances. Freedom is considered one of the Democratic Republic’s core rights, and the state should be its main defender. Out of all Al’mariist schools of thought, this ideology is the least xenophobe. Coexistence with other species is possible, but they should hold no influence in Adhomai’s affairs. Despite this position, the Moderate Al’mariists are not afraid of defending the rights of the off-world Tajaran community. [[Notable Tajara#President Almrah Harrlala|President Almrah Harrlala]] is the main proponent of this ideology.&lt;br /&gt;
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*&#039;&#039;&#039;Natediism:&#039;&#039;&#039; originated among the militaristic circles of the Liberation Army, Natediism preaches that the existence of a strong and unifying leader is necessary for the success of Al’mariism. This ideology leans heavily towards authoritarian tendencies and the cult of personality of supreme Commander Nated. Military administration is preferred above civilian administration; militarization of society is mandatory to guarantee the future of the Tajara. Xenophobia is an integral part of Natediism, the presence of aliens is believed to be actively harmful to Adhomai. Off-world communities should be indoctrinated and work towards Al’mariism instead of serving xeno governments and corporations. [[Notable Tajara#Ex-interim President Brajrr Alnadruskiy|Ex-interim President Brajrr Alnadruskiy]] is the main proponent of this ideology.&lt;br /&gt;
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*&#039;&#039;&#039;Vanguard Natediism:&#039;&#039;&#039; an extreme form of Natediism that believes that the victory of Al’mariism is ultimately inevitable due to its superior design. However, this triumph is only possible through armed conflict. Vanguard Natediism seeks to accelerate this supposed historical progress via all available means; restarting the Adhomian war is its main goal. Terrorism, false flag operations, propaganda, and political violence are their main tools in this pursuit. The Armistice is considered to be nothing but a ploy by the other factions to delay the inevitable. This ideology is infamous for its extreme xenophobia; coexistence between different species is impossible because of their innate differences. Vanguard Natediism actively attempts to destabilize and attack alien nations as they are deemed to be an existential threat to the Tajara. [[Notable Tajara#Commander Kyff Hotak|Commander Kyff Hotak]] is the main proponent of this ideology.&lt;br /&gt;
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*&#039;&#039;&#039;Theocratic Natediism:&#039;&#039;&#039; at the fringe of Nated&#039;s cult of personality lies those who believe that he is of divine origin. Theocratic Natediism preaches that the Supreme Commander is a holy being, either the avatar of the Suns or Mata’ke made flesh, destined to rule Adhomai. This creed plans to revitalize the Tajaran society through a religious revival, purging any corrupt and irreligious aspects present in it. The aliens are to be expelled from the planet by the sword, as they only bring atheism and foreign religions. However, the fundamentalists remain internally divided between the faith of the Suns and the Ma’ta’ke pantheon; only their worship of Nated maintains them somehow united. [[Notable Tajara#Maksym Razin|Maksym Razin]] is the main proponent of this ideology.&lt;br /&gt;
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*&#039;&#039;&#039;Ruralist Al&#039;mariism:&#039;&#039;&#039; faced with cultural shocks and uncontrolled industrialization since the first contact, Ruralist Al’mariism attempts to preserve the Tajaran culture through the total return to rural life. Modernity is blamed for the destruction of Adhomai’s nature and the countless social problems; the only compatible lifestyle with the Tajara species is the agrarian one. Ruralist Al’mariists advocate for the forced emptying of the cities, the destruction of modern technology, and the resettlement of the entire population in villages and farms. Its final objective is the regression to a pre-industrial stage, focused especially on subsistence agriculture. Xenophobia in this ideology appears as a form of extreme isolationism. In its ideal society, Adhomai would be permanently closed to the wide galaxy after the dismantlement of its space infrastructure and communication devices. Thanks to its appeal to tradition, Ruralist Al’mariism has found moderate support in Southern Ras&#039;nnr. [[Notable Tajara#Bakhteiarova Mirzakhani|Bakhteiarova Mirzakhani]] is the main proponent of this ideology.&lt;br /&gt;
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== Political Parties ==&lt;br /&gt;
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The following parties operate in the government of the DPRA:&lt;br /&gt;
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*&#039;&#039;&#039;Free Tajaran People&#039;s Party:&#039;&#039;&#039; this party encompasses most of the military and authoritarian elements. They seek to weaken the autonomy of governors in favor of a strong central government, overseen by the supreme commander. Members of this organization hold the most nationalist and xenophobic views; defending the return of the war against other Adhomian nations and isolation before the galactic community. They consider rapid industrialization as the best choice for Adhomai in regard to its economy, even if it is to the detriment of the environment. This party is led by ex-interim president Brajrr Alnadruskiy.&lt;br /&gt;
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*&#039;&#039;&#039;National Adhomai Worker&#039;s Party:&#039;&#039;&#039; this party is composed of urban workers and intellectuals. They aim to increase the autonomy of the states, placing less importance on the decisions made by the national assemblies. Members of its organization hold far more moderate views; seeking to honor the Armistice of Shastar while recognizing that maintaining a healthy and independent relationship with other foreign powers is needed. This party is led by president Almrah Harrlala.&lt;br /&gt;
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*&#039;&#039;&#039;Followers of Nated:&#039;&#039;&#039; an organization formed by fanatical supporters of Nated who claim he is a divine avatar of the Suns or Mata&#039;ke. They support a dictatorship under the guidance of Halkiikijr Nated&#039;Hakhan, stripping away any semblance of democracy from the Democratic People&#039;s Republic. Members of this party oppose any form of peace or negotiation with the other Tajaran factions, or diplomacy with alien powers. They are known for hosting the most radical elements of DPRA&#039;s political scenario. This party is led by Maksym Razin.&lt;br /&gt;
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*&#039;&#039;&#039;Amohdan Free Lodge:&#039;&#039;&#039; this minor party was represented by Amohdan nationals. They pushed for the independence of Amohda as its own state, usually siding with other parties that may help them in reaching their goals. However, they were divided between two different sides; one that saw democracy as the best option for the island, while others believed that restoring the monarchy would have been better. This organization was the main supporter of the ceasefire with the New Kingdom of Adhomai. This Party was banned after the Amohdan uprising of 2462.&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Blue Party:&#039;&#039;&#039; a party is formed by farmers and students. Instead of worrying about the Armistice or the composition of the government, their main goal is to preserve the environment of Adhomai. Industrialization and armed conflict are considered a major threat to the nature and beauty of the planet. Members of this organization are also vehemently opposed to the presence of NanoTrasen. The organization is currently divided between environmentalists and Al&#039;mariist ruralists. This party is led by Bakhteiarova Mirzakhani.&lt;br /&gt;
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== Adhomai Joint Intelligence Committee ==&lt;br /&gt;
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Created shortly after the war through the combination of guerrilla cells, spies, and other undercover forces under the control of the Adhomai Liberation Army, the Adhomai Joint Intelligence Committee is the foreign intelligence service of the Democratic People’s Republic of Adhomai. The agency has the mission of helping liberate the Tajara people from the oppression of alien regimes, collecting strategic information, and acting against the rival Tajaran nations. The AJIC does not deal with internal threats, local law enforcement forces are usually used to deal with any organized crime or domestic terrorism.&lt;br /&gt;
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Members of the Adhomai Joint Intelligence Committee are trained in sabotage, assassination, and unilateral warfares. Infiltration and subversion of the population is the most favored tactic of the AJIC. Agents are known for using local forces, arming and teaching them how to fight, while introducing them to the Al’mariist ideology. Spies among the diplomatic services are rare, as diplomacy has been neglected until the formal introduction of the DPRA to the galactic community. The presence of AJIC is growing in Biesel, as more sleeping cells are being called into service.&lt;br /&gt;
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== Law ==&lt;br /&gt;
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The Al&#039;mariist justice system is decentralized and relies both on written law and local customs. Each region has the right to change and introduce its own laws to better fit its population. Judges are admitted through an entrance exam, with the jury made up of locals chosen randomly. Citizens have the right to hire any lawyer they see fit, but the government still offers public defenders for those who can not afford to pay a professional. However, the situation in junta territories is far different. The warlords are free to conduct justice as they see fit. Kangaroo courts and unlawful sentences are common. Magistrates are appointed for their loyalty to the local army leaders.&lt;br /&gt;
&lt;br /&gt;
Law enforcement in the civilian areas is the responsibility of the Public Police Agency, an organization under the direct control of the local governments. This department is tasked with keeping the peace and investigating crimes. Because of the large swathes of land and relatively sparse population in rural regions, the DPRA frequently empowers elected officials to act as law agents. The army fulfills the peacekeeping role in junta territories, with varying degrees of success and fairness.&lt;br /&gt;
&lt;br /&gt;
== International Relations ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; the Democratic People’s Republic of Adhomai was recognized in 2461 as a legitimate state by the Republic of Biesel as part of the Armistice of Shastar. Since then, the relations between the Al’mariist state and Tau Ceti have remained cold and distant. The memories of the ALA activities in Mendell still lingers and the DPRA is avoiding any confrontation to preserve the strategic advantage of having an official presence in the system. Al’mariist agents operating in Biesel have to take extra precautions to remain undetected; the local authorities are not willing to tolerate their activities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Izweski Nation]]:&#039;&#039;&#039; the relations between the Hegemony and the Democratic People’s Republic shifted from friendly to openly hostile because of the uprising in Gakal’zaal. The Al’mariist government denounced the Unathi and supplied materiel and fighters to the rebels in the colony. Despite the normalization of diplomatic ties after the liberation of the planet, the relationship between both nations remains tense because of the Unathi situation in Gakal’zaal; the Hegemony wishes for the Unathi residing there to regain citizenship, yet the bitter history between the previously-named Unathi nobility and the Tajara population there proves too recent a hurdle to pass.&lt;br /&gt;
&lt;br /&gt;
== Flag ==&lt;br /&gt;
&lt;br /&gt;
Originated from irregular Liberation Army forces, the Al&#039;mariist flag has a simple design to allow any Tajara to quickly replicate it. The black color symbolizes the equality between all Tajaran ethnicities, the white diamond shapes represent the Twin Suns, and the empty space above the line evokes religious sentiments by claiming that nothing is above the Suns.&lt;br /&gt;
&lt;br /&gt;
= Military Forces =&lt;br /&gt;
&lt;br /&gt;
The Democratic People’s Republic of Adhomai’s military is the [[Tajaran Military Structures#Adhomai Liberation Army|Adhomai Liberation Army]].&lt;br /&gt;
&lt;br /&gt;
The Adhomai Liberation Army is one of the most important elements of the DPRA, as it was the force that allowed the creation of the republic. Due to this, military commanders were allowed to control most of the country&#039;s territory, creating powerful juntas that only now are being dissolved in favor of the civilian rule. While most of the ALA&#039;s forces during wartime were composed of guerrilla fighters, the main core of the army is formed by the remnants of the officers and soldiers that followed Nated in his coup attempt against the PRA. This grants them a well-trained, but limited, supply of combatants and mechanized divisions.&lt;br /&gt;
&lt;br /&gt;
After stepping down, junta commanders are usually allowed to keep their ranks and the command of their soldiers; these ex-warlords continue to answer to the Supreme Commander.  While non-junta forces man military bases in civilian areas, they are heavily restricted in regards to where they can go and when they can act. Besides typical military duty, the Liberation Army in civilian territories commonly participates in the construction of public works and disaster relief.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability&amp;diff=24840</id>
		<title>Tajara Space Capability</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability&amp;diff=24840"/>
		<updated>2022-06-03T07:02:42Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Smugglers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
=Space Flight=&lt;br /&gt;
&lt;br /&gt;
At the time of their discovery, the Tajara thought of spaceflight the same as we might think of cold fusion. However, with human first contact, these mental barriers were not dismantled but rather blown apart. All at once, apathy, shock, joy, and existential dread resonated through the entirety of Adhomai. Many were overjoyed; beings from outer space had come to usher in a new age of enlightenment and knowledge. They were swiftly corrected.&lt;br /&gt;
Now, forty years later space flight had become somewhat mundane. All three governments have implemented strict spacing laws, materials are frequently carried in and space exports are made on a daily schedule. Still, the Tajara people remain the most divided in their opinions of space flight. Many see it as the beginning of the hard times, others recognize it as a simple business and a few more know it’s their only way off of this planet.&lt;br /&gt;
&lt;br /&gt;
==History of Space Flight==&lt;br /&gt;
Shortly after the first contact, multiple offers were made by the royal houses to purchase human vessels, however, all were rejected. While no records of negotiations have survived to this day, it is assumed this was done to lessen the impact of Tajara on galactic politics. The first space port on Adhomai itself was established on Crevus. It was almost as lax as it is today, with human and skrell smugglers making regular use of it even after the establishment of the Republic. &lt;br /&gt;
&lt;br /&gt;
After the first revolution and the establishment of the new federal government, President Rhagrrhuzau Hadii put much effort into ensuring the PRA would be provided a vessel and trained personnel. Eventually, after months of negotiations, the new PRA was provided the Freighter &amp;quot;Ruka&amp;quot; alongside 20 trained human astronauts, and blueprints of the ship. The Ruka would be the vessel that the first Tajara astronauts were trained on. After achieving this deal President Hadii’s isolationist rhetoric began to surface. Historians argue over whether this was already on its way or if the securing of a Tajara space program motivated the President to switch his public views. &lt;br /&gt;
&lt;br /&gt;
With these new materials, the first Tajara satellites were launched into space. The rapid advancement of technology ensured that eventually, a Tajara would reach space without the assistance of a human vessel. After the first trip to space, next came visits to other planets, Raskara was first on the list, and while many religious folks protested against it the mission was successfully completed. After all of these successes, the pinnacle of Tajara engineering was completed and launched into space: an advanced (for the time) orbital platform known as The People’s Space Station, crewed only by Tajara.&lt;br /&gt;
&lt;br /&gt;
That was the official process for the Republican effort. In Crevus’ speakeasies, black markets, and the spaceport a very different process began. Tajara signed illegally onto smuggling crews and independent space vessels for many reasons. Some wished to see space, some were drawn to the credits, and some simply needed a place to escape Crevus’ burgeoning crime families. Nonetheless, these Tajara were among the first of the species’ spacers. They worked harsh jobs aboard those vessels and over time began to ascend in the hierarchy of the crews. Some would go on to become ship captains in their own right through labor, trickery, or murder. These Tajara who gained their own vessels went on to use them as part of Adhomai’s growing black market. Thus, they began the other Tajara space tradition of smuggling.&lt;br /&gt;
&lt;br /&gt;
The Republican “space high” wore off rather quickly after the assassination. The few trained space captains and their vessels remained loyal to the PRA, being high ranking party members themselves. However, their crews were of a different opinion, and after a myriad of mutinies and sabotage, practically the whole fleet was unusable for the first half of the war. Eventually, PRA managed to manufacture its first fully militarized ship, the PNA Retaliation as well as restore their civilian crafts. Soon, many more decommissioned and outdated human ships would be purchased, and alongside the PNA Retaliation, they&#039;d spend the rest of the war attempting to cut off smuggling supply lines of the DPRA and NKA.&lt;br /&gt;
&lt;br /&gt;
Now peace reigns, but the PRA space navy still reigns supreme in the S&#039;rand&#039;marr system. Neither the DPRA nor NKA are capable of competing with the PRA, and still rely mostly on human contractors and illegal smugglers. This has led to both factions having a much smaller presence in galactic politics and their citizens usually have to make traveling purchases out of their own pocket. However, the DPRA’s victory at Gakal’zaal and the taking of the shipyards there along with the NKA’s civilian trade fleet has challenged the PRA’s near-monopoly on space. Now as the Space Force and Merchant Marine develop, only time can tell if they can truly defeat the PRA’s space supremacy. &lt;br /&gt;
&lt;br /&gt;
==Civilian Ships and Installations==&lt;br /&gt;
&lt;br /&gt;
Civilian and foreign ships are a common sight around the resource-rich Adhomai. The SCC, CoC, Elyra, and independent contractors frequently fly in and out of Adhomai to trade or mine resources. The Federation has also been a more frequent sight due to their recent, relatively positive, interactions with the PRA. &lt;br /&gt;
&lt;br /&gt;
In the past, ships owned by Tajara who were not citizens of the PRA would be confiscated by the state and the owner arrested. Alien-owned ships that lacked official permits designating them as working for a megacorporation or for the PRA would share the same fate, albeit with their non-Tajara crew deported. Now in times of peace, it is only PRA citizens who are not permitted to privately own a space vessel, however, they can function as government contractors and be lent a ship, provided they&#039;re a loyal party member. This doesn&#039;t mean NKA and DPRA Tajara have it easy, due to PRA&#039;s dominant supremacy all NKA and DPRA ships are searched if caught, any illegal goods they find are then immediately confiscated and sent to the PRA. The two other governments find it difficult to protect their citizens in this matter, their recommendation is to simply not get caught or become a government contractor, as PRA ships won&#039;t touch those out of fear of provoking war.&lt;br /&gt;
&lt;br /&gt;
===Freighter===&lt;br /&gt;
Tajara designed freighters are similar in design to any other freighter, with the exception of added crudeness and a certain amateurish touch. There is one specialty, which is the emergency ejection system. Most Tajara freighters are capable of ditching their entire cargo load within seconds; leaving the goods for the pirates while the ship itself survives another day. Few captains use this system to make quick drops into hostile territories. This tactic is unpopular as very little cargo, or those supposed to receive said cargo, survive the impact.&lt;br /&gt;
&lt;br /&gt;
===Database Freighters===&lt;br /&gt;
Made from adapted designs of the first freighter Tajara ever worked upon, Database freighters are PRA vessels made specially for gathering information on star systems and what passes through them. They are equipped with several portholes that open to extend far reaching antennae that can pick up signals from ships or launch radio waves to track moving objects in space. The fleets of the Kosmostrelki usually have a few and some remain in orbit in the S’rend’marr and Hro’zamal systems. One vessel attempted to defect to the ALA during the war and was swiftly turned to scrap by an Orbital Navy destroyer. With the creation of the Tajani satellite, it is unknown if Database Freighters will be superseded by the new devices. The designs of the Database Freighters were leaked during the war and both the DPRA and NKA are hoping to field their own in the future. &lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
Civilian transports of Tajara design are a rare sight, but they do exist. Built for survival in dangerous space, these ships boast both extremely thick plating and large, powerful engines. Making them some of the safest ships in The Badlands.&lt;br /&gt;
This of course comes at the cost of comfort, the plating and engines leave little room for effective heat dispersal and during long and intense chases, passengers can even &amp;quot;cook alive&amp;quot; inside their cabins if they&#039;re close to the engines.&lt;br /&gt;
&lt;br /&gt;
===Mining Jacks===&lt;br /&gt;
A skipjack would usually be seen in the hands of smugglers but Tajara have developed an ingenious way of mining. Instead of using a large ship to land on an asteroid and deploying a mining crew, these small, one-pilot Jacks simply cut away a part of an asteroid and take it back to a mining station. There it is processed while the skipjack flies off to the asteroid again. This also means that the crews are on their own, and if anything goes wrong they&#039;ll end up stranded and without any immediate help.&lt;br /&gt;
&lt;br /&gt;
===Scrapper===&lt;br /&gt;
A frequent sight in Tajaran space are Scrappers. Crewed by three or five Tajara, these horseshoe-shaped ships use their electromagnets to latch onto other ships, after which they either two the ship into a nearby spaceyard or offer repairs on the spot. This service is free for PRA ships and used frequently, while foreigners often prepare to repair their own ships. Scrappers also frequently engage in &amp;quot;debris cleanup&amp;quot;, towing unsalvagable ships or satellites into spaceyards to be scrapped and re-used. An urban legend persists that certain Scrappers tow healthy ships into scrap, hoping to steal other ships&#039; contents after they are dismantled alongside the crew.&lt;br /&gt;
&lt;br /&gt;
===Helping Hand===&lt;br /&gt;
Larger shuttles were eventually made to construct the People’s Station. The Helping Hand was what came forth. Bristling with robotic arms, loaded with various lathes, and large holds to hold many resources and engineers, the Helping Hands have been a great tool in rapidly building installations for the PRA to use. Their robotic hands are controlled through consoles used by technicians to move materials and assist in-space engineers in constructing whatever is needed for the PRA’s spacers. These can also be used in ship repairs in a pinch. Any important PRA space installation will have at least one Helping Hand. The DPRA and the NKA have noticed the usefulness of this design and have swiftly created their own. The DPRA’s Helping Hands are presently being used to expand and modify the Free Gakal’zaal Station. &lt;br /&gt;
&lt;br /&gt;
===Smugglers===&lt;br /&gt;
From the first revolution to the most recent Gakal’zaal uprising, smuggling has always played a large part in Tajara history. The DPRA in particular harbors very good relations with smugglers, keeping them more as a permanent asset rather than a quick hire. While the PRA would love to get rid of these smugglers, many arrive to Adhomai under legitimate corporate interests or at least masking as such. This gives them them an uninterrupted way in and out.&lt;br /&gt;
&lt;br /&gt;
=People&#039;s Republic of Adhomai=&lt;br /&gt;
Realizing that ship-combat is utterly different from naval or ground combat, the PRA developed a unique doctrine titled “The Blizzard”. It is defined by quick hit-and-run attacks of smaller interceptors while larger ships stand back as fire support. This has led to the Tajara fleets being very effective in eliminating pirates, but rather fragile in any other sustained combat. The PRA&#039;s Orbital Navy is led by an appointed [https://wiki.aurorastation.org/index.php?title=Notable_Tajara#Chief_Naval_Commander_Samirro_Qarrarhaz Chief Naval Commander].&lt;br /&gt;
[[File:Ships pew pew.png|350px|thumb|right|Organization of the PRA space forces.]]&lt;br /&gt;
&lt;br /&gt;
==Hadiist Ship Models==&lt;br /&gt;
&lt;br /&gt;
===Fang===&lt;br /&gt;
Fangs are piloted interceptors with low shielding, light armour, unguided rockets, and ballistic cannons. Their design is based on outdated alliance corvettes, and they&#039;re designed to fit in large quantities into carriers and corvettes. The early years of the Orbital Fleet had largely poorly trained pilots flying Fangs. After the Armistice the Fangs received actual shield systems along with a VR training program for the pilots. Pilots have a much higher rate of survival now but still face high fatality rates, a fact that makes them dour and negative.&lt;br /&gt;
&lt;br /&gt;
===Claw===&lt;br /&gt;
A new adaptation of the Fang design, Claws are larger two person fighters made to improve the combat capabilities of the Orbital Navy’s rockets. Meant to operate at the very forefront of space battles, they have the capability to transpond locational data back to a mother ship. This way the guided rockets that said mother ship fires have a better idea of where their target is and unguided rockets can be better aimed at the enemy. While designed for mobility with better engines and a strong shielding system, piloting a Claw is even more dangerous than a Fang. Pilots believe that being assigned to a Claw is a death sentence and a sign that you angered your superiors.&lt;br /&gt;
&lt;br /&gt;
===Snowstorm===&lt;br /&gt;
The most advanced addition to the Tajaran fleet, the Snowstorm is a skipjack operated by a pilot and a hacker. They employ a wide range of signal disruptors, hacking tools, and scramblers. Capable of disabling even a large destroyer, they&#039;re sent out alongside the smaller Fangs who serve as a distraction with the Snowstorm tries to get as close to the enemy vessel as possible and disable their systems. While provided special jumpsuits, the hackers on these ships are required to frequently shave their fur to prevent any short-circuiting of their sensitive equipment, thus they&#039;re often lovingly called &amp;quot;Smooths&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Icelance===&lt;br /&gt;
Perfection of the PRA doctrine, these ships function as space artillery. Magnetic accelerators along the whole length of the ship fire titanium rods at supersonic speeds. Being impossible to shoot down by gunners due to their thin profile, and undetectable by conventional point-defense make these firing mechanisms a perfect fit. However, they are very slow and are only capable of firing a few shots before their battery runs dry, giving them a low rate of fire. Thus it is a rare sight to see an Icelance without a supporting Headmaster or Sentinel.&lt;br /&gt;
&lt;br /&gt;
===Icelance GC-2 (Glacial Worm Type 2 variant)===&lt;br /&gt;
The main difference between the regular Icelance and the GC-2 is the main weapon. With the perfection of cryonics, PRA scientists have equipped this ship with a &amp;quot;particle retarded&amp;quot;, commonly known as a &amp;quot;Freeze Ray&amp;quot;. Used most often against shielded opponents or ships the PRA desires to apprehend rather than destroy, this design sees frequent use at security checkpoints and borders. The nature of the weapon also means it strains the battery much less, providing it with a higher rate of fire and life expectancy.&lt;br /&gt;
&lt;br /&gt;
===Headmaster===&lt;br /&gt;
The second heaviest ship created by the People&#039;s Republic of Adhomai. As of now, it&#039;s the lightest heavy ship ever designed, barely staying above the classification of a cruiser. This makes the Headmaster both fast enough to keep up with the rest of the fleet, while being able to survive anything common pirates can field. However, they&#039;re incapable of standing up against any other ship in their size category and are not employed in the same way as other cruisers. Recent bigger designs have been entering the testing phase, possibly opening the Tajara to larger-scale galactic operations.&lt;br /&gt;
&lt;br /&gt;
===Sentinel===&lt;br /&gt;
A carrier ship, designed to ferry Fangs and Snowstorms, as well as assisting and providing support for the Icelance. It is the largest and bulkiest ship in the Tajara fleet and so it was assumed that the Sentinel would be the primary target of enemy fire. As a precaution, the government spared no expense on these ships. Boasting high armor, impressive shielding, point-defense, and even Bluespace Disruptors purchased from Epsilon Eridani, piloting this kind of ship is an honor of the highest degree. Only the most skilled and loyal captains are permitted to command these behemoths into battle. They are also hard to maintain and supply and so they are deployed sparingly.&lt;br /&gt;
&lt;br /&gt;
==Hadiist Space Forces==&lt;br /&gt;
&lt;br /&gt;
===Kosmostrelki===&lt;br /&gt;
[[File:Komostrelkiposter.png|200px|thumb|right|People&#039;s Republic of Adhomai propaganda poster for the recruitment of the Kosmostrelki.]]&lt;br /&gt;
&lt;br /&gt;
The PRA has always been known for substituting quality with quantity. However, this sentiment had to be tweaked for space combat as their ships, cheap as they are, are still hard and expensive to replace for the government. This makes the Kosmostrelki some of the best-trained troops in the PRA roster. The Kosmostrelki are usually trained in the martial art of Baghrar, both to instill discipline and help with their balance. They are also capable sharpshooters, understand advanced first aid, and are drilled in the repair and upkeep of the spaceships they inhabit. While there are specialized medics and engineers, all Kosmostrelki are expected to know how to improvise their way out of any emergency. This includes mandatory language classes so that they understand and speak Tau Ceti Basic. &lt;br /&gt;
&lt;br /&gt;
The process of becoming a Kosmostrelki starts with a Republican Army member filing a request to become one. If they are accepted after a review they are interviewed by a small committee before being allowed to enter training. Training itself happens at the People’s Space Station, with all classes in engineering, medical, zero gravity and low gravity space combat. Once that is completed the Kosmostrelki graduate with a ceremony featuring a recording of President Hadii congratulating them on their fight to keep the Tajara among the stars. It is expected that a Kosmostrelki would serve for at least 3 years unless discharged for grievous injuries. As the Orbital Fleet began in 2457, the earliest a Kosmostrelki could have served their full term and left would be 2460. &lt;br /&gt;
&lt;br /&gt;
Daily Kosmostrelki life is not too dissimilar from that of a Republican Army soldier. The day usually begins with an inspection by the vessel commissar before the Kosmostrelki go out to do their duties on the ship. The arduous process needed to become a Kosmostrelki means they are trusted by the government more than any other branch of the armed forces. As such Kosmostrelki are usually much more relaxed and camaraderie among each other is high. Commissars still keep their distance however and maintain friendly relations only with similar rank or higher ranking officers. A Kosmostrelki who commits any offense is arrested and held on an on-ship brig until they can be taken to the People’s Space Station. Trials there are fast and broadcasted to the rest of the fleet to serve as examples. &lt;br /&gt;
&lt;br /&gt;
There is a rumor among other troops that the Kosmostrelki have a high amount of deserters eue to how easy it would be to run away into space. However, these claims are unsupported.&lt;br /&gt;
&lt;br /&gt;
===Republican Defensive Robots===&lt;br /&gt;
Most heavy Republican ships carry a detachment of very outdated combat robots brought from Solarian military surplus. They are equipped with forward-facing shielding, a power-saw, and various ballistic armaments. These robots operate with a team of 4 Kosmostrelki who are responsible for its continued operation and are only deployed in boarding actions where no hostages are expected. These robots have a rudimentary AI and can perform only the most simple tasks outside of combat.&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic was once unable to manufacture the defensive robots, relying solely on maintenance to make them sustainable. This changed in 2463 with the opening of the first Hadiist self-sufficient robotics factory. The PRA can now produce these automatons without external help. &lt;br /&gt;
&lt;br /&gt;
==Hadiist Space Installations==&lt;br /&gt;
===The People’s Space Station===&lt;br /&gt;
Built in the interwar period The People’s Space Station bears the prestige of being the first space installation designed, built, and manned by Tajara. Its importance in PRA propaganda was immense for the time. Initially designed to be a small habitat for scientists and researchers it was swiftly converted into a training ground for future Republican space troops. As such, in 2451, it became the mustering grounds for the Kosmostrelki troops. The space station boasts several wings for educating the astronauts and Kosmostrelki of the PRA. Zero gravity chambers for practicing combat, firing ranges, and limited VR systems exist to help trainees through the grueling training. Once a symbol of collective Tajara unity and prosperity to the stars, now the People’s Space Station is an icon of PRA supremacy reaching into space itself. &lt;br /&gt;
&lt;br /&gt;
===Okon 001===&lt;br /&gt;
The first observation post built on the moon, originally constructed by the Jargon Federation and named Site B2134. Its original purpose was to observe the Tajara people, but after their rapid ascension to space-age technology, the observation post was abandoned and sold to the PRA for a suspiciously low price. It was subsequently renamed to Okon 001, which translates to &amp;quot;Eye&amp;quot; in  Siik&#039;maas.&lt;br /&gt;
&lt;br /&gt;
Afterward, it remained unused for several years due to a lack of trained Tajara scientists to operate it, leading to its disrepair.&lt;br /&gt;
During the second revolution, it was manned by forty crewmembers, finally getting some much-needed maintenance. During this time it was used to spy on the enemy activity as well as reporting possible pirate and smuggling activity. This is the longest known official Tajara space deployment, lasting from the beginning of the second war until the end. Afterward, all forty-one crewmembers were inspected, and outside of the expected bone elongations, slight muscle entropy, and audio-visual hallucinations all were declared perfectly healthy.&lt;br /&gt;
&lt;br /&gt;
Okon 001 is still in use, manned by much smaller crews of five who are rotated out every month and have varying skill levels depending on the mission they’re carrying out. Janitors, engineers, doctors, scientists, and even common miners have been part of Okon crew. Regardless, all Okon&#039;s crews modify their suits with lights, each one wearing a different color to recognize each other without having to use the radio. Many choose to keep them afterward.&lt;br /&gt;
&lt;br /&gt;
=Democratic People&#039;s Republic of Adhomai=&lt;br /&gt;
&lt;br /&gt;
Al&#039;mariist spaceships are all civilian models repurposed for military purposes. However, the DPRA was able to reverse-engineer most of the Hephaestus Industries technology left behind by the Unathi in Gakal&#039;zaal. This breakthrough allows the Democratic People&#039;s Republic to equip its ships with more advanced engines and weapons than what the general public has access to. Projects to create unique designs are currently underway.&lt;br /&gt;
&lt;br /&gt;
==Al&#039;mariist Ship Models==&lt;br /&gt;
&lt;br /&gt;
===Hailstorm===&lt;br /&gt;
&lt;br /&gt;
The Hailstorm is a skipjack armed with multiple mass-driver weapons designed for patrolling and brief engagements. Since its weaponry must be manually loaded, the ship&#039;s turrets are notoriously cramped. During combat, these crafts are usually deployed in large numbers alongside bigger ships. When used for patrols, the Hailstorm is loaded with supplies to last weeks on its own; its crew is specifically trained to be as frugal as possible while aboard.&lt;br /&gt;
&lt;br /&gt;
===Fusilier===&lt;br /&gt;
&lt;br /&gt;
Created from Freighters models, the Fusilier is a ship focused on offering support to the Hailstorms. These crafts are armed with long-range ballistic and laser weapons; they also carry engineering and medical crews. However, their most notable feature is a compact torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
===Hauler===&lt;br /&gt;
&lt;br /&gt;
The Hauler is a cargo ship meant to ferry supplies to the Hailstorm ships during patrol and engagements. These crafts usually spent most of their time docked at Fusiliers or stations, waiting to deploy. Since most of the ships&#039; interior is occupied by a cargo hold, its only defense is its thick hull and shields. Hauler&#039;s crews are usually drafted from among smugglers.&lt;br /&gt;
&lt;br /&gt;
===Wasp Torpedo===&lt;br /&gt;
&lt;br /&gt;
The Wasp Torpedo is the first space torpedo developed by the Democratic People&#039;s Republic. It is deployed by the Fusilier and the Free Gakal&#039;zaal Station. Since the Spacer Militia lacks the technology to create the sophisticated tracking systems adapted to space combat, these missiles are known to be unreliable. However, they are known to carry a large explosive load; Liberation Army researchers are currently developing models capable of carrying nuclear warheads. Another notable feature is the fact that the Wasp Torpedo can be piloted. Because of manpower concerns, this tactic is reserved only for decisive engagements or as a last resort. Most pilots jump off from the missile before it reaches its target; they later return to their ships using jetpacks or wait for rescue.&lt;br /&gt;
&lt;br /&gt;
==Al&#039;mariist Space Forces==&lt;br /&gt;
&lt;br /&gt;
===People&#039;s Volunteer Spacer Militia===&lt;br /&gt;
&lt;br /&gt;
Having only recently claimed a space-positioned base alongside Gaka&#039;zaal, the DPRA lacks any sort of trained force when it comes to orbital defense. Not wanting to rely purely on mercenaries due to the expenses and their scant loyalty, a militia was organized. Members of the Spacer Militia come from a variety of backgrounds: some coming back after being employed by mega-corporations; others from asteroid belts; some soldiers from Adhomai; and more from the Free Gakal&#039;Zaal Station itself, having worked on it as maintenance.&lt;br /&gt;
&lt;br /&gt;
The PVSM is poorly equipped, their training varies and they&#039;re prone to bribery, but they are strong enough to fend off the pirates whose incursions have increased ever since the Unathi were chased off. Usually, they deploy in groups of six, with five volunteers and a single experienced Liberation Army advisor. Still, this army is only temporary, as the Democratic People&#039;s Republic government is hoping to train proper space capable soldiers to rival the PRA Kosmostrelki. The Al&#039;mariist space doctrine is still under development.&lt;br /&gt;
&lt;br /&gt;
Most members of the PVSM coming from diverse backgrounds has helped with decision solving, but has also created clear issues within the ships. Advisors and captains have to act heavy-handedly in order to solve crew tensions with typically harsh punishments. The threat of marooning or being airlocked for causing internal trouble keeps PVSM fighters in line for the most part. The presence of certain bad faith actors such as ALA members only wanting to plunder has created its own problems with the aforementioned bribery and sudden cargo seizures on those who happen to cross a PVSM captain. If the Space Militia is to ever be reformed into a professional force it may be an uphill climb to turn the motley collection of fighters into a force to stand against the Kosmostrelki. &lt;br /&gt;
==Al&#039;mariist Installations==&lt;br /&gt;
&lt;br /&gt;
===Free Gakal&#039;zaal Station===&lt;br /&gt;
Gakal&#039;zaal station has been a very recent addition to the DPRA space capability. This addition has been heralded as a stepping stone to the first DPRA fleet, with its spaceyard capable of manufacturing up to medium-sized ships.&lt;br /&gt;
The Free Gakal&#039;zaal Station, originally known as Makar Castle, is an orbital station floating around the planet. The facility was built by the Unathi to serve as their seat of power; it was abandoned after the planet joined the Democratic People’s Republic. The facility was taken over by the Tajara and turned into a spaceport. It has also become a smuggler&#039;s haven, as thanks to them, the large-scale transports of men and materials were possible. Now they enjoy a degree of immunity from the authorities, creating a large black market on the station.&lt;br /&gt;
&lt;br /&gt;
=New Kingdom of Adhomai=&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai has the weakest grasp on space of all Adhomian factions. The Kingdom has made some progress in amending this issue by purchasing civilian ships from megacorporations.&lt;br /&gt;
&lt;br /&gt;
==Her Majesty’s Mercantile Flotilla==&lt;br /&gt;
&lt;br /&gt;
Established in 2463, the Her Majesty’s Mercantile Flotilla is a conglomerate of Royalist companies involved in intergalactic trade. Since the end of the Armistice, the New Kingdom has been purchasing civilian ships from NanoTrasen and Hephaestus Industries. These spacecraft were then sold to the Kingdom&#039;s national companies, under the condition that they would join a trading company under the government&#039;s supervision.&lt;br /&gt;
&lt;br /&gt;
While the Mercantile Flotilla may bring wealth to the New Kingdom, it has further increased the economy&#039;s dependence on Megacorporations. Due to the lack of a proper space military force, the defense of the fleet is entirely dependent on protection contracts signed with extranational entities - such as the SCC. The New Kingdom is also unable to build ships; the Mercantile Flotilla relies solely on foreign corporations for repairs and acquiring new spacecraft.&lt;br /&gt;
&lt;br /&gt;
Besides on-vessel PMCG security teams the staffing of these ships is typically entirely Tajara. The long hours and dangerous working conditions are a problem for many of these swiftly trained and swiftly hired workers to adapt to. But the pay makes it all the more worth it. The Mercantile Space Flotilla is, currently, the most lucrative company a Tajara can work for in the New Kingdom. Payment in credits, despite being quite low, still goes far in the Kingdom’s economy. Workers typically are common peasants and landless nobles. Their bunkers are notably separated by race and gender, and captains are usually nobles with a history in the national company that owns the vessel. There are no limits to how long a member is expected to work on the Space Flotilla. Criminal acts are generally handled by the PMCG who take the criminal to stand trial on Adhomai. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability&amp;diff=24839</id>
		<title>Tajara Space Capability</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability&amp;diff=24839"/>
		<updated>2022-06-03T07:01:40Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Civilian Ships and Installations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
=Space Flight=&lt;br /&gt;
&lt;br /&gt;
At the time of their discovery, the Tajara thought of spaceflight the same as we might think of cold fusion. However, with human first contact, these mental barriers were not dismantled but rather blown apart. All at once, apathy, shock, joy, and existential dread resonated through the entirety of Adhomai. Many were overjoyed; beings from outer space had come to usher in a new age of enlightenment and knowledge. They were swiftly corrected.&lt;br /&gt;
Now, forty years later space flight had become somewhat mundane. All three governments have implemented strict spacing laws, materials are frequently carried in and space exports are made on a daily schedule. Still, the Tajara people remain the most divided in their opinions of space flight. Many see it as the beginning of the hard times, others recognize it as a simple business and a few more know it’s their only way off of this planet.&lt;br /&gt;
&lt;br /&gt;
==History of Space Flight==&lt;br /&gt;
Shortly after the first contact, multiple offers were made by the royal houses to purchase human vessels, however, all were rejected. While no records of negotiations have survived to this day, it is assumed this was done to lessen the impact of Tajara on galactic politics. The first space port on Adhomai itself was established on Crevus. It was almost as lax as it is today, with human and skrell smugglers making regular use of it even after the establishment of the Republic. &lt;br /&gt;
&lt;br /&gt;
After the first revolution and the establishment of the new federal government, President Rhagrrhuzau Hadii put much effort into ensuring the PRA would be provided a vessel and trained personnel. Eventually, after months of negotiations, the new PRA was provided the Freighter &amp;quot;Ruka&amp;quot; alongside 20 trained human astronauts, and blueprints of the ship. The Ruka would be the vessel that the first Tajara astronauts were trained on. After achieving this deal President Hadii’s isolationist rhetoric began to surface. Historians argue over whether this was already on its way or if the securing of a Tajara space program motivated the President to switch his public views. &lt;br /&gt;
&lt;br /&gt;
With these new materials, the first Tajara satellites were launched into space. The rapid advancement of technology ensured that eventually, a Tajara would reach space without the assistance of a human vessel. After the first trip to space, next came visits to other planets, Raskara was first on the list, and while many religious folks protested against it the mission was successfully completed. After all of these successes, the pinnacle of Tajara engineering was completed and launched into space: an advanced (for the time) orbital platform known as The People’s Space Station, crewed only by Tajara.&lt;br /&gt;
&lt;br /&gt;
That was the official process for the Republican effort. In Crevus’ speakeasies, black markets, and the spaceport a very different process began. Tajara signed illegally onto smuggling crews and independent space vessels for many reasons. Some wished to see space, some were drawn to the credits, and some simply needed a place to escape Crevus’ burgeoning crime families. Nonetheless, these Tajara were among the first of the species’ spacers. They worked harsh jobs aboard those vessels and over time began to ascend in the hierarchy of the crews. Some would go on to become ship captains in their own right through labor, trickery, or murder. These Tajara who gained their own vessels went on to use them as part of Adhomai’s growing black market. Thus, they began the other Tajara space tradition of smuggling.&lt;br /&gt;
&lt;br /&gt;
The Republican “space high” wore off rather quickly after the assassination. The few trained space captains and their vessels remained loyal to the PRA, being high ranking party members themselves. However, their crews were of a different opinion, and after a myriad of mutinies and sabotage, practically the whole fleet was unusable for the first half of the war. Eventually, PRA managed to manufacture its first fully militarized ship, the PNA Retaliation as well as restore their civilian crafts. Soon, many more decommissioned and outdated human ships would be purchased, and alongside the PNA Retaliation, they&#039;d spend the rest of the war attempting to cut off smuggling supply lines of the DPRA and NKA.&lt;br /&gt;
&lt;br /&gt;
Now peace reigns, but the PRA space navy still reigns supreme in the S&#039;rand&#039;marr system. Neither the DPRA nor NKA are capable of competing with the PRA, and still rely mostly on human contractors and illegal smugglers. This has led to both factions having a much smaller presence in galactic politics and their citizens usually have to make traveling purchases out of their own pocket. However, the DPRA’s victory at Gakal’zaal and the taking of the shipyards there along with the NKA’s civilian trade fleet has challenged the PRA’s near-monopoly on space. Now as the Space Force and Merchant Marine develop, only time can tell if they can truly defeat the PRA’s space supremacy. &lt;br /&gt;
&lt;br /&gt;
==Civilian Ships and Installations==&lt;br /&gt;
&lt;br /&gt;
Civilian and foreign ships are a common sight around the resource-rich Adhomai. The SCC, CoC, Elyra, and independent contractors frequently fly in and out of Adhomai to trade or mine resources. The Federation has also been a more frequent sight due to their recent, relatively positive, interactions with the PRA. &lt;br /&gt;
&lt;br /&gt;
In the past, ships owned by Tajara who were not citizens of the PRA would be confiscated by the state and the owner arrested. Alien-owned ships that lacked official permits designating them as working for a megacorporation or for the PRA would share the same fate, albeit with their non-Tajara crew deported. Now in times of peace, it is only PRA citizens who are not permitted to privately own a space vessel, however, they can function as government contractors and be lent a ship, provided they&#039;re a loyal party member. This doesn&#039;t mean NKA and DPRA Tajara have it easy, due to PRA&#039;s dominant supremacy all NKA and DPRA ships are searched if caught, any illegal goods they find are then immediately confiscated and sent to the PRA. The two other governments find it difficult to protect their citizens in this matter, their recommendation is to simply not get caught or become a government contractor, as PRA ships won&#039;t touch those out of fear of provoking war.&lt;br /&gt;
&lt;br /&gt;
===Freighter===&lt;br /&gt;
Tajara designed freighters are similar in design to any other freighter, with the exception of added crudeness and a certain amateurish touch. There is one specialty, which is the emergency ejection system. Most Tajara freighters are capable of ditching their entire cargo load within seconds; leaving the goods for the pirates while the ship itself survives another day. Few captains use this system to make quick drops into hostile territories. This tactic is unpopular as very little cargo, or those supposed to receive said cargo, survive the impact.&lt;br /&gt;
&lt;br /&gt;
===Database Freighters===&lt;br /&gt;
Made from adapted designs of the first freighter Tajara ever worked upon, Database freighters are PRA vessels made specially for gathering information on star systems and what passes through them. They are equipped with several portholes that open to extend far reaching antennae that can pick up signals from ships or launch radio waves to track moving objects in space. The fleets of the Kosmostrelki usually have a few and some remain in orbit in the S’rend’marr and Hro’zamal systems. One vessel attempted to defect to the ALA during the war and was swiftly turned to scrap by an Orbital Navy destroyer. With the creation of the Tajani satellite, it is unknown if Database Freighters will be superseded by the new devices. The designs of the Database Freighters were leaked during the war and both the DPRA and NKA are hoping to field their own in the future. &lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
Civilian transports of Tajara design are a rare sight, but they do exist. Built for survival in dangerous space, these ships boast both extremely thick plating and large, powerful engines. Making them some of the safest ships in The Badlands.&lt;br /&gt;
This of course comes at the cost of comfort, the plating and engines leave little room for effective heat dispersal and during long and intense chases, passengers can even &amp;quot;cook alive&amp;quot; inside their cabins if they&#039;re close to the engines.&lt;br /&gt;
&lt;br /&gt;
===Mining Jacks===&lt;br /&gt;
A skipjack would usually be seen in the hands of smugglers but Tajara have developed an ingenious way of mining. Instead of using a large ship to land on an asteroid and deploying a mining crew, these small, one-pilot Jacks simply cut away a part of an asteroid and take it back to a mining station. There it is processed while the skipjack flies off to the asteroid again. This also means that the crews are on their own, and if anything goes wrong they&#039;ll end up stranded and without any immediate help.&lt;br /&gt;
&lt;br /&gt;
===Scrapper===&lt;br /&gt;
A frequent sight in Tajaran space are Scrappers. Crewed by three or five Tajara, these horseshoe-shaped ships use their electromagnets to latch onto other ships, after which they either two the ship into a nearby spaceyard or offer repairs on the spot. This service is free for PRA ships and used frequently, while foreigners often prepare to repair their own ships. Scrappers also frequently engage in &amp;quot;debris cleanup&amp;quot;, towing unsalvagable ships or satellites into spaceyards to be scrapped and re-used. An urban legend persists that certain Scrappers tow healthy ships into scrap, hoping to steal other ships&#039; contents after they are dismantled alongside the crew.&lt;br /&gt;
&lt;br /&gt;
===Helping Hand===&lt;br /&gt;
Larger shuttles were eventually made to construct the People’s Station. The Helping Hand was what came forth. Bristling with robotic arms, loaded with various lathes, and large holds to hold many resources and engineers, the Helping Hands have been a great tool in rapidly building installations for the PRA to use. Their robotic hands are controlled through consoles used by technicians to move materials and assist in-space engineers in constructing whatever is needed for the PRA’s spacers. These can also be used in ship repairs in a pinch. Any important PRA space installation will have at least one Helping Hand. The DPRA and the NKA have noticed the usefulness of this design and have swiftly created their own. The DPRA’s Helping Hands are presently being used to expand and modify the Free Gakal’zaal Station. &lt;br /&gt;
&lt;br /&gt;
===Smugglers===&lt;br /&gt;
From the first revolution to the most recent Gakal’zaal uprising, smuggling has always played a large part in Tajara history. The DPRA in particular harbors very good relations with smugglers, keeping them more as a permanent asset rather than a quick hire. While the PRA would love to get rid of these smugglers, many arrive to Adhomai under legitimate corporate interests or at least masking as such. Giving them an uninterrupted way in and out.&lt;br /&gt;
&lt;br /&gt;
=People&#039;s Republic of Adhomai=&lt;br /&gt;
Realizing that ship-combat is utterly different from naval or ground combat, the PRA developed a unique doctrine titled “The Blizzard”. It is defined by quick hit-and-run attacks of smaller interceptors while larger ships stand back as fire support. This has led to the Tajara fleets being very effective in eliminating pirates, but rather fragile in any other sustained combat. The PRA&#039;s Orbital Navy is led by an appointed [https://wiki.aurorastation.org/index.php?title=Notable_Tajara#Chief_Naval_Commander_Samirro_Qarrarhaz Chief Naval Commander].&lt;br /&gt;
[[File:Ships pew pew.png|350px|thumb|right|Organization of the PRA space forces.]]&lt;br /&gt;
&lt;br /&gt;
==Hadiist Ship Models==&lt;br /&gt;
&lt;br /&gt;
===Fang===&lt;br /&gt;
Fangs are piloted interceptors with low shielding, light armour, unguided rockets, and ballistic cannons. Their design is based on outdated alliance corvettes, and they&#039;re designed to fit in large quantities into carriers and corvettes. The early years of the Orbital Fleet had largely poorly trained pilots flying Fangs. After the Armistice the Fangs received actual shield systems along with a VR training program for the pilots. Pilots have a much higher rate of survival now but still face high fatality rates, a fact that makes them dour and negative.&lt;br /&gt;
&lt;br /&gt;
===Claw===&lt;br /&gt;
A new adaptation of the Fang design, Claws are larger two person fighters made to improve the combat capabilities of the Orbital Navy’s rockets. Meant to operate at the very forefront of space battles, they have the capability to transpond locational data back to a mother ship. This way the guided rockets that said mother ship fires have a better idea of where their target is and unguided rockets can be better aimed at the enemy. While designed for mobility with better engines and a strong shielding system, piloting a Claw is even more dangerous than a Fang. Pilots believe that being assigned to a Claw is a death sentence and a sign that you angered your superiors.&lt;br /&gt;
&lt;br /&gt;
===Snowstorm===&lt;br /&gt;
The most advanced addition to the Tajaran fleet, the Snowstorm is a skipjack operated by a pilot and a hacker. They employ a wide range of signal disruptors, hacking tools, and scramblers. Capable of disabling even a large destroyer, they&#039;re sent out alongside the smaller Fangs who serve as a distraction with the Snowstorm tries to get as close to the enemy vessel as possible and disable their systems. While provided special jumpsuits, the hackers on these ships are required to frequently shave their fur to prevent any short-circuiting of their sensitive equipment, thus they&#039;re often lovingly called &amp;quot;Smooths&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Icelance===&lt;br /&gt;
Perfection of the PRA doctrine, these ships function as space artillery. Magnetic accelerators along the whole length of the ship fire titanium rods at supersonic speeds. Being impossible to shoot down by gunners due to their thin profile, and undetectable by conventional point-defense make these firing mechanisms a perfect fit. However, they are very slow and are only capable of firing a few shots before their battery runs dry, giving them a low rate of fire. Thus it is a rare sight to see an Icelance without a supporting Headmaster or Sentinel.&lt;br /&gt;
&lt;br /&gt;
===Icelance GC-2 (Glacial Worm Type 2 variant)===&lt;br /&gt;
The main difference between the regular Icelance and the GC-2 is the main weapon. With the perfection of cryonics, PRA scientists have equipped this ship with a &amp;quot;particle retarded&amp;quot;, commonly known as a &amp;quot;Freeze Ray&amp;quot;. Used most often against shielded opponents or ships the PRA desires to apprehend rather than destroy, this design sees frequent use at security checkpoints and borders. The nature of the weapon also means it strains the battery much less, providing it with a higher rate of fire and life expectancy.&lt;br /&gt;
&lt;br /&gt;
===Headmaster===&lt;br /&gt;
The second heaviest ship created by the People&#039;s Republic of Adhomai. As of now, it&#039;s the lightest heavy ship ever designed, barely staying above the classification of a cruiser. This makes the Headmaster both fast enough to keep up with the rest of the fleet, while being able to survive anything common pirates can field. However, they&#039;re incapable of standing up against any other ship in their size category and are not employed in the same way as other cruisers. Recent bigger designs have been entering the testing phase, possibly opening the Tajara to larger-scale galactic operations.&lt;br /&gt;
&lt;br /&gt;
===Sentinel===&lt;br /&gt;
A carrier ship, designed to ferry Fangs and Snowstorms, as well as assisting and providing support for the Icelance. It is the largest and bulkiest ship in the Tajara fleet and so it was assumed that the Sentinel would be the primary target of enemy fire. As a precaution, the government spared no expense on these ships. Boasting high armor, impressive shielding, point-defense, and even Bluespace Disruptors purchased from Epsilon Eridani, piloting this kind of ship is an honor of the highest degree. Only the most skilled and loyal captains are permitted to command these behemoths into battle. They are also hard to maintain and supply and so they are deployed sparingly.&lt;br /&gt;
&lt;br /&gt;
==Hadiist Space Forces==&lt;br /&gt;
&lt;br /&gt;
===Kosmostrelki===&lt;br /&gt;
[[File:Komostrelkiposter.png|200px|thumb|right|People&#039;s Republic of Adhomai propaganda poster for the recruitment of the Kosmostrelki.]]&lt;br /&gt;
&lt;br /&gt;
The PRA has always been known for substituting quality with quantity. However, this sentiment had to be tweaked for space combat as their ships, cheap as they are, are still hard and expensive to replace for the government. This makes the Kosmostrelki some of the best-trained troops in the PRA roster. The Kosmostrelki are usually trained in the martial art of Baghrar, both to instill discipline and help with their balance. They are also capable sharpshooters, understand advanced first aid, and are drilled in the repair and upkeep of the spaceships they inhabit. While there are specialized medics and engineers, all Kosmostrelki are expected to know how to improvise their way out of any emergency. This includes mandatory language classes so that they understand and speak Tau Ceti Basic. &lt;br /&gt;
&lt;br /&gt;
The process of becoming a Kosmostrelki starts with a Republican Army member filing a request to become one. If they are accepted after a review they are interviewed by a small committee before being allowed to enter training. Training itself happens at the People’s Space Station, with all classes in engineering, medical, zero gravity and low gravity space combat. Once that is completed the Kosmostrelki graduate with a ceremony featuring a recording of President Hadii congratulating them on their fight to keep the Tajara among the stars. It is expected that a Kosmostrelki would serve for at least 3 years unless discharged for grievous injuries. As the Orbital Fleet began in 2457, the earliest a Kosmostrelki could have served their full term and left would be 2460. &lt;br /&gt;
&lt;br /&gt;
Daily Kosmostrelki life is not too dissimilar from that of a Republican Army soldier. The day usually begins with an inspection by the vessel commissar before the Kosmostrelki go out to do their duties on the ship. The arduous process needed to become a Kosmostrelki means they are trusted by the government more than any other branch of the armed forces. As such Kosmostrelki are usually much more relaxed and camaraderie among each other is high. Commissars still keep their distance however and maintain friendly relations only with similar rank or higher ranking officers. A Kosmostrelki who commits any offense is arrested and held on an on-ship brig until they can be taken to the People’s Space Station. Trials there are fast and broadcasted to the rest of the fleet to serve as examples. &lt;br /&gt;
&lt;br /&gt;
There is a rumor among other troops that the Kosmostrelki have a high amount of deserters eue to how easy it would be to run away into space. However, these claims are unsupported.&lt;br /&gt;
&lt;br /&gt;
===Republican Defensive Robots===&lt;br /&gt;
Most heavy Republican ships carry a detachment of very outdated combat robots brought from Solarian military surplus. They are equipped with forward-facing shielding, a power-saw, and various ballistic armaments. These robots operate with a team of 4 Kosmostrelki who are responsible for its continued operation and are only deployed in boarding actions where no hostages are expected. These robots have a rudimentary AI and can perform only the most simple tasks outside of combat.&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic was once unable to manufacture the defensive robots, relying solely on maintenance to make them sustainable. This changed in 2463 with the opening of the first Hadiist self-sufficient robotics factory. The PRA can now produce these automatons without external help. &lt;br /&gt;
&lt;br /&gt;
==Hadiist Space Installations==&lt;br /&gt;
===The People’s Space Station===&lt;br /&gt;
Built in the interwar period The People’s Space Station bears the prestige of being the first space installation designed, built, and manned by Tajara. Its importance in PRA propaganda was immense for the time. Initially designed to be a small habitat for scientists and researchers it was swiftly converted into a training ground for future Republican space troops. As such, in 2451, it became the mustering grounds for the Kosmostrelki troops. The space station boasts several wings for educating the astronauts and Kosmostrelki of the PRA. Zero gravity chambers for practicing combat, firing ranges, and limited VR systems exist to help trainees through the grueling training. Once a symbol of collective Tajara unity and prosperity to the stars, now the People’s Space Station is an icon of PRA supremacy reaching into space itself. &lt;br /&gt;
&lt;br /&gt;
===Okon 001===&lt;br /&gt;
The first observation post built on the moon, originally constructed by the Jargon Federation and named Site B2134. Its original purpose was to observe the Tajara people, but after their rapid ascension to space-age technology, the observation post was abandoned and sold to the PRA for a suspiciously low price. It was subsequently renamed to Okon 001, which translates to &amp;quot;Eye&amp;quot; in  Siik&#039;maas.&lt;br /&gt;
&lt;br /&gt;
Afterward, it remained unused for several years due to a lack of trained Tajara scientists to operate it, leading to its disrepair.&lt;br /&gt;
During the second revolution, it was manned by forty crewmembers, finally getting some much-needed maintenance. During this time it was used to spy on the enemy activity as well as reporting possible pirate and smuggling activity. This is the longest known official Tajara space deployment, lasting from the beginning of the second war until the end. Afterward, all forty-one crewmembers were inspected, and outside of the expected bone elongations, slight muscle entropy, and audio-visual hallucinations all were declared perfectly healthy.&lt;br /&gt;
&lt;br /&gt;
Okon 001 is still in use, manned by much smaller crews of five who are rotated out every month and have varying skill levels depending on the mission they’re carrying out. Janitors, engineers, doctors, scientists, and even common miners have been part of Okon crew. Regardless, all Okon&#039;s crews modify their suits with lights, each one wearing a different color to recognize each other without having to use the radio. Many choose to keep them afterward.&lt;br /&gt;
&lt;br /&gt;
=Democratic People&#039;s Republic of Adhomai=&lt;br /&gt;
&lt;br /&gt;
Al&#039;mariist spaceships are all civilian models repurposed for military purposes. However, the DPRA was able to reverse-engineer most of the Hephaestus Industries technology left behind by the Unathi in Gakal&#039;zaal. This breakthrough allows the Democratic People&#039;s Republic to equip its ships with more advanced engines and weapons than what the general public has access to. Projects to create unique designs are currently underway.&lt;br /&gt;
&lt;br /&gt;
==Al&#039;mariist Ship Models==&lt;br /&gt;
&lt;br /&gt;
===Hailstorm===&lt;br /&gt;
&lt;br /&gt;
The Hailstorm is a skipjack armed with multiple mass-driver weapons designed for patrolling and brief engagements. Since its weaponry must be manually loaded, the ship&#039;s turrets are notoriously cramped. During combat, these crafts are usually deployed in large numbers alongside bigger ships. When used for patrols, the Hailstorm is loaded with supplies to last weeks on its own; its crew is specifically trained to be as frugal as possible while aboard.&lt;br /&gt;
&lt;br /&gt;
===Fusilier===&lt;br /&gt;
&lt;br /&gt;
Created from Freighters models, the Fusilier is a ship focused on offering support to the Hailstorms. These crafts are armed with long-range ballistic and laser weapons; they also carry engineering and medical crews. However, their most notable feature is a compact torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
===Hauler===&lt;br /&gt;
&lt;br /&gt;
The Hauler is a cargo ship meant to ferry supplies to the Hailstorm ships during patrol and engagements. These crafts usually spent most of their time docked at Fusiliers or stations, waiting to deploy. Since most of the ships&#039; interior is occupied by a cargo hold, its only defense is its thick hull and shields. Hauler&#039;s crews are usually drafted from among smugglers.&lt;br /&gt;
&lt;br /&gt;
===Wasp Torpedo===&lt;br /&gt;
&lt;br /&gt;
The Wasp Torpedo is the first space torpedo developed by the Democratic People&#039;s Republic. It is deployed by the Fusilier and the Free Gakal&#039;zaal Station. Since the Spacer Militia lacks the technology to create the sophisticated tracking systems adapted to space combat, these missiles are known to be unreliable. However, they are known to carry a large explosive load; Liberation Army researchers are currently developing models capable of carrying nuclear warheads. Another notable feature is the fact that the Wasp Torpedo can be piloted. Because of manpower concerns, this tactic is reserved only for decisive engagements or as a last resort. Most pilots jump off from the missile before it reaches its target; they later return to their ships using jetpacks or wait for rescue.&lt;br /&gt;
&lt;br /&gt;
==Al&#039;mariist Space Forces==&lt;br /&gt;
&lt;br /&gt;
===People&#039;s Volunteer Spacer Militia===&lt;br /&gt;
&lt;br /&gt;
Having only recently claimed a space-positioned base alongside Gaka&#039;zaal, the DPRA lacks any sort of trained force when it comes to orbital defense. Not wanting to rely purely on mercenaries due to the expenses and their scant loyalty, a militia was organized. Members of the Spacer Militia come from a variety of backgrounds: some coming back after being employed by mega-corporations; others from asteroid belts; some soldiers from Adhomai; and more from the Free Gakal&#039;Zaal Station itself, having worked on it as maintenance.&lt;br /&gt;
&lt;br /&gt;
The PVSM is poorly equipped, their training varies and they&#039;re prone to bribery, but they are strong enough to fend off the pirates whose incursions have increased ever since the Unathi were chased off. Usually, they deploy in groups of six, with five volunteers and a single experienced Liberation Army advisor. Still, this army is only temporary, as the Democratic People&#039;s Republic government is hoping to train proper space capable soldiers to rival the PRA Kosmostrelki. The Al&#039;mariist space doctrine is still under development.&lt;br /&gt;
&lt;br /&gt;
Most members of the PVSM coming from diverse backgrounds has helped with decision solving, but has also created clear issues within the ships. Advisors and captains have to act heavy-handedly in order to solve crew tensions with typically harsh punishments. The threat of marooning or being airlocked for causing internal trouble keeps PVSM fighters in line for the most part. The presence of certain bad faith actors such as ALA members only wanting to plunder has created its own problems with the aforementioned bribery and sudden cargo seizures on those who happen to cross a PVSM captain. If the Space Militia is to ever be reformed into a professional force it may be an uphill climb to turn the motley collection of fighters into a force to stand against the Kosmostrelki. &lt;br /&gt;
==Al&#039;mariist Installations==&lt;br /&gt;
&lt;br /&gt;
===Free Gakal&#039;zaal Station===&lt;br /&gt;
Gakal&#039;zaal station has been a very recent addition to the DPRA space capability. This addition has been heralded as a stepping stone to the first DPRA fleet, with its spaceyard capable of manufacturing up to medium-sized ships.&lt;br /&gt;
The Free Gakal&#039;zaal Station, originally known as Makar Castle, is an orbital station floating around the planet. The facility was built by the Unathi to serve as their seat of power; it was abandoned after the planet joined the Democratic People’s Republic. The facility was taken over by the Tajara and turned into a spaceport. It has also become a smuggler&#039;s haven, as thanks to them, the large-scale transports of men and materials were possible. Now they enjoy a degree of immunity from the authorities, creating a large black market on the station.&lt;br /&gt;
&lt;br /&gt;
=New Kingdom of Adhomai=&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai has the weakest grasp on space of all Adhomian factions. The Kingdom has made some progress in amending this issue by purchasing civilian ships from megacorporations.&lt;br /&gt;
&lt;br /&gt;
==Her Majesty’s Mercantile Flotilla==&lt;br /&gt;
&lt;br /&gt;
Established in 2463, the Her Majesty’s Mercantile Flotilla is a conglomerate of Royalist companies involved in intergalactic trade. Since the end of the Armistice, the New Kingdom has been purchasing civilian ships from NanoTrasen and Hephaestus Industries. These spacecraft were then sold to the Kingdom&#039;s national companies, under the condition that they would join a trading company under the government&#039;s supervision.&lt;br /&gt;
&lt;br /&gt;
While the Mercantile Flotilla may bring wealth to the New Kingdom, it has further increased the economy&#039;s dependence on Megacorporations. Due to the lack of a proper space military force, the defense of the fleet is entirely dependent on protection contracts signed with extranational entities - such as the SCC. The New Kingdom is also unable to build ships; the Mercantile Flotilla relies solely on foreign corporations for repairs and acquiring new spacecraft.&lt;br /&gt;
&lt;br /&gt;
Besides on-vessel PMCG security teams the staffing of these ships is typically entirely Tajara. The long hours and dangerous working conditions are a problem for many of these swiftly trained and swiftly hired workers to adapt to. But the pay makes it all the more worth it. The Mercantile Space Flotilla is, currently, the most lucrative company a Tajara can work for in the New Kingdom. Payment in credits, despite being quite low, still goes far in the Kingdom’s economy. Workers typically are common peasants and landless nobles. Their bunkers are notably separated by race and gender, and captains are usually nobles with a history in the national company that owns the vessel. There are no limits to how long a member is expected to work on the Space Flotilla. Criminal acts are generally handled by the PMCG who take the criminal to stand trial on Adhomai. &lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability&amp;diff=24838</id>
		<title>Tajara Space Capability</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability&amp;diff=24838"/>
		<updated>2022-06-03T07:01:24Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Kosmostrelki */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
=Space Flight=&lt;br /&gt;
&lt;br /&gt;
At the time of their discovery, the Tajara thought of spaceflight the same as we might think of cold fusion. However, with human first contact, these mental barriers were not dismantled but rather blown apart. All at once, apathy, shock, joy, and existential dread resonated through the entirety of Adhomai. Many were overjoyed; beings from outer space had come to usher in a new age of enlightenment and knowledge. They were swiftly corrected.&lt;br /&gt;
Now, forty years later space flight had become somewhat mundane. All three governments have implemented strict spacing laws, materials are frequently carried in and space exports are made on a daily schedule. Still, the Tajara people remain the most divided in their opinions of space flight. Many see it as the beginning of the hard times, others recognize it as a simple business and a few more know it’s their only way off of this planet.&lt;br /&gt;
&lt;br /&gt;
==History of Space Flight==&lt;br /&gt;
Shortly after the first contact, multiple offers were made by the royal houses to purchase human vessels, however, all were rejected. While no records of negotiations have survived to this day, it is assumed this was done to lessen the impact of Tajara on galactic politics. The first space port on Adhomai itself was established on Crevus. It was almost as lax as it is today, with human and skrell smugglers making regular use of it even after the establishment of the Republic. &lt;br /&gt;
&lt;br /&gt;
After the first revolution and the establishment of the new federal government, President Rhagrrhuzau Hadii put much effort into ensuring the PRA would be provided a vessel and trained personnel. Eventually, after months of negotiations, the new PRA was provided the Freighter &amp;quot;Ruka&amp;quot; alongside 20 trained human astronauts, and blueprints of the ship. The Ruka would be the vessel that the first Tajara astronauts were trained on. After achieving this deal President Hadii’s isolationist rhetoric began to surface. Historians argue over whether this was already on its way or if the securing of a Tajara space program motivated the President to switch his public views. &lt;br /&gt;
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With these new materials, the first Tajara satellites were launched into space. The rapid advancement of technology ensured that eventually, a Tajara would reach space without the assistance of a human vessel. After the first trip to space, next came visits to other planets, Raskara was first on the list, and while many religious folks protested against it the mission was successfully completed. After all of these successes, the pinnacle of Tajara engineering was completed and launched into space: an advanced (for the time) orbital platform known as The People’s Space Station, crewed only by Tajara.&lt;br /&gt;
&lt;br /&gt;
That was the official process for the Republican effort. In Crevus’ speakeasies, black markets, and the spaceport a very different process began. Tajara signed illegally onto smuggling crews and independent space vessels for many reasons. Some wished to see space, some were drawn to the credits, and some simply needed a place to escape Crevus’ burgeoning crime families. Nonetheless, these Tajara were among the first of the species’ spacers. They worked harsh jobs aboard those vessels and over time began to ascend in the hierarchy of the crews. Some would go on to become ship captains in their own right through labor, trickery, or murder. These Tajara who gained their own vessels went on to use them as part of Adhomai’s growing black market. Thus, they began the other Tajara space tradition of smuggling.&lt;br /&gt;
&lt;br /&gt;
The Republican “space high” wore off rather quickly after the assassination. The few trained space captains and their vessels remained loyal to the PRA, being high ranking party members themselves. However, their crews were of a different opinion, and after a myriad of mutinies and sabotage, practically the whole fleet was unusable for the first half of the war. Eventually, PRA managed to manufacture its first fully militarized ship, the PNA Retaliation as well as restore their civilian crafts. Soon, many more decommissioned and outdated human ships would be purchased, and alongside the PNA Retaliation, they&#039;d spend the rest of the war attempting to cut off smuggling supply lines of the DPRA and NKA.&lt;br /&gt;
&lt;br /&gt;
Now peace reigns, but the PRA space navy still reigns supreme in the S&#039;rand&#039;marr system. Neither the DPRA nor NKA are capable of competing with the PRA, and still rely mostly on human contractors and illegal smugglers. This has led to both factions having a much smaller presence in galactic politics and their citizens usually have to make traveling purchases out of their own pocket. However, the DPRA’s victory at Gakal’zaal and the taking of the shipyards there along with the NKA’s civilian trade fleet has challenged the PRA’s near-monopoly on space. Now as the Space Force and Merchant Marine develop, only time can tell if they can truly defeat the PRA’s space supremacy. &lt;br /&gt;
&lt;br /&gt;
==Civilian Ships and Installations==&lt;br /&gt;
&lt;br /&gt;
Civilian and foreign ships are a common sight around the resource-rich Adhomai. The SCC, CoC, Elyria, and independent contractors frequently fly in and out of Adhomai to trade or mine resources. The Federation has also been a more frequent sight due to their recent, relatively positive, interactions with the PRA. &lt;br /&gt;
&lt;br /&gt;
In the past, ships owned by Tajara who were not citizens of the PRA would be confiscated by the state and the owner arrested. Alien-owned ships that lacked official permits designating them as working for a megacorporation or for the PRA would share the same fate, albeit with their non-Tajara crew deported. Now in times of peace, it is only PRA citizens who are not permitted to privately own a space vessel, however, they can function as government contractors and be lent a ship, provided they&#039;re a loyal party member. This doesn&#039;t mean NKA and DPRA Tajara have it easy, due to PRA&#039;s dominant supremacy all NKA and DPRA ships are searched if caught, any illegal goods they find are then immediately confiscated and sent to the PRA. The two other governments find it difficult to protect their citizens in this matter, their recommendation is to simply not get caught or become a government contractor, as PRA ships won&#039;t touch those out of fear of provoking war.&lt;br /&gt;
&lt;br /&gt;
===Freighter===&lt;br /&gt;
Tajara designed freighters are similar in design to any other freighter, with the exception of added crudeness and a certain amateurish touch. There is one specialty, which is the emergency ejection system. Most Tajara freighters are capable of ditching their entire cargo load within seconds; leaving the goods for the pirates while the ship itself survives another day. Few captains use this system to make quick drops into hostile territories. This tactic is unpopular as very little cargo, or those supposed to receive said cargo, survive the impact.&lt;br /&gt;
&lt;br /&gt;
===Database Freighters===&lt;br /&gt;
Made from adapted designs of the first freighter Tajara ever worked upon, Database freighters are PRA vessels made specially for gathering information on star systems and what passes through them. They are equipped with several portholes that open to extend far reaching antennae that can pick up signals from ships or launch radio waves to track moving objects in space. The fleets of the Kosmostrelki usually have a few and some remain in orbit in the S’rend’marr and Hro’zamal systems. One vessel attempted to defect to the ALA during the war and was swiftly turned to scrap by an Orbital Navy destroyer. With the creation of the Tajani satellite, it is unknown if Database Freighters will be superseded by the new devices. The designs of the Database Freighters were leaked during the war and both the DPRA and NKA are hoping to field their own in the future. &lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
Civilian transports of Tajara design are a rare sight, but they do exist. Built for survival in dangerous space, these ships boast both extremely thick plating and large, powerful engines. Making them some of the safest ships in The Badlands.&lt;br /&gt;
This of course comes at the cost of comfort, the plating and engines leave little room for effective heat dispersal and during long and intense chases, passengers can even &amp;quot;cook alive&amp;quot; inside their cabins if they&#039;re close to the engines.&lt;br /&gt;
&lt;br /&gt;
===Mining Jacks===&lt;br /&gt;
A skipjack would usually be seen in the hands of smugglers but Tajara have developed an ingenious way of mining. Instead of using a large ship to land on an asteroid and deploying a mining crew, these small, one-pilot Jacks simply cut away a part of an asteroid and take it back to a mining station. There it is processed while the skipjack flies off to the asteroid again. This also means that the crews are on their own, and if anything goes wrong they&#039;ll end up stranded and without any immediate help.&lt;br /&gt;
&lt;br /&gt;
===Scrapper===&lt;br /&gt;
A frequent sight in Tajaran space are Scrappers. Crewed by three or five Tajara, these horseshoe-shaped ships use their electromagnets to latch onto other ships, after which they either two the ship into a nearby spaceyard or offer repairs on the spot. This service is free for PRA ships and used frequently, while foreigners often prepare to repair their own ships. Scrappers also frequently engage in &amp;quot;debris cleanup&amp;quot;, towing unsalvagable ships or satellites into spaceyards to be scrapped and re-used. An urban legend persists that certain Scrappers tow healthy ships into scrap, hoping to steal other ships&#039; contents after they are dismantled alongside the crew.&lt;br /&gt;
&lt;br /&gt;
===Helping Hand===&lt;br /&gt;
Larger shuttles were eventually made to construct the People’s Station. The Helping Hand was what came forth. Bristling with robotic arms, loaded with various lathes, and large holds to hold many resources and engineers, the Helping Hands have been a great tool in rapidly building installations for the PRA to use. Their robotic hands are controlled through consoles used by technicians to move materials and assist in-space engineers in constructing whatever is needed for the PRA’s spacers. These can also be used in ship repairs in a pinch. Any important PRA space installation will have at least one Helping Hand. The DPRA and the NKA have noticed the usefulness of this design and have swiftly created their own. The DPRA’s Helping Hands are presently being used to expand and modify the Free Gakal’zaal Station. &lt;br /&gt;
&lt;br /&gt;
===Smugglers===&lt;br /&gt;
From the first revolution to the most recent Gakal’zaal uprising, smuggling has always played a large part in Tajara history. The DPRA in particular harbors very good relations with smugglers, keeping them more as a permanent asset rather than a quick hire. While the PRA would love to get rid of these smugglers, many arrive to Adhomai under legitimate corporate interests or at least masking as such. Giving them an uninterrupted way in and out.&lt;br /&gt;
&lt;br /&gt;
=People&#039;s Republic of Adhomai=&lt;br /&gt;
Realizing that ship-combat is utterly different from naval or ground combat, the PRA developed a unique doctrine titled “The Blizzard”. It is defined by quick hit-and-run attacks of smaller interceptors while larger ships stand back as fire support. This has led to the Tajara fleets being very effective in eliminating pirates, but rather fragile in any other sustained combat. The PRA&#039;s Orbital Navy is led by an appointed [https://wiki.aurorastation.org/index.php?title=Notable_Tajara#Chief_Naval_Commander_Samirro_Qarrarhaz Chief Naval Commander].&lt;br /&gt;
[[File:Ships pew pew.png|350px|thumb|right|Organization of the PRA space forces.]]&lt;br /&gt;
&lt;br /&gt;
==Hadiist Ship Models==&lt;br /&gt;
&lt;br /&gt;
===Fang===&lt;br /&gt;
Fangs are piloted interceptors with low shielding, light armour, unguided rockets, and ballistic cannons. Their design is based on outdated alliance corvettes, and they&#039;re designed to fit in large quantities into carriers and corvettes. The early years of the Orbital Fleet had largely poorly trained pilots flying Fangs. After the Armistice the Fangs received actual shield systems along with a VR training program for the pilots. Pilots have a much higher rate of survival now but still face high fatality rates, a fact that makes them dour and negative.&lt;br /&gt;
&lt;br /&gt;
===Claw===&lt;br /&gt;
A new adaptation of the Fang design, Claws are larger two person fighters made to improve the combat capabilities of the Orbital Navy’s rockets. Meant to operate at the very forefront of space battles, they have the capability to transpond locational data back to a mother ship. This way the guided rockets that said mother ship fires have a better idea of where their target is and unguided rockets can be better aimed at the enemy. While designed for mobility with better engines and a strong shielding system, piloting a Claw is even more dangerous than a Fang. Pilots believe that being assigned to a Claw is a death sentence and a sign that you angered your superiors.&lt;br /&gt;
&lt;br /&gt;
===Snowstorm===&lt;br /&gt;
The most advanced addition to the Tajaran fleet, the Snowstorm is a skipjack operated by a pilot and a hacker. They employ a wide range of signal disruptors, hacking tools, and scramblers. Capable of disabling even a large destroyer, they&#039;re sent out alongside the smaller Fangs who serve as a distraction with the Snowstorm tries to get as close to the enemy vessel as possible and disable their systems. While provided special jumpsuits, the hackers on these ships are required to frequently shave their fur to prevent any short-circuiting of their sensitive equipment, thus they&#039;re often lovingly called &amp;quot;Smooths&amp;quot;.&lt;br /&gt;
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===Icelance===&lt;br /&gt;
Perfection of the PRA doctrine, these ships function as space artillery. Magnetic accelerators along the whole length of the ship fire titanium rods at supersonic speeds. Being impossible to shoot down by gunners due to their thin profile, and undetectable by conventional point-defense make these firing mechanisms a perfect fit. However, they are very slow and are only capable of firing a few shots before their battery runs dry, giving them a low rate of fire. Thus it is a rare sight to see an Icelance without a supporting Headmaster or Sentinel.&lt;br /&gt;
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===Icelance GC-2 (Glacial Worm Type 2 variant)===&lt;br /&gt;
The main difference between the regular Icelance and the GC-2 is the main weapon. With the perfection of cryonics, PRA scientists have equipped this ship with a &amp;quot;particle retarded&amp;quot;, commonly known as a &amp;quot;Freeze Ray&amp;quot;. Used most often against shielded opponents or ships the PRA desires to apprehend rather than destroy, this design sees frequent use at security checkpoints and borders. The nature of the weapon also means it strains the battery much less, providing it with a higher rate of fire and life expectancy.&lt;br /&gt;
&lt;br /&gt;
===Headmaster===&lt;br /&gt;
The second heaviest ship created by the People&#039;s Republic of Adhomai. As of now, it&#039;s the lightest heavy ship ever designed, barely staying above the classification of a cruiser. This makes the Headmaster both fast enough to keep up with the rest of the fleet, while being able to survive anything common pirates can field. However, they&#039;re incapable of standing up against any other ship in their size category and are not employed in the same way as other cruisers. Recent bigger designs have been entering the testing phase, possibly opening the Tajara to larger-scale galactic operations.&lt;br /&gt;
&lt;br /&gt;
===Sentinel===&lt;br /&gt;
A carrier ship, designed to ferry Fangs and Snowstorms, as well as assisting and providing support for the Icelance. It is the largest and bulkiest ship in the Tajara fleet and so it was assumed that the Sentinel would be the primary target of enemy fire. As a precaution, the government spared no expense on these ships. Boasting high armor, impressive shielding, point-defense, and even Bluespace Disruptors purchased from Epsilon Eridani, piloting this kind of ship is an honor of the highest degree. Only the most skilled and loyal captains are permitted to command these behemoths into battle. They are also hard to maintain and supply and so they are deployed sparingly.&lt;br /&gt;
&lt;br /&gt;
==Hadiist Space Forces==&lt;br /&gt;
&lt;br /&gt;
===Kosmostrelki===&lt;br /&gt;
[[File:Komostrelkiposter.png|200px|thumb|right|People&#039;s Republic of Adhomai propaganda poster for the recruitment of the Kosmostrelki.]]&lt;br /&gt;
&lt;br /&gt;
The PRA has always been known for substituting quality with quantity. However, this sentiment had to be tweaked for space combat as their ships, cheap as they are, are still hard and expensive to replace for the government. This makes the Kosmostrelki some of the best-trained troops in the PRA roster. The Kosmostrelki are usually trained in the martial art of Baghrar, both to instill discipline and help with their balance. They are also capable sharpshooters, understand advanced first aid, and are drilled in the repair and upkeep of the spaceships they inhabit. While there are specialized medics and engineers, all Kosmostrelki are expected to know how to improvise their way out of any emergency. This includes mandatory language classes so that they understand and speak Tau Ceti Basic. &lt;br /&gt;
&lt;br /&gt;
The process of becoming a Kosmostrelki starts with a Republican Army member filing a request to become one. If they are accepted after a review they are interviewed by a small committee before being allowed to enter training. Training itself happens at the People’s Space Station, with all classes in engineering, medical, zero gravity and low gravity space combat. Once that is completed the Kosmostrelki graduate with a ceremony featuring a recording of President Hadii congratulating them on their fight to keep the Tajara among the stars. It is expected that a Kosmostrelki would serve for at least 3 years unless discharged for grievous injuries. As the Orbital Fleet began in 2457, the earliest a Kosmostrelki could have served their full term and left would be 2460. &lt;br /&gt;
&lt;br /&gt;
Daily Kosmostrelki life is not too dissimilar from that of a Republican Army soldier. The day usually begins with an inspection by the vessel commissar before the Kosmostrelki go out to do their duties on the ship. The arduous process needed to become a Kosmostrelki means they are trusted by the government more than any other branch of the armed forces. As such Kosmostrelki are usually much more relaxed and camaraderie among each other is high. Commissars still keep their distance however and maintain friendly relations only with similar rank or higher ranking officers. A Kosmostrelki who commits any offense is arrested and held on an on-ship brig until they can be taken to the People’s Space Station. Trials there are fast and broadcasted to the rest of the fleet to serve as examples. &lt;br /&gt;
&lt;br /&gt;
There is a rumor among other troops that the Kosmostrelki have a high amount of deserters eue to how easy it would be to run away into space. However, these claims are unsupported.&lt;br /&gt;
&lt;br /&gt;
===Republican Defensive Robots===&lt;br /&gt;
Most heavy Republican ships carry a detachment of very outdated combat robots brought from Solarian military surplus. They are equipped with forward-facing shielding, a power-saw, and various ballistic armaments. These robots operate with a team of 4 Kosmostrelki who are responsible for its continued operation and are only deployed in boarding actions where no hostages are expected. These robots have a rudimentary AI and can perform only the most simple tasks outside of combat.&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic was once unable to manufacture the defensive robots, relying solely on maintenance to make them sustainable. This changed in 2463 with the opening of the first Hadiist self-sufficient robotics factory. The PRA can now produce these automatons without external help. &lt;br /&gt;
&lt;br /&gt;
==Hadiist Space Installations==&lt;br /&gt;
===The People’s Space Station===&lt;br /&gt;
Built in the interwar period The People’s Space Station bears the prestige of being the first space installation designed, built, and manned by Tajara. Its importance in PRA propaganda was immense for the time. Initially designed to be a small habitat for scientists and researchers it was swiftly converted into a training ground for future Republican space troops. As such, in 2451, it became the mustering grounds for the Kosmostrelki troops. The space station boasts several wings for educating the astronauts and Kosmostrelki of the PRA. Zero gravity chambers for practicing combat, firing ranges, and limited VR systems exist to help trainees through the grueling training. Once a symbol of collective Tajara unity and prosperity to the stars, now the People’s Space Station is an icon of PRA supremacy reaching into space itself. &lt;br /&gt;
&lt;br /&gt;
===Okon 001===&lt;br /&gt;
The first observation post built on the moon, originally constructed by the Jargon Federation and named Site B2134. Its original purpose was to observe the Tajara people, but after their rapid ascension to space-age technology, the observation post was abandoned and sold to the PRA for a suspiciously low price. It was subsequently renamed to Okon 001, which translates to &amp;quot;Eye&amp;quot; in  Siik&#039;maas.&lt;br /&gt;
&lt;br /&gt;
Afterward, it remained unused for several years due to a lack of trained Tajara scientists to operate it, leading to its disrepair.&lt;br /&gt;
During the second revolution, it was manned by forty crewmembers, finally getting some much-needed maintenance. During this time it was used to spy on the enemy activity as well as reporting possible pirate and smuggling activity. This is the longest known official Tajara space deployment, lasting from the beginning of the second war until the end. Afterward, all forty-one crewmembers were inspected, and outside of the expected bone elongations, slight muscle entropy, and audio-visual hallucinations all were declared perfectly healthy.&lt;br /&gt;
&lt;br /&gt;
Okon 001 is still in use, manned by much smaller crews of five who are rotated out every month and have varying skill levels depending on the mission they’re carrying out. Janitors, engineers, doctors, scientists, and even common miners have been part of Okon crew. Regardless, all Okon&#039;s crews modify their suits with lights, each one wearing a different color to recognize each other without having to use the radio. Many choose to keep them afterward.&lt;br /&gt;
&lt;br /&gt;
=Democratic People&#039;s Republic of Adhomai=&lt;br /&gt;
&lt;br /&gt;
Al&#039;mariist spaceships are all civilian models repurposed for military purposes. However, the DPRA was able to reverse-engineer most of the Hephaestus Industries technology left behind by the Unathi in Gakal&#039;zaal. This breakthrough allows the Democratic People&#039;s Republic to equip its ships with more advanced engines and weapons than what the general public has access to. Projects to create unique designs are currently underway.&lt;br /&gt;
&lt;br /&gt;
==Al&#039;mariist Ship Models==&lt;br /&gt;
&lt;br /&gt;
===Hailstorm===&lt;br /&gt;
&lt;br /&gt;
The Hailstorm is a skipjack armed with multiple mass-driver weapons designed for patrolling and brief engagements. Since its weaponry must be manually loaded, the ship&#039;s turrets are notoriously cramped. During combat, these crafts are usually deployed in large numbers alongside bigger ships. When used for patrols, the Hailstorm is loaded with supplies to last weeks on its own; its crew is specifically trained to be as frugal as possible while aboard.&lt;br /&gt;
&lt;br /&gt;
===Fusilier===&lt;br /&gt;
&lt;br /&gt;
Created from Freighters models, the Fusilier is a ship focused on offering support to the Hailstorms. These crafts are armed with long-range ballistic and laser weapons; they also carry engineering and medical crews. However, their most notable feature is a compact torpedo launcher.&lt;br /&gt;
&lt;br /&gt;
===Hauler===&lt;br /&gt;
&lt;br /&gt;
The Hauler is a cargo ship meant to ferry supplies to the Hailstorm ships during patrol and engagements. These crafts usually spent most of their time docked at Fusiliers or stations, waiting to deploy. Since most of the ships&#039; interior is occupied by a cargo hold, its only defense is its thick hull and shields. Hauler&#039;s crews are usually drafted from among smugglers.&lt;br /&gt;
&lt;br /&gt;
===Wasp Torpedo===&lt;br /&gt;
&lt;br /&gt;
The Wasp Torpedo is the first space torpedo developed by the Democratic People&#039;s Republic. It is deployed by the Fusilier and the Free Gakal&#039;zaal Station. Since the Spacer Militia lacks the technology to create the sophisticated tracking systems adapted to space combat, these missiles are known to be unreliable. However, they are known to carry a large explosive load; Liberation Army researchers are currently developing models capable of carrying nuclear warheads. Another notable feature is the fact that the Wasp Torpedo can be piloted. Because of manpower concerns, this tactic is reserved only for decisive engagements or as a last resort. Most pilots jump off from the missile before it reaches its target; they later return to their ships using jetpacks or wait for rescue.&lt;br /&gt;
&lt;br /&gt;
==Al&#039;mariist Space Forces==&lt;br /&gt;
&lt;br /&gt;
===People&#039;s Volunteer Spacer Militia===&lt;br /&gt;
&lt;br /&gt;
Having only recently claimed a space-positioned base alongside Gaka&#039;zaal, the DPRA lacks any sort of trained force when it comes to orbital defense. Not wanting to rely purely on mercenaries due to the expenses and their scant loyalty, a militia was organized. Members of the Spacer Militia come from a variety of backgrounds: some coming back after being employed by mega-corporations; others from asteroid belts; some soldiers from Adhomai; and more from the Free Gakal&#039;Zaal Station itself, having worked on it as maintenance.&lt;br /&gt;
&lt;br /&gt;
The PVSM is poorly equipped, their training varies and they&#039;re prone to bribery, but they are strong enough to fend off the pirates whose incursions have increased ever since the Unathi were chased off. Usually, they deploy in groups of six, with five volunteers and a single experienced Liberation Army advisor. Still, this army is only temporary, as the Democratic People&#039;s Republic government is hoping to train proper space capable soldiers to rival the PRA Kosmostrelki. The Al&#039;mariist space doctrine is still under development.&lt;br /&gt;
&lt;br /&gt;
Most members of the PVSM coming from diverse backgrounds has helped with decision solving, but has also created clear issues within the ships. Advisors and captains have to act heavy-handedly in order to solve crew tensions with typically harsh punishments. The threat of marooning or being airlocked for causing internal trouble keeps PVSM fighters in line for the most part. The presence of certain bad faith actors such as ALA members only wanting to plunder has created its own problems with the aforementioned bribery and sudden cargo seizures on those who happen to cross a PVSM captain. If the Space Militia is to ever be reformed into a professional force it may be an uphill climb to turn the motley collection of fighters into a force to stand against the Kosmostrelki. &lt;br /&gt;
==Al&#039;mariist Installations==&lt;br /&gt;
&lt;br /&gt;
===Free Gakal&#039;zaal Station===&lt;br /&gt;
Gakal&#039;zaal station has been a very recent addition to the DPRA space capability. This addition has been heralded as a stepping stone to the first DPRA fleet, with its spaceyard capable of manufacturing up to medium-sized ships.&lt;br /&gt;
The Free Gakal&#039;zaal Station, originally known as Makar Castle, is an orbital station floating around the planet. The facility was built by the Unathi to serve as their seat of power; it was abandoned after the planet joined the Democratic People’s Republic. The facility was taken over by the Tajara and turned into a spaceport. It has also become a smuggler&#039;s haven, as thanks to them, the large-scale transports of men and materials were possible. Now they enjoy a degree of immunity from the authorities, creating a large black market on the station.&lt;br /&gt;
&lt;br /&gt;
=New Kingdom of Adhomai=&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai has the weakest grasp on space of all Adhomian factions. The Kingdom has made some progress in amending this issue by purchasing civilian ships from megacorporations.&lt;br /&gt;
&lt;br /&gt;
==Her Majesty’s Mercantile Flotilla==&lt;br /&gt;
&lt;br /&gt;
Established in 2463, the Her Majesty’s Mercantile Flotilla is a conglomerate of Royalist companies involved in intergalactic trade. Since the end of the Armistice, the New Kingdom has been purchasing civilian ships from NanoTrasen and Hephaestus Industries. These spacecraft were then sold to the Kingdom&#039;s national companies, under the condition that they would join a trading company under the government&#039;s supervision.&lt;br /&gt;
&lt;br /&gt;
While the Mercantile Flotilla may bring wealth to the New Kingdom, it has further increased the economy&#039;s dependence on Megacorporations. Due to the lack of a proper space military force, the defense of the fleet is entirely dependent on protection contracts signed with extranational entities - such as the SCC. The New Kingdom is also unable to build ships; the Mercantile Flotilla relies solely on foreign corporations for repairs and acquiring new spacecraft.&lt;br /&gt;
&lt;br /&gt;
Besides on-vessel PMCG security teams the staffing of these ships is typically entirely Tajara. The long hours and dangerous working conditions are a problem for many of these swiftly trained and swiftly hired workers to adapt to. But the pay makes it all the more worth it. The Mercantile Space Flotilla is, currently, the most lucrative company a Tajara can work for in the New Kingdom. Payment in credits, despite being quite low, still goes far in the Kingdom’s economy. Workers typically are common peasants and landless nobles. Their bunkers are notably separated by race and gender, and captains are usually nobles with a history in the national company that owns the vessel. There are no limits to how long a member is expected to work on the Space Flotilla. Criminal acts are generally handled by the PMCG who take the criminal to stand trial on Adhomai. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability&amp;diff=24831</id>
		<title>Tajara Space Capability</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability&amp;diff=24831"/>
		<updated>2022-06-01T04:01:06Z</updated>

		<summary type="html">&lt;p&gt;Canon35: Updates page with new information for Kosmostrelki and PVSM, Merchantile Fleet of the NKA. Also adds new ships.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
=Space Flight=&lt;br /&gt;
&lt;br /&gt;
At the time of their discovery, the Tajara thought of spaceflight the same as we might think of cold fusion. However, with human first contact, these mental barriers were not dismantled but rather blown apart. All at once, apathy, shock, joy, and existential dread resonated through the entirety of Adhomai. Many were overjoyed; beings from outer space had come to usher in a new age of enlightenment and knowledge. They were swiftly corrected.&lt;br /&gt;
Now, forty years later space flight had become somewhat mundane. All three governments have implemented strict spacing laws, materials are frequently carried in and space exports are made on a daily schedule. Still, the Tajara people remain the most divided in their opinions of space flight. Many see it as the beginning of the hard times, others recognize it as a simple business and a few more know it’s their only way off of this planet.&lt;br /&gt;
&lt;br /&gt;
==History of Space Flight==&lt;br /&gt;
Shortly after the first contact, multiple offers were made by the royal houses to purchase human vessels, however, all were rejected. While no records of negotiations have survived to this day, it is assumed this was done to lessen the impact of Tajara on galactic politics. The first space port on Adhomai itself was established on Crevus. It was almost as lax as it is today, with human and skrell smugglers making regular use of it even after the establishment of the Republic. &lt;br /&gt;
&lt;br /&gt;
After the first revolution and the establishment of the new federal government, President Rhagrrhuzau Hadii put much effort into ensuring the PRA would be provided a vessel and trained personnel. Eventually, after months of negotiations, the new PRA was provided the Freighter &amp;quot;Ruka&amp;quot; alongside 20 trained human astronauts, and blueprints of the ship. The Ruka would be the vessel that the first Tajara astronauts were trained on. After achieving this deal President Hadii’s isolationist rhetoric began to surface. Historians argue over whether this was already on its way or if the securing of a Tajara space program motivated the President to switch his public views. &lt;br /&gt;
&lt;br /&gt;
With these new materials, the first Tajara satellites were launched into space. The rapid advancement of technology ensured that eventually, a Tajara would reach space without the assistance of a human vessel. After the first trip to space, next came visits to other planets, Raskara was first on the list, and while many religious folks protested against it the mission was successfully completed. After all of these successes, the pinnacle of Tajara engineering was completed and launched into space: an advanced (for the time) orbital platform known as The People’s Space Station, crewed only by Tajara.&lt;br /&gt;
&lt;br /&gt;
That was the official process for the Republican effort. In Crevus’ speakeasies, black markets, and the spaceport a very different process began. Tajara signed illegally onto smuggling crews and independent space vessels for many reasons. Some wished to see space, some were drawn to the credits, and some simply needed a place to escape Crevus’ burgeoning crime families. Nonetheless, these Tajara were among the first of the species’ spacers. They worked harsh jobs aboard those vessels and over time began to ascend in the hierarchy of the crews. Some would go on to become ship captains in their own right through labor, trickery, or murder. These Tajara who gained their own vessels went on to use them as part of Adhomai’s growing black market. Thus, they began the other Tajara space tradition of smuggling.&lt;br /&gt;
&lt;br /&gt;
The Republican “space high” wore off rather quickly after the assassination. The few trained space captains and their vessels remained loyal to the PRA, being high ranking party members themselves. However, their crews were of a different opinion, and after a myriad of mutinies and sabotage, practically the whole fleet was unusable for the first half of the war. Eventually, PRA managed to manufacture its first fully militarized ship, the PNA Retaliation as well as restore their civilian crafts. Soon, many more decommissioned and outdated human ships would be purchased, and alongside the PNA Retaliation, they&#039;d spend the rest of the war attempting to cut off smuggling supply lines of the DPRA and NKA.&lt;br /&gt;
&lt;br /&gt;
Now peace reigns, but the PRA space navy still reigns supreme in the S&#039;rand&#039;marr system. Neither the DPRA nor NKA are capable of competing with the PRA, and still rely mostly on human contractors and illegal smugglers. This has led to both factions having a much smaller presence in galactic politics and their citizens usually have to make traveling purchases out of their own pocket. However, the DPRA’s victory at Gakal’zaal and the taking of the shipyards there along with the NKA’s civilian trade fleet has challenged the PRA’s near-monopoly on space. Now as the Space Force and Merchant Marine develop, only time can tell if they can truly defeat the PRA’s space supremacy. &lt;br /&gt;
&lt;br /&gt;
==Civilian Ships and Installations==&lt;br /&gt;
&lt;br /&gt;
Civilian and foreign ships are a common sight around the resource-rich Adhomai. The SCC, CoC, Elyria, and independent contractors frequently fly in and out of Adhomai to trade or mine resources. The Federation has also been a more frequent sight due to their recent, relatively positive, interactions with the PRA. &lt;br /&gt;
&lt;br /&gt;
In the past, ships owned by Tajara who were not citizens of the PRA would be confiscated by the state and the owner arrested. Alien-owned ships that lacked official permits designating them as working for a megacorporation or for the PRA would share the same fate, albeit with their non-Tajara crew deported. Now in times of peace, it is only PRA citizens who are not permitted to privately own a space vessel, however, they can function as government contractors and be lent a ship, provided they&#039;re a loyal party member. This doesn&#039;t mean NKA and DPRA Tajara have it easy, due to PRA&#039;s dominant supremacy all NKA and DPRA ships are searched if caught, any illegal goods they find are then immediately confiscated and sent to the PRA. The two other governments find it difficult to protect their citizens in this matter, their recommendation is to simply not get caught or become a government contractor, as PRA ships won&#039;t touch those out of fear of provoking war.&lt;br /&gt;
&lt;br /&gt;
===Freighter===&lt;br /&gt;
Tajara designed freighters are similar in design to any other freighter, with the exception of added crudeness and a certain amateurish touch. There is one specialty, which is the emergency ejection system. Most Tajara freighters are capable of ditching their entire cargo load within seconds; leaving the goods for the pirates while the ship itself survives another day. Few captains use this system to make quick drops into hostile territories. This tactic is unpopular as very little cargo, or those supposed to receive said cargo, survive the impact.&lt;br /&gt;
&lt;br /&gt;
===Database Freighters===&lt;br /&gt;
Made from adapted designs of the first freighter Tajara ever worked upon, Database freighters are PRA vessels made specially for gathering information on star systems and what passes through them. They are equipped with several portholes that open to extend far reaching antennae that can pick up signals from ships or launch radio waves to track moving objects in space. The fleets of the Kosmostrelki usually have a few and some remain in orbit in the S’rend’marr and Hro’zamal systems. One vessel attempted to defect to the ALA during the war and was swiftly turned to scrap by an Orbital Navy destroyer. With the creation of the Tajani satellite, it is unknown if Database Freighters will be superseded by the new devices. The designs of the Database Freighters were leaked during the war and both the DPRA and NKA are hoping to field their own in the future. &lt;br /&gt;
&lt;br /&gt;
===Transport===&lt;br /&gt;
Civilian transports of Tajara design are a rare sight, but they do exist. Built for survival in dangerous space, these ships boast both extremely thick plating and large, powerful engines. Making them some of the safest ships in The Badlands.&lt;br /&gt;
This of course comes at the cost of comfort, the plating and engines leave little room for effective heat dispersal and during long and intense chases, passengers can even &amp;quot;cook alive&amp;quot; inside their cabins if they&#039;re close to the engines.&lt;br /&gt;
&lt;br /&gt;
===Mining Jacks===&lt;br /&gt;
A skipjack would usually be seen in the hands of smugglers but Tajara have developed an ingenious way of mining. Instead of using a large ship to land on an asteroid and deploying a mining crew, these small, one-pilot Jacks simply cut away a part of an asteroid and take it back to a mining station. There it is processed while the skipjack flies off to the asteroid again. This also means that the crews are on their own, and if anything goes wrong they&#039;ll end up stranded and without any immediate help.&lt;br /&gt;
&lt;br /&gt;
===Scrapper===&lt;br /&gt;
A frequent sight in Tajaran space are Scrappers. Crewed by three or five Tajara, these horseshoe-shaped ships use their electromagnets to latch onto other ships, after which they either two the ship into a nearby spaceyard or offer repairs on the spot. This service is free for PRA ships and used frequently, while foreigners often prepare to repair their own ships. Scrappers also frequently engage in &amp;quot;debris cleanup&amp;quot;, towing unsalvagable ships or satellites into spaceyards to be scrapped and re-used. An urban legend persists that certain Scrappers tow healthy ships into scrap, hoping to steal other ships&#039; contents after they are dismantled alongside the crew.&lt;br /&gt;
&lt;br /&gt;
===Helping Hand===&lt;br /&gt;
Larger shuttles were eventually made to construct the People’s Station. The Helping Hand was what came forth. Bristling with robotic arms, loaded with various lathes, and large holds to hold many resources and engineers, the Helping Hands have been a great tool in rapidly building installations for the PRA to use. Their robotic hands are controlled through consoles used by technicians to move materials and assist in-space engineers in constructing whatever is needed for the PRA’s spacers. These can also be used in ship repairs in a pinch. Any important PRA space installation will have at least one Helping Hand. The DPRA and the NKA have noticed the usefulness of this design and have swiftly created their own. The DPRA’s Helping Hands are presently being used to expand and modify the Free Gakal’zaal Station. &lt;br /&gt;
&lt;br /&gt;
===Smugglers===&lt;br /&gt;
From the first revolution to the most recent Gakal’zaal uprising, smuggling has always played a large part in Tajara history. The DPRA in particular harbors very good relations with smugglers, keeping them more as a permanent asset rather than a quick hire. While the PRA would love to get rid of these smugglers, many arrive to Adhomai under legitimate corporate interests or at least masking as such. Giving them an uninterrupted way in and out.&lt;br /&gt;
&lt;br /&gt;
=People&#039;s Republic of Adhomai=&lt;br /&gt;
Realizing that ship-combat is utterly different from naval or ground combat, the PRA developed a unique doctrine titled “The Blizzard”. It is defined by quick hit-and-run attacks of smaller interceptors while larger ships stand back as fire support. This has led to the Tajara fleets being very effective in eliminating pirates, but rather fragile in any other sustained combat. The PRA&#039;s Orbital Navy is led by an appointed [https://wiki.aurorastation.org/index.php?title=Notable_Tajara#Chief_Naval_Commander_Samirro_Qarrarhaz Chief Naval Commander].&lt;br /&gt;
[[File:Ships pew pew.png|350px|thumb|right|Organization of the PRA space forces.]]&lt;br /&gt;
&lt;br /&gt;
==Hadiist Ship Models==&lt;br /&gt;
&lt;br /&gt;
===Fang===&lt;br /&gt;
Fangs are piloted interceptors with low shielding, light armour, unguided rockets, and ballistic cannons. Their design is based on outdated alliance corvettes, and they&#039;re designed to fit in large quantities into carriers and corvettes. The early years of the Orbital Fleet had largely poorly trained pilots flying Fangs. After the Armistice the Fangs received actual shield systems along with a VR training program for the pilots. Pilots have a much higher rate of survival now but still face high fatality rates, a fact that makes them dour and negative.&lt;br /&gt;
&lt;br /&gt;
===Claw===&lt;br /&gt;
A new adaptation of the Fang design, Claws are larger two person fighters made to improve the combat capabilities of the Orbital Navy’s rockets. Meant to operate at the very forefront of space battles, they have the capability to transpond locational data back to a mother ship. This way the guided rockets that said mother ship fires have a better idea of where their target is and unguided rockets can be better aimed at the enemy. While designed for mobility with better engines and a strong shielding system, piloting a Claw is even more dangerous than a Fang. Pilots believe that being assigned to a Claw is a death sentence and a sign that you angered your superiors.&lt;br /&gt;
&lt;br /&gt;
===Snowstorm===&lt;br /&gt;
The most advanced addition to the Tajaran fleet, the Snowstorm is a skipjack operated by a pilot and a hacker. They employ a wide range of signal disruptors, hacking tools, and scramblers. Capable of disabling even a large destroyer, they&#039;re sent out alongside the smaller Fangs who serve as a distraction with the Snowstorm tries to get as close to the enemy vessel as possible and disable their systems. While provided special jumpsuits, the hackers on these ships are required to frequently shave their fur to prevent any short-circuiting of their sensitive equipment, thus they&#039;re often lovingly called &amp;quot;Smooths&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Icelance===&lt;br /&gt;
Perfection of the PRA doctrine, these ships function as space artillery. Magnetic accelerators along the whole length of the ship fire titanium rods at supersonic speeds. Being impossible to shoot down by gunners due to their thin profile, and undetectable by conventional point-defense make these firing mechanisms a perfect fit. However, they are very slow and are only capable of firing a few shots before their battery runs dry, giving them a low rate of fire. Thus it is a rare sight to see an Icelance without a supporting Headmaster or Sentinel.&lt;br /&gt;
&lt;br /&gt;
===Icelance GC-2 (Glacial Worm Type 2 variant)===&lt;br /&gt;
The main difference between the regular Icelance and the GC-2 is the main weapon. With the perfection of cryonics, PRA scientists have equipped this ship with a &amp;quot;particle retarded&amp;quot;, commonly known as a &amp;quot;Freeze Ray&amp;quot;. Used most often against shielded opponents or ships the PRA desires to apprehend rather than destroy, this design sees frequent use at security checkpoints and borders. The nature of the weapon also means it strains the battery much less, providing it with a higher rate of fire and life expectancy.&lt;br /&gt;
&lt;br /&gt;
===Headmaster===&lt;br /&gt;
The second heaviest ship created by the People&#039;s Republic of Adhomai. As of now, it&#039;s the lightest heavy ship ever designed, barely staying above the classification of a cruiser. This makes the Headmaster both fast enough to keep up with the rest of the fleet, while being able to survive anything common pirates can field. However, they&#039;re incapable of standing up against any other ship in their size category and are not employed in the same way as other cruisers. Recent bigger designs have been entering the testing phase, possibly opening the Tajara to larger-scale galactic operations.&lt;br /&gt;
&lt;br /&gt;
===Sentinel===&lt;br /&gt;
A carrier ship, designed to ferry Fangs and Snowstorms, as well as assisting and providing support for the Icelance. It is the largest and bulkiest ship in the Tajara fleet and so it was assumed that the Sentinel would be the primary target of enemy fire. As a precaution, the government spared no expense on these ships. Boasting high armor, impressive shielding, point-defense, and even Bluespace Disruptors purchased from Epsilon Eridani, piloting this kind of ship is an honor of the highest degree. Only the most skilled and loyal captains are permitted to command these behemoths into battle. They are also hard to maintain and supply and so they are deployed sparingly.&lt;br /&gt;
&lt;br /&gt;
==Hadiist Space Forces==&lt;br /&gt;
&lt;br /&gt;
===Kosmostrelki===&lt;br /&gt;
[[File:Komostrelkiposter.png|200px|thumb|right|People&#039;s Republic of Adhomai propaganda poster for the recruitment of the Kosmostrelki.]]&lt;br /&gt;
&lt;br /&gt;
The PRA has always been known for substituting quality with quantity. However, this sentiment had to be tweaked for space combat as their ships, cheap as they are, are still hard and expensive to replace for the government. This makes the Kosmostrelki some of the best-trained troops in the PRA roster. The Kosmostrelki are usually trained in the martial art of Baghrar, both to instill discipline and help with their balance. They are also capable sharpshooters, understand advanced first aid, and are drilled in the repair and upkeep of the spaceships they inhabit. While there are specialized medics and engineers, all Kosmostrelki are expected to know how to improvise their way out of any emergency. This includes mandatory language classes so that they understand and speak Tau Ceti Basic. &lt;br /&gt;
&lt;br /&gt;
The process of becoming a Kosmostrelki starts with a Republican Army member filing a request to become one. If they are accepted after a review they are interviewed by a small committee before being allowed to enter training. Training itself happens at the People’s Space Station, with all classes in engineering, medical, zero gravity and low gravity space combat. Once that is completed the Kosmostrelki graduate with a ceremony featuring a recording of President Hadii congratulating them on their fight to keep the Tajara among the stars. It is expected that a Kosmostrelki would serve for at least 3 years unless discharged for grievous injuries. As the Orbital Fleet began in 2457, the earliest a Kosmostrelki could have served their full term and left would be 2460. &lt;br /&gt;
&lt;br /&gt;
Daily Kosmostrelki life is not too dissimilar from that of a Republican Army soldier. The day usually begins with an inspection by the vessel commissar before the Kosmostrelki go out to do their duties on the ship. The arduous process needed to become a Kosmostrelki means they are trusted by the government more than any other branch of the armed forces. As such Kosmostrelki are usually much more relaxed and camaraderie among each other is high. Commissars still keep their distance however and maintain friendly relations only with similar rank or higher ranking officers. A Kosmostrelki who commits any offense is arrested and held on an on-ship brig until they can be taken to the People’s Space Station. Trials there are fast and broadcasted to the rest of the fleet to serve as examples. &lt;br /&gt;
&lt;br /&gt;
There is a rumor among other troops that the Kosmostrelki have a high amount of deserters. Due to how easy it would be to run away into space. However, these claims are unsupported.&lt;br /&gt;
&lt;br /&gt;
===Republican Defensive Robots===&lt;br /&gt;
Most heavy Republican ships carry a detachment of very outdated combat robots brought from Solarian military surplus. They are equipped with forward-facing shielding, a power-saw, and various ballistic armaments. These robots operate with a team of 4 Kosmostrelki who are responsible for its continued operation and are only deployed in boarding actions where no hostages are expected. These robots have a rudimentary AI and can perform only the most simple tasks outside of combat.&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic was once unable to manufacture the defensive robots, relying solely on maintenance to make them sustainable. This changed in 2463 with the opening of the first Hadiist self-sufficient robotics factory. The PRA can now produce these automatons without external help. &lt;br /&gt;
&lt;br /&gt;
==Hadiist Space Installations==&lt;br /&gt;
===The People’s Space Station===&lt;br /&gt;
Built in the interwar period The People’s Space Station bears the prestige of being the first space installation designed, built, and manned by Tajara. Its importance in PRA propaganda was immense for the time. Initially designed to be a small habitat for scientists and researchers it was swiftly converted into a training ground for future Republican space troops. As such, in 2451, it became the mustering grounds for the Kosmostrelki troops. The space station boasts several wings for educating the astronauts and Kosmostrelki of the PRA. Zero gravity chambers for practicing combat, firing ranges, and limited VR systems exist to help trainees through the grueling training. Once a symbol of collective Tajara unity and prosperity to the stars, now the People’s Space Station is an icon of PRA supremacy reaching into space itself. &lt;br /&gt;
&lt;br /&gt;
===Okon 001===&lt;br /&gt;
The first observation post built on the moon, originally constructed by the Jargon Federation and named Site B2134. Its original purpose was to observe the Tajara people, but after their rapid ascension to space-age technology, the observation post was abandoned and sold to the PRA for a suspiciously low price. It was subsequently renamed to Okon 001, which translates to &amp;quot;Eye&amp;quot; in  Siik&#039;maas.&lt;br /&gt;
&lt;br /&gt;
Afterward, it remained unused for several years due to a lack of trained Tajara scientists to operate it, leading to its disrepair.&lt;br /&gt;
During the second revolution, it was manned by forty crewmembers, finally getting some much-needed maintenance. During this time it was used to spy on the enemy activity as well as reporting possible pirate and smuggling activity. This is the longest known official Tajara space deployment, lasting from the beginning of the second war until the end. Afterward, all forty-one crewmembers were inspected, and outside of the expected bone elongations, slight muscle entropy, and audio-visual hallucinations all were declared perfectly healthy.&lt;br /&gt;
&lt;br /&gt;
Okon 001 is still in use, manned by much smaller crews of five who are rotated out every month and have varying skill levels depending on the mission they’re carrying out. Janitors, engineers, doctors, scientists, and even common miners have been part of Okon crew. Regardless, all Okon&#039;s crews modify their suits with lights, each one wearing a different color to recognize each other without having to use the radio. Many choose to keep them afterward.&lt;br /&gt;
&lt;br /&gt;
=Democratic People&#039;s Republic of Adhomai=&lt;br /&gt;
&lt;br /&gt;
Al&#039;mariist spaceships are all civilian models repurposed for military purposes. However, the DPRA was able to reverse-engineer most of the Hephaestus Industries technology left behind by the Unathi in Gakal&#039;zaal. This breakthrough allows the Democratic People&#039;s Republic to equip its ships with more advanced engines and weapons than what the general public has access to. Projects to create unique designs are currently underway.&lt;br /&gt;
&lt;br /&gt;
==Al&#039;mariist Ship Models==&lt;br /&gt;
&lt;br /&gt;
===Hailstorm===&lt;br /&gt;
&lt;br /&gt;
The Hailstorm is a skipjack armed with multiple mass-driver weapons designed for patrolling and brief engagements. Since its weaponry must be manually loaded, the ship&#039;s turrets are notoriously cramped. During combat, these crafts are usually deployed in large numbers alongside bigger ships. When used for patrols, the Hailstorm is loaded with supplies to last weeks on its own; its crew is specifically trained to be as frugal as possible while aboard.&lt;br /&gt;
&lt;br /&gt;
===Fusilier===&lt;br /&gt;
&lt;br /&gt;
Created from Freighters models, the Fusilier is a ship focused on offering support to the Hailstorms. These crafts are armed with long-range ballistic and laser weapons; they also carry engineering and medical crews. However, their most notable feature is a compact torpedo launcher.&lt;br /&gt;
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===Hauler===&lt;br /&gt;
&lt;br /&gt;
The Hauler is a cargo ship meant to ferry supplies to the Hailstorm ships during patrol and engagements. These crafts usually spent most of their time docked at Fusiliers or stations, waiting to deploy. Since most of the ships&#039; interior is occupied by a cargo hold, its only defense is its thick hull and shields. Hauler&#039;s crews are usually drafted from among smugglers.&lt;br /&gt;
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===Wasp Torpedo===&lt;br /&gt;
&lt;br /&gt;
The Wasp Torpedo is the first space torpedo developed by the Democratic People&#039;s Republic. It is deployed by the Fusilier and the Free Gakal&#039;zaal Station. Since the Spacer Militia lacks the technology to create the sophisticated tracking systems adapted to space combat, these missiles are known to be unreliable. However, they are known to carry a large explosive load; Liberation Army researchers are currently developing models capable of carrying nuclear warheads. Another notable feature is the fact that the Wasp Torpedo can be piloted. Because of manpower concerns, this tactic is reserved only for decisive engagements or as a last resort. Most pilots jump off from the missile before it reaches its target; they later return to their ships using jetpacks or wait for rescue.&lt;br /&gt;
&lt;br /&gt;
==Al&#039;mariist Space Forces==&lt;br /&gt;
&lt;br /&gt;
===People&#039;s Volunteer Spacer Militia===&lt;br /&gt;
&lt;br /&gt;
Having only recently claimed a space-positioned base alongside Gaka&#039;zaal, the DPRA lacks any sort of trained force when it comes to orbital defense. Not wanting to rely purely on mercenaries due to the expenses and their scant loyalty, a militia was organized. Members of the Spacer Militia come from a variety of backgrounds: some coming back after being employed by mega-corporations; others from asteroid belts; some soldiers from Adhomai; and more from the Free Gakal&#039;Zaal Station itself, having worked on it as maintenance.&lt;br /&gt;
&lt;br /&gt;
The PVSM is poorly equipped, their training varies and they&#039;re prone to bribery, but they are strong enough to fend off the pirates whose incursions have increased ever since the Unathi were chased off. Usually, they deploy in groups of six, with five volunteers and a single experienced Liberation Army advisor. Still, this army is only temporary, as the Democratic People&#039;s Republic government is hoping to train proper space capable soldiers to rival the PRA Kosmostrelki. The Al&#039;mariist space doctrine is still under development.&lt;br /&gt;
&lt;br /&gt;
Most members of the PVSM coming from diverse backgrounds has helped with decision solving, but has also created clear issues within the ships. Advisors and captains have to act heavy-handedly in order to solve crew tensions with typically harsh punishments. The threat of marooning or being airlocked for causing internal trouble keeps PVSM fighters in line for the most part. The presence of certain bad faith actors such as ALA members only wanting to plunder has created its own problems with the aforementioned bribery and sudden cargo seizures on those who happen to cross a PVSM captain. If the Space Militia is to ever be reformed into a professional force it may be an uphill climb to turn the motley collection of fighters into a force to stand against the Kosmostrelki. &lt;br /&gt;
==Al&#039;mariist Installations==&lt;br /&gt;
&lt;br /&gt;
===Free Gakal&#039;zaal Station===&lt;br /&gt;
Gakal&#039;zaal station has been a very recent addition to the DPRA space capability. This addition has been heralded as a stepping stone to the first DPRA fleet, with its spaceyard capable of manufacturing up to medium-sized ships.&lt;br /&gt;
The Free Gakal&#039;zaal Station, originally known as Makar Castle, is an orbital station floating around the planet. The facility was built by the Unathi to serve as their seat of power; it was abandoned after the planet joined the Democratic People’s Republic. The facility was taken over by the Tajara and turned into a spaceport. It has also become a smuggler&#039;s haven, as thanks to them, the large-scale transports of men and materials were possible. Now they enjoy a degree of immunity from the authorities, creating a large black market on the station.&lt;br /&gt;
&lt;br /&gt;
=New Kingdom of Adhomai=&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai has the weakest grasp on space of all Adhomian factions. The Kingdom has made some progress in amending this issue by purchasing civilian ships from megacorporations.&lt;br /&gt;
&lt;br /&gt;
==Her Majesty’s Mercantile Flotilla==&lt;br /&gt;
&lt;br /&gt;
Established in 2463, the Her Majesty’s Mercantile Flotilla is a conglomerate of Royalist companies involved in intergalactic trade. Since the end of the Armistice, the New Kingdom has been purchasing civilian ships from NanoTrasen and Hephaestus Industries. These spacecraft were then sold to the Kingdom&#039;s national companies, under the condition that they would join a trading company under the government&#039;s supervision.&lt;br /&gt;
&lt;br /&gt;
While the Mercantile Flotilla may bring wealth to the New Kingdom, it has further increased the economy&#039;s dependence on Megacorporations. Due to the lack of a proper space military force, the defense of the fleet is entirely dependent on protection contracts signed with extranational entities - such as the SCC. The New Kingdom is also unable to build ships; the Mercantile Flotilla relies solely on foreign corporations for repairs and acquiring new spacecraft.&lt;br /&gt;
&lt;br /&gt;
Besides on-vessel PMCG security teams the staffing of these ships is typically entirely Tajara. The long hours and dangerous working conditions are a problem for many of these swiftly trained and swiftly hired workers to adapt to. But the pay makes it all the more worth it. The Mercantile Space Flotilla is, currently, the most lucrative company a Tajara can work for in the New Kingdom. Payment in credits, despite being quite low, still goes far in the Kingdom’s economy. Workers typically are common peasants and landless nobles. Their bunkers are notably separated by race and gender, and captains are usually nobles with a history in the national company that owns the vessel. There are no limits to how long a member is expected to work on the Space Flotilla. Criminal acts are generally handled by the PMCG who take the criminal to stand trial on Adhomai. &lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajaran_Military_Structures&amp;diff=24800</id>
		<title>Tajaran Military Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajaran_Military_Structures&amp;diff=24800"/>
		<updated>2022-05-21T05:08:11Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Combat Miners */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
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= Ground Forces on Adhomai =&lt;br /&gt;
Ever since the second revolution began, as well as historically, most of the fighting and military might on Adhomai has been land-based due to most of the planet&#039;s water being frozen over or littered with icebergs. Each of the factions relies heavily on infantry for their ability to traverse the rugged terrain of the planet&#039;s surface. Beasts of burden and pull carts still see widespread use across the planet in logistical roles to haul the masses of supplies required to keep the various armies operational since reliable automobiles are highly expensive and common ones require frequent maintenance. Most of the soldiers use weapons that would be considered highly outdated by their counterparts of other species because of their simplicity, reliability, and ease of maintenance. This also makes Tajaran surplus manufactured weapons popular for export to a wide variety of frontier nations for private ownership and cost-effective reliability in military service.&lt;br /&gt;
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== Republican Army (People&#039;s Republic of Adhomai) ==&lt;br /&gt;
Also known as the &amp;quot;Grand People&#039;s Army.&amp;quot;&lt;br /&gt;
[[File:OwO_whats_this.png|350px|thumb|left|The hierarchy of the Republican Army and the organization of their ground forces.]]&lt;br /&gt;
=== Commander in Chief ===&lt;br /&gt;
The Commander in Chief of the Republican Army is an office held by the President of the People&#039;s Republic of Adhomai (Currently [[ Notable Tajara | President Njadrasanukii Hadii]]). The Commander in Chief is responsible for the grand strategy of the military. He appoints all ministers in the Ministry of Defense to carry out his policies.&lt;br /&gt;
&lt;br /&gt;
=== Ministry of Defense ===&lt;br /&gt;
&lt;br /&gt;
The Ministry of Defense houses the Ministers in charge of each branch of military service as well as their adjutants. They define the military districts under order from the Commander in Chief, as well as appoint staff to manage them. It is the duty of the ministers to translate the policies of the Commander in Chief into functional war plans and operational strategies.&lt;br /&gt;
&lt;br /&gt;
=== Military Districts ===&lt;br /&gt;
Military Districts are administrative districts based on geography. Each military district is named after each continent on Adhomai, a relic of the interwar period when the People&#039;s Republic owned the entire planet uncontested. Appointees to the districts administrate the recruitment, supply, and organization of all troops within their theater of war, as well as designate the fronts of conflicts. Each military district also houses a theater commander who manages all of the fronts under them.&lt;br /&gt;
&lt;br /&gt;
=== Fronts ===&lt;br /&gt;
Fronts are areas of operations designated by military districts where field armies are deployed. They exist along large geographical sections of each continent and are each lead by a frontal commander. The system of combining a shifting geographical area with a command leads to a high degree of inflexibility in the Republican high command, which struggles to redraw the changing jurisdictions frequently. More often than not, the frontal commanders find themselves &amp;quot;in command&amp;quot; of areas behind enemy lines following opposition offensives. This leads to situations such as sending messengers with various notices and garrison units to villages they do not own, only to have them inevitably intercepted and engaged by opposing front-line units. Many army group commanders have begun to falsely report carrying out certain orders in order to prevent needless damage to their units.&lt;br /&gt;
&lt;br /&gt;
=== Field Armies ===&lt;br /&gt;
[[File:Ha&#039;rronMKIV.png|300px|thumb|right|A scout posing next to a Ha&#039;rron MK.IV light tank in a Republican motor pool.]]&lt;br /&gt;
There are currently 133 field armies (or armies for short) in the Republican Army. Most field armies are combined arms armies, which utilize artillery, tank, and mechanized vehicle divisions to provide support to infantry divisions. However, there are a handful of concentrated tank armies that are used for spearheading massive offensives. Unlike other contemporary armies in 2458, the Republican Army lacks the ability to have corps-level formations. The mass defection in the Adhomai Liberation Army&#039;s attempted coup d&#039;etat of the Republic leads to a gutting of the Army&#039;s officers. Instead, clusters of divisional formations are grouped together into armies and sent to battle in these inflexible clumps. These circumstances have led many to view the Republican Army as an inexorable horde that fights all its battles by numbers and attrition, however, officials of the People&#039;s Republic are quick to write this off as humans projecting their history onto Tajaran politics. They insist that the People&#039;s Republic is filled with capable officers and professional soldiers.&lt;br /&gt;
&lt;br /&gt;
=== Divisions and Brigades ===&lt;br /&gt;
Each field army in the Republican Army is comprised of three divisions, which in turn are each comprised of three brigades. A plurality of divisions is motostrelki, motor rifles, which are motorized infantry units modeled and named after human analogs. This reliance on motor vehicles to transport troops around the battlefield leaves the Republican Army at a stark disadvantage in mountainous and polar regions, where their vehicles break down or are impeded. As a result, many divisions rely heavily on the actions of the Republic&#039;s special forces to screen for ambushes and sabotage defenses. The Republic is also renowned for its heavy artillery divisions, which begin every operation by softening targets with massive barrages. While these barrages were highly effective in the early days of the civil war, most opposition positions are now arranged in spread-out formations with moderate entrenchment to minimize the effects of the artillery. Now, they primarily serve to alert their enemies of an impending attack.&lt;br /&gt;
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=== The S&#039;rand&#039;marr Coalition ===&lt;br /&gt;
&lt;br /&gt;
Formed by the People’s Republic of Adhomai in 2461, the S&#039;rand&#039;marr Coalition was a diverse multi-army group used to defend the heartland of the Republic and to assist in aid operations within PRA territory. Using NanoTrasen loans and diplomatic prowess, the Party was able to gather troops from Xanu Prime and the Republic of Biesel, peacekeepers from the Jargon Federation, and invest in Ringspire and Kataphract mercenaries. Several freelancer groups were also involved through their contributions were minimal to the war effort. While glamorized in the media back home and in the PRA, these soldiers became a favorite target for ALA cells. Sharpshooters, bombers, gunmen, all of these radicals were eager to kill those who they saw as alien invaders. Morale plummeted among coalition troops as casualties stacked and attempts failed to push the fronts of Ras&#039;nrr. After just two months of fighting, the coalition began to break down as they demanded better pay from the Republic or as governments frustrated by the slow grind of the war threatened to withdraw their soldiers. Only the Jargon Federation remained fully dedicated to their aid missions by this time. After NanoTrasen’s announcement that the situation on Adhomai had grown unprofitable, President Hadii agreed to begin the peace talks that led to the armistice. While the Coalition failed to defeat mount a counter-offensive against the Liberation Army, they were successful in defending the People&#039;s Republic core territories. The coalition’s remaining members departed Adhomai shortly after peace came, with some taking the chance to at least party in Crevus before withdrawing.&lt;br /&gt;
&lt;br /&gt;
=== Zbrojny ===&lt;br /&gt;
&lt;br /&gt;
Seeking to replicate the success of the Liberation Army guerrillas, the Zbrojny is a partisan force created after the Armistice. The Zbrojny is made up of loyal Hadiist volunteers from the civilian population. Trained by the People&#039;s Strategic Intelligence Service in guerilla tactics, they are meant to act behind enemy lines in occupied territory. Unlike all branches of the Grand People&#039;s Army, the Partisans are under the direct control of the secret service. Due to the lack of any ongoing conflict on Adhomai, their real effectiveness is unknown; however, some suspect that the Zbrojny is nothing but a ploy by the PSIS to create their own army.&lt;br /&gt;
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== Adhomai Liberation Army ==&lt;br /&gt;
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=== Supreme Commander ===&lt;br /&gt;
The Adhomai Liberation Army, from the decentralized confederacy of juntas, to the loose collection of regular army units, to the widespread guerrilla units and deep-cover infiltration, all look up to [[Notable Tajara|Supreme Commander Halkiikijr Nated&#039;Hakhan]] for direction and leadership. Although the Liberation Army has an underlying anti-foreign influence ideology, it still very much remains a cult of personality focused on fulfilling Nated&#039;s claim to the rule of the planet. Many pundits have been quick to point out his legendary status among his supporters, and the fervent fanatical dedication many of his soldiers demonstrate. He is the rock which the military structure relies upon for direction, but he primarily reserves his command to his formal army units, intervening only when he feels it is necessary to the many-headed hydra of the Liberation Army&#039;s command structure.&lt;br /&gt;
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=== Juntas ===&lt;br /&gt;
Juntas is a human term applied to the many military-owned city-states across Adhomai which are under the overarching Adhomai Liberation Army. Each time a city is conquered, the commanding officer of the forces at the time of the conquest takes ownership of the city and settles it as a military governor. Many of them also assign their staff officers to administrative roles to form a cabinet and take on the title of Rrhaza-Akhran, war-ruler. All of them swear allegiance to Supreme Commander Nated&#039;Hakhan, and perform work similar to Republican military districts to supply, organize, and conscript troops to send to the frontlines. Occasionally, Rrhaza-Akhran skirmish with each other over territory along the borders of their city-states. Observers and propaganda organs of the People&#039;s Republic and the New Kingdom speculate that the Liberation Army will degenerate to bickering warlords should anything happen to Supreme Commander Nated. Many war-rulers appoint their most loyal generals to lead the Mrrazhakulii besieging cities, with the understanding that they become the war-rulers of the newly captured cities.&lt;br /&gt;
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=== Mrrazhakulii (Liberators) ===&lt;br /&gt;
A Mrrazhakul (Liberator) is the formation of many Kazarrhaldiya Tajara under a general who leads on behalf of a Rrhaza-Akhran. Their name derives from the idea that they are the patron liberator of a city from the tyranny of its old government and serves as a claim to become the ruler of the coming Junta which governs it. Due to the highly decentralized nature of Adhomai Liberation Army command, a benefit they enjoy due to the highly capable officer corps which defected in the early days of the war, these formations are typically very loose and serve primarily as a line of communication between the battlefield commanders to coordinate through. The general in command of these formations often simply command a handful of Kazarrhaldiye Tajara, leaving their subordinates with the flexibility which the Adhomai Liberation Army is famous for.&lt;br /&gt;
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=== Kazarrhaldiye Tajara (Swords of the Tajara) ===&lt;br /&gt;
The Kazarrhaldiye Tajara (Swords of the Tajara or Swords for short) are largely autonomous collections of soldiers under a single leader. Many of them are infantry units supported by artillery, similar to the Republican Army, but there is also a wide variety of mechanized, armored, and even niche aviation units that are primarily used in the equatorial regions. The loose command structure on the formation level often leads to friendly fire incidents between sword units, as well as a lack of coordination in offenses or defenses. Each commander must maintain a high level of situation awareness, or else they may fail to contribute properly to a battle. Before conscripted or recruited soldiers can serve in the swords, they first are placed in a rigorous four-month training regimen where they learn from experienced veterans and are hardened under live-fire exercises. As a result, reinforcements from the Liberation Army&#039;s basic training camps perform better on average than Republican conscripts or Imperial levies.&lt;br /&gt;
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=== Cells and Guerrilla Units ===&lt;br /&gt;
Although the formal army units of the Adhomai Liberation Army are some of the best-trained units on Adhomai, they make up a minority of their military forces compared to the &amp;quot;terror cells&amp;quot; and guerrilla units which were once spread out across the planet&#039;s surface. Though they are far rarer in New Kingdom lands, many villages across the People&#039;s Republic joined Supreme Commander Nated&#039;s rebellion by uprising on their own. These rebel groups were largely able to settle themselves in the mountains surrounding the periphery of the flatter lands of Republican territory, occasionally descending to raid caravans and villages in much the same way the rebels of the first revolution did. Their sabotage behind enemy lines undermines opposition infrastructure, defenses, communication, and logistics. All public officials in lower offices of the People&#039;s Republic and the New Kingdom travel with contingents of bodyguards in response to a massive wave of assassinations from rebel attacks. The reasons for Tajara becoming rebels are numerous, but all of them are infused with heavy indoctrination to breed fanatical loyalty to the legendary Supreme Commander, despite the majority of these units never coming into contact with Halkiikijr Nated&#039;Hakhan or Liberation Army command. This recruiting process extends also to children, whom these rebel cells have no qualms about placing in combat or using to carry out acts of terror in enemy population centers. There is speculation however that these units are the diplomatic downfall of the Adhomai Liberation Army, as their dogmatic anti-xeno extremism and widespread recruitment among refugee populations in foreign nations draw the ire and contempt of greater powers.&lt;br /&gt;
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== Imperial Adhomian Army (New Kingdom of Adhomai) ==&lt;br /&gt;
[[File:ImperialAdhomianArmy.png|350px|thumb|left|The command and unit structure of the Imperial Adhomian Army. Every formation and unit has a patron noble in command, analogous to a regimental system.]]&lt;br /&gt;
=== Field-Marshal ===&lt;br /&gt;
The current Field-Marshal of the New Kingdom of Adhomai is [[Notable Tajara|Field-Marshal Rrhazhal Zarkradar&#039;Akhan]], who was appointed by [[Notable Tajara|King Azunja]] of the New Kingdom of Adhomai. The position is held by appointment from the King, who is also able to take the position for himself if he so chooses. The Field-Marshal has supreme authority over the Imperial Adhomian Army, managing all theaters of operation and giving orders to the Mrraka&#039;te&#039;almalik (Will of King) nobles and their retinues. Unlike the Adhomai Liberation Army or the Republican Army, the Imperial Army is highly centralized and relies heavily on the orders of the Field-Marshal to coordinate with other units.&lt;br /&gt;
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=== Mrraka&#039;te&#039;almalik  (The Will of the King) ===&lt;br /&gt;
The Imperial Army has three Mrraka&#039;te&#039;almalika (Wills of the King or Wills for short) lording over its forces. Each Will serves a role similar to a theater commander, controlling all the Jabrut Almumalik under their control. The positions are always formally held by grand dukes, however, they often appoint commanders to rule in their stead if they are unable to fill the role with all orders signed as &amp;quot;By the Will of the King.&amp;quot;&lt;br /&gt;
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=== Jabrut Almumalik (The Kingdom&#039;s Might) ===&lt;br /&gt;
The Jabrut Almumalikii (The Kingdom&#039;s Mights or Mights for short) are command positions of groups of Alyad&#039;almalikii. The posts are held by princes, dukes, and sometimes notably powerful counts under the three grand dukes. These commanders serve to manage the formations of Alyad&#039;almalikii, as well as to relay the orders of their Mrraka&#039;te&#039;almalik and to manage their supply lines. Their careful and meticulous planning is integral to maintaining the army&#039;s organization, and their sub-commanders rely on the orders passed down to them to continue operation. As with the previous higher positions, the more prominent nobles often appoint specialists to carry out their duties if they believe themselves incapable, however, lower nobles are often part of a service gentry and are therefore unable to delegate away their positions.&lt;br /&gt;
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=== Alyad&#039;almalik (Hand of the King) ===&lt;br /&gt;
Alyad&#039;almalikii (Hands of the King or Hands for short) are all of the minor nobles and service gentry who command formations of Alam&#039;ardii which are typically similar to field armies. Unlike most armies, these are primarily infantry-based units as the New Kingdom lacks the production capacity to have widespread motorized and mechanized units. A handful of Alyad&#039;almalikii are armored units with outdated and prototypical interwar tanks which are usually held in reserve behind the front lines and used as cavalry to attack enemy flanks or respond to opposing armored assaults. &lt;br /&gt;
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=== Alam&#039;ard (Blood of the People) ===&lt;br /&gt;
[[File:For_the_King.png|200px|thumb|right|New Kingdom poster announcing the offensive of 2460.]]&lt;br /&gt;
The Alam&#039;ardii (Bloods of the People, or Bloods for short) are large units of soldiers drafted, equipped, and paid by the crown. In the early days of the New Kingdom&#039;s secession, the Alam&#039;ardii were professional soldiers only. Large groups of old M&#039;sai who had served the nobles in the first revolution and their sons, tired of the extremist ideologies and longing for the old ways, flocked to the cause of King Azunja. As Njarir in hiding began resettling into the New Kingdom, many were assigned lands and given commands of these old Alam&#039;ardii based on the capabilities they demonstrated, creating the foundation for the entire structure of the Imperial Army and landed nobility. As manpower issues began to strain the New Kingdom with the continuing war, King Azunja and parliament were forced to instate conscription, obligating every household to contribute an adult Tajara to the war effort. In a compromise to the poor strata and to address the issue of an insufficient officer corps, the government formalized and cemented the service gentry &amp;quot;so that all of the Kingdom is together in this struggle.&amp;quot; The Bloods are almost all infantry, utilizing primarily defensive tactics with dug-in positions, fortifications, and trenches. The Imperial Army has also found utility in keeping cavalry Alam&#039;ardii which can gallop through snow and either position dragoons or charge into enemy flanks. There are few artillery Alam&#039;ardii, and all are positioned along defensive lines where incoming armored attacks are suspected. Most of the Imperial Army&#039;s artillery consists of outdated direct fire cannons which are re-appropriated for anti-armor uses.&lt;br /&gt;
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= Naval Forces on Adhomai =&lt;br /&gt;
Although the military focus of the various factions is ground-based, there is still a heavy reliance on naval power for trade between regions, the transportation of military supplies, and the movement of troops between continents. Similar to human sailors, the various seamen are highly superstitious and obsessive about centuries-old naval traditions. While naval might is evidently not the determining factor in winning the on-going war, it remains an important aid to many military endeavors.&lt;br /&gt;
== Republican Navy (People&#039;s Republic of Adhomai) ==&lt;br /&gt;
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=== Planetary ===&lt;br /&gt;
The Republican Navy is the penultimate aquatic naval force on Adhomai&#039;s surface, surpassed only by the Royal Navy. The Republican Navy primarily serves to transfer divisions of soldiers between the three continents, as well as protect civilian trade ships and conduct anti-piracy operations against the Adhomai Liberation Army&#039;s pirate flotillas. The aquatic arm of the Republican Navy also boasts a superb sub-nautical division with hunting packs of submarines prowling the waters in search of undefended ships. Although they have the benefit of being able to travel beneath the ice sheets, they are of no use in those regions unless they catch a surface ship traversing thin ice. Their only comparable naval opponent, the Royal Navy, frequently denies them the satisfaction of naval victory with their superior ASW capabilities, as well as submarine hunting packs of their own. A later addition to the Republican Navy was their own decoy vessels. Reusing designs from the Royal Navy, the small squadrons of these ships produced by the last years of the war were instrumental in ending ALA piracy. &lt;br /&gt;
&lt;br /&gt;
Following the mass defection of Republican Navy officers and their vessels in &#039;&#039;&#039;2450&#039;&#039;&#039;, a series of reforms were enacted by the surviving loyalist Hura&#039;zhi Mira&#039;zkui and President Hadii. The rank of Grand Admiral was given solely to President Hadii with Mira’zkui now serving as the Secretary of the Navy. Following that was the establishment of the naval commissars. Feared and despised by the crew, these commissars ensure utmost loyalty to the Party and to the commanding officers of the navy. Steep penalties such as forced labor and even death exist for those who display disloyal attitudes or actions. Given the stress on blind loyalty in the naval academies coupled with an influx of new and ill-trained naval officers, much of the lower command of the Republican Navy were often too afraid during the war to deviate from their orders. This inflexibility contributed to the Royal Navy outmaneuvering them in combat. &lt;br /&gt;
&lt;br /&gt;
Besides their intense loyalty, Republican sailors are also known for being the least superstitious of the Tajaran navies. Most of those who do practice old traditions or Minharrzka worship normally keep it a hidden secret. Commissars believe that encouraging old traditions only leads to disloyal attitudes. Recruitment numbers for the navy have gradually been falling since &#039;&#039;&#039;2458&#039;&#039;&#039;. Most experts cite the low pay, harsh conditions, and lack of morale among the outgunned and paranoid crews as the reasons why. &lt;br /&gt;
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=== Space ===&lt;br /&gt;
The People&#039;s Republic of Adhomai enjoys having the largest space navy of all the factions on Adhomai. Initially, they relied on contracting outside protection from NanoTrasen and the Sol Alliance in order to defend their orbit from raiders. However, the Orbital Navy has striven to become independent. With the help of contracted engineers, access to higher education abroad at Tau Ceti, and training from Sol Alliance naval advisers, the People&#039;s Republic has been able to commission and crew its own ships. The Orbital Navy primarily conducts counter-piracy operations in conjunction with fending off raiders. Their fleet in orbit is centered around the battleship PRS (People&#039;s Republic Ship) Hadii and other notable ships include the PRS Njarir and PRS Vostok. More information on the Orbital Navy can be found [https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability#PRA_Army_Wing here]. &lt;br /&gt;
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== Adhomai Liberation Navy (Democratic People’s Republic of Adhomai) ==&lt;br /&gt;
&lt;br /&gt;
=== Planetary ===&lt;br /&gt;
The Adhomai Liberation Navy is the weakest naval power among the three factions, consisting only of ramshackle pirate flotillas that assail unguarded coastal settlements and attack unprotected convoys. In the early days of the war, they were marginally more formidable, with a handful of destroyers and cruisers defecting in the initial waves. Since then, most of their ships have either fallen into disrepair, been destroyed, or defected to the Royal Navy. Their tactics are primarily effective against the Republican Navy on a tactical level, as many of their craft are too small for the Republic&#039;s sonar to detect and are able to approach and attack convoys. On the strategic level, they are of limited use and fail to bring any significant impact for the Liberation Army&#039;s war efforts.&lt;br /&gt;
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The introduction of decoy vessels to the Republican Navy brought an end to many of these pirate flotillas. With their tactics countered and retaining the highest casualty rates of any army during the Second Revolution, the naval hordes of the ALN were non-existent by the war’s end. What few captains remained by &#039;&#039;&#039;2460&#039;&#039;&#039; eventually dissolved into the civilian population to hide away from possible reprisals, with their crew following suit. For a few years the only thing somewhat passing for a navy was a few rusting torpedo boats and destroyers abandoned in Crevus’ docks. In &#039;&#039;&#039;2464&#039;&#039;&#039; Supreme Commander Nated mandated the rebuilding of the navy. Destroyers and light cruisers are being made in mind for the ALN to serve the same purpose it had during the Second Revolution, harassing enemy supply lines. &lt;br /&gt;
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In spite of the high death rates, the flotillas never lacked recruits. Many of the destitute of Adhomai would sign onto crews and be packed into vessels by their captains, intending to use the high numbers to easily scuttle vessels. While most died, those who managed to survive raids on merchant ships came back to their hamlets and slums much richer, spread stories of how they gained their wealth, and allowed the cycle to begin again. Naval superstitions were rife among these sailors in the hopes to grant them the luck to survive engagements and avoid attacks from their better-equipped counterparts. Rumors persist that many captains threw captured enemy crews into the waters as sacrifices for Minharrzka, with some surely spread by the ALA to strike fear into the hearts of the enemy’s sailors. The efforts of rebuilding of the ALN has brought back some captains into the fold but general recruitment remains low due to the lack of promised plunder.&lt;br /&gt;
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=== Space ===&lt;br /&gt;
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After the taking of Gakal’zaal the Al’mariists present on the planet used the Free Gakal’zaal Station to create the People’s Volunteer Spacer Militia in &#039;&#039;&#039;2463&#039;&#039;&#039;. The DPRA’s creation of their space force has begun a long and arduous process of attempting to create an effective space navy without outside assistance. It presently tries to handle the pirate presence around Gakal’zaal. More information on the Spacer Militia can be found [https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability#People&#039;s_Volunteer_Spacer_Militia here].&lt;br /&gt;
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== The Royal Navy (New Kingdom of Adhomai) ==&lt;br /&gt;
[[File:LorenzoMattottisFuochi.jpg|350px|thumb|left|An artist&#039;s rendition of a battleship of the Royal Navy.]]&lt;br /&gt;
The New Kingdom of Adhomai&#039;s Royal Navy is the strongest aquatic navy on the surface of Adhomai. In &#039;&#039;&#039;2450&#039;&#039;&#039; when the New Kingdom of Adhomai seceded from the People&#039;s Republic of Adhomai, many of the Republic&#039;s naval officers defected along with their ships and crew citing the gutting and suppression of venerable naval traditions by the Republican command as detrimental to their esprit de corps. In reality, however, sailors on Adhomai have a long history of loyalty to their old noble rulers, and most of the naval officers were pardoned loyalists from the first revolution out of the People&#039;s Republic&#039;s desperate need for naval personnel in the aftermath of the war. Despite the powerful navy and accompanying merchant marine, these traits often fail to bring the Kingdom military successes on land as they can only provide fire support in regions where water is not frozen over, or only slightly frozen over. The immense experience, training, and capability of their naval officers allow them to operate in waters that are impassable to the other navies due to their abilities to chart the thickness of the ice sheets and navigate around icebergs and obstacles. The Royal Navy consists primarily of surface ships, however, their expertise with decoy vessels to lure PRA submarines into ambushes makes up for this issue. Many PRA submarine squads often attacked supposed merchant vessels only to be surprised by magnetic mines and counter-squads of the NKA’s own submarines. Adhomai Liberation Army pirate flotillas avoid convoys under the protection of the Royal Navy, understanding that it can only spell their doom. Their domination of the waters enables them to deploy and supply expeditionary forces on continents outside of their primary lands.&lt;br /&gt;
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Owing to its focus on upholding long-standing naval traditions, the Royal Navy is full of those who follow superstition, from the widespread to those specific to a single vessel. These greatly assist with crew morale and cohesion, allowing crewmen and marines to have a strong sense of comradery. Officers and seamen alike hold true to superstitions, and idols of Minharrzka can be found on nearly every ship of the Royal Navy. The navy’s recruits are mostly from coastal towns and city dwellers who are already experienced with working upon boats. Many of these men were drawn to the navy with a strong sense of dedication to the cause of the New Kingdom and the magnetic personality of Grand Admiral Mahtra Dynhaas.&lt;br /&gt;
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= Air Forces on Adhomai =&lt;br /&gt;
Due to the blizzards and freezing temperatures typical of Adhomai, the air force has a rather limited role in the Tajaran military. Aircraft are usually used for rapid deployment of troops and recon missions. However, during warm seasons and in the equatorial regions, planes can see action in aerial combat, bombings, and ground support assignments. Tajaran aircraft are designed in a manner similar to autogyros and gyrodynes, possessing wings and rotor blades. They are made from resistant alloys, similar to the ones used in the Orbital Fleet ship, that allow them to withstand harsh conditions. These planes are able to match the speed of modern crafts and shuttles on orbit, due to their jet engines. Tajaran aircraft are commonly armed with autocannons and laser weaponry.&lt;br /&gt;
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== People&#039;s Air Force (People&#039;s Republic of Adhomai) ==&lt;br /&gt;
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Of all of the factions, the Republican Army has the largest aviation units. The People’s Air Force is used mainly for the deployment of troops and reconnaissance. Large gyrodynes, accompanied by autogyro fighters, carry soldiers and Republican Guards during missions. However, air combat and ground support operations are not unheard of when the conditions are favorable. Alongside regular carrier ships, the People’s Republic makes use of submarine aircraft carriers. Cloaking planes are a technology currently in development; some prototypes were used for gathering intelligence during the last periods of the war. Currently, the People’s Air Force is taking part in the conflict at [[Hro&#039;zamal]]. &lt;br /&gt;
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Pilots in the PAF are well-trained with their programs even using limited VR. While not featured heavily in propaganda many pilots consider themselves unsung heroes of the war effort. A trait that usually results in them being considered pompous by troops on the ground and in the sea. Due to the Republic embracing mass aerial bombardment tactics, pilots who evacuated from their aircrafts and landed in ALA or NKA held lands did not survive long. &lt;br /&gt;
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== Liberation Army Air Brigades (Adhomai Liberation Army) ==&lt;br /&gt;
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The Adhomai Liberation Army possesses a small number of aviation units, composed of defected pilots from the People&#039;s Air Force. These units are attached to the armies led by junta commanders. The Air Brigades are commonly deployed in nighttime bombing missions, favoring stealth. Air combat is avoided at all costs unless there is a clear advantage. The Air Brigades also enabled the dropping of asymmetric warfare manuals and firearms for liberator cells deep within enemy territory. Due to their unwillingness in engaging with enemy planes, the Liberation Army makes extensive use of anti-aircraft guns.&lt;br /&gt;
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Anti-aircraft gunners, especially skilled ones, became more famous than the Air Brigade pilots during the war. They were featured more in propaganda depicting anti-aircraft weaponry as the arm of justice against what the ALA deemed as Republican terror-bombing. Many gunwagons also featured anti-aircraft gunnery on them to be used against ground and air targets alike. &lt;br /&gt;
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== Royal Flying Corps (New Kingdom of Adhomai) ==&lt;br /&gt;
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Most autogyros in the Royal Flying Corps are attached to the Royal Navy, operating from their aircraft-carrying ships. The remaining planes are assigned to complement the anti-air defenses in the Kingdom’s fortifications. Helium air balloons are used to gather intelligence in the field; the crew of these aerostats is equipped with spyglasses and parachutes. Incendiary balloons, carrying bombs or incendiary grenades, are also used by the Imperial Army.&lt;br /&gt;
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The higher degree of separation between perpetrator and the carnage they caused made pilots see aerial combat as a form of dueling. Many customize their autogyros with decals proclaiming their ancestry, slogans supporting the royal crown, and markings depicting how many planes or targets they destroyed. Post-war nobility were allowed to keep their autogyros for personal use at flight clubs. The vast majority of pilots in the Royal Flying Corps were either Njarir’akhran or M’sai.&lt;br /&gt;
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= Special Forces =&lt;br /&gt;
Warfare on the surface of Adhomai is highly mobile with constantly shifting front lines and grinding engagements between exhausted armies. The special forces of each claimant to the planet&#039;s government are the oil that keeps the war machines turning. Their varying approaches and exotic tactics are essential for the war plans of their commanders, and the saving grace of their regular army unit counterparts.&lt;br /&gt;
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== People&#039;s Republic of Adhomai ==&lt;br /&gt;
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=== Ha&#039;narr Corps (Mountain Ghost Corps) ===&lt;br /&gt;
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Originally formed in &#039;&#039;&#039;2421&#039;&#039;&#039; during the first revolution, the Ha&#039;narr Corps served as a reconnaissance, scouting, and special operations unit for the rebellion. As the predecessor of the Republican Army began to coalesce into organized units, the Ha&#039;narr Corps was officially given its name and designated its own branch of the military outside of the regular army command structure. Although it was disbanded at the end of the first revolution, it was reformed at the dawn of the second revolution as the inflexibility of the Republican Army proved to be a vital weakness that these units corrected for. The training regime for Ha&#039;narri is typically anywhere in between one to three months, with recruits trained in basic survival and reconnaissance skills emphasizing self-dependence within the frozen wilderness of Adhomai. They are typically deployed for around one-year rotations before being returned home, however extenuating circumstances often change this. Small detachments of Ha&#039;narri are typically attached to large infantry units - typically 6-22 for each field army - and report to their own command structure. Ha&#039;narri typically operates separately of infantry and spend the bulk of their time outside of base camps and fortifications. As a scouting unit, Ha&#039;narri travels lightly on equipment, carrying primarily the essentials for survival and only a token amount of ammunition. Many detachments also make use of snow skis in order to travel quickly in mountainous regions. Specially designed lever-action rifles are considered standard-issue, with modifications in place designed to prevent freezing or jamming within the more sensitive components. More experienced Ha&#039;narri make use of small, balanced bladed weapons and silenced sidearms, however, their equipment is considered highly situational based on the assignment. They are well-known for their iconic thick light-colored cloaks which they wear while traversing the vast countrysides for warmth, as well as camouflage. Due to being a dedicated scouting unit with occasional sabotage work, most Ha&#039;narri soldiers are average shots and primarily use their weapons to skirmish enemies they encounter only long enough for them to flee and regroup before resuming operations.&lt;br /&gt;
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=== The Republican Guard ===&lt;br /&gt;
Following the end of the first revolution, many veterans especially of the Ha&#039;narr Corps had become hardened warriors with exceptional abilities. Seeking to mate the heavily refined combat effectiveness of shock troop units which formed among front-line infantry with the survival skills and mobility of the Ha&#039;narrii, the Republican Guard was formed by absorbing all of these units as a hard-hitting highly mobile airborne special forces unit in &#039;&#039;&#039;2435&#039;&#039;&#039;. They primarily draw recruits from promising and outstanding members of the Ha&#039;narr Corps, as well as shock infantry divisions, not at all, unlike their original founding members. Their iconic light blue berets inspire awe and admiration on the battlefield among their teammates and fear among their enemies. The Republican Guard primarily deploys by airdropping from high altitude aircraft in special thick cold-resistant pressurized soft suits, and unlike the Ha&#039;narr, carry a considerable amount of equipment for combat operations. Unlike most troops on Adhomai, they prefer assault rifles which they primarily import from human space to ensure reliability and quality. There is still a widespread rejection of laser-based weaponry for the unreliability, the high visibility it grants to its enemies when beams travel through snow, and the difficulties of carrying and insulating spare power cells into the field. Most special operations begin with a detachment of mountain ghosts performing reconnaissance of a target and sabotage of anti-air radar capabilities, which then leads to a full Republican Guard airdrop to eliminate targets behind enemy lines before ex-filtrating via routes scouted and provided to them by the Corps. These units also see the deployment of the first prototypical Tajaran mechatronics, using in some cases experimental military rig suits and in others fully mechanized air-deployed walkers. However, these aspects of the Republican Guard&#039;s arsenal frequently fail them in the field due to their prototypical nature and the harsh environments they often deploy into.&lt;br /&gt;
[[File:TeslaBrigade.png|200px|thumb|right|Republican war poster announcing the establishment of the Tesla Brigade.]]&lt;br /&gt;
=== Tesla Brigade ===&lt;br /&gt;
Formed in &#039;&#039;&#039;2461&#039;&#039;&#039;, the Tesla Brigade is an experimental force composed of augmented veterans. Created after the intense casualties of the Das&#039;nrra campaign and the severe loss of Republican Guard units. Additional funding and focus were placed on a previously shelved proposal for heavily armed shock and high technology assault troopers. A special unit designated to withstand the numerical disadvantages and prolonged engagements special forces of the Republic often face. Many of the injured and disabled republican veterans were chosen to be outfitted with cutting-edge Tajaran prosthesis, which includes an advanced &amp;quot;Tesla Spine&amp;quot; which generates large amounts of electrical energy to power their prosthetic limbs - and more. These soldiers are equipped with hardsuits wielding energy weapons, which are powered by the spine in order to provide mechanically assisted movement as well as to shoot arcs of lightning which can fry enemy combatants and even destroy armored vehicles. The Tesla Brigade was deployed with success during the final stages of the Second Tajaran Civil war.&lt;br /&gt;
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=== Party Commissars ===&lt;br /&gt;
Party Commissars are high-ranking members of the Party of the Free Tajara under the Leadership of Hadii attached to army units, who ensure that soldiers and their commanders follow the principles of Hadiism. Their duties are not only limited to enforcing the republican ideals among the troops and reporting possible subversive elements, they are expected to display bravery in combat and lead by example. Courage and loyalty to the Party are essentials for anyone to be considered for this prestigious position. The political officers are outside of the regular chain of command, only answering to the Party authorities. [[People&#039;s Republic of Adhomai#Notable Weapons|Nal&#039;tor Model Pistols]] are issued to all commissars. They are known for their peaked caps bearing the symbol of the People’s Republic of Adhomai.&lt;br /&gt;
[[File:P&#039;kus-3.png|300px|thumb|left|The first working design of the Division, the P&#039;kus-3 &amp;quot;Egg&amp;quot; model.]]&lt;br /&gt;
=== Division Experimental Exosuit===&lt;br /&gt;
Envisioned in &#039;&#039;&#039;2461&#039;&#039;&#039; by Zhuldyz Hadii and the Hadii Institute of Orbital Research, Division EE (Experimental Exosuits) was conceived as a way to introduce the concept of exosuit based warfare to Adhomai. Much to the chagrin of its research team, this division’s prototypes were not unveiled until &#039;&#039;&#039;2463&#039;&#039;&#039;’s Victory Day parade. The war’s demand had led to their designs remaining unbuilt in the Second Revolution, only to begin trials in the following peace. Presently the division wields some varied mechs. Due to being unable to test them in a conventional theatre, Zhuldyz allows her researchers to produce any design they believe may work to be tested in field drills. The division retains two main mech designs: The multi-purpose and light P’kus-3 “Egg” and the artillery-focused medium Trid’irra crawler. Division EE is yet to prove itself in any conflict, given its recent introduction, and a debate remains in the various branches of the Republic’s armed forces if exosuits are worth focusing on over tank development. Models of the P’kus-3 and Trid’irra crawler have already been rolled out to the Kosmostrelki, who find great success using them in conflicts against raiders.&lt;br /&gt;
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== Adhomai Liberation Army ==&lt;br /&gt;
===Hro&#039;rammhad Tank Corps===&lt;br /&gt;
Lead by the famously merciful [[Notable Tajara|Commander Kahan Hro&#039;rammhad]], the Hro&#039;rammhad Tank Corps has the distinction of being the most powerful and accomplished armored unit in the history of Adhomai. These elite Armored Kazarrhaldiye Tajara are used primarily in offensive operations to break through opposing lines and encircle their positions. The typical Hro&#039;rammhad Tank Corps Kazarrhaldiya Tajara consists of a tank brigade with approximately 300 main battle tanks, an artillery brigade to provide support and soften enemy defenses, and a mechanized infantry brigade. The primary tank used by the Adhomai Liberation Army and the People&#039;s Republic of Adhomai alike is the Mata&#039;ke Rafama II Main Battle Tank, a large tank utilizing a 79.16mm cannon along with cast homogeneous steel sloped armor of about 6.858cm in the front, 4.11cm at the sides, and 3.07cm at the back. The tanks have exceptionally wide tracks which allow them to more easily tread across snowy terrains. Veterans of the Hro&#039;rammhad Tank Corps are known for their golden pins depicting the sun-god S&#039;rendarr which they wear on their uniforms.&lt;br /&gt;
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===Hotak&#039;s Commandos===&lt;br /&gt;
Hotak&#039;s Commandos are named after [[Notable Tajara|Commander Kyff Hotak]] and are renowned for their expertise in stealth operations. Unlike other formal military units in the Adhomai Liberation Army, these commandos often dress irregularly in order to aid in their infiltration duties. Hotak&#039;s Commandos primarily serve as intelligence, meeting with rebel cells to gather observations and reports on enemy troop movements, weaknesses, and plans. Following the relaying of information back to ALA command units, they often do their best to act on information in the field, typically using local resistance units to aid in carrying out operations. One particularly feared unit of Hotak&#039;s Commandos are soldiers who infiltrate opposition units with the proper uniforms and equipment in order to kill everyone when their guards are down. These roles involve a large degree of studying on the parts of the infiltrators in order to memorize the proper mannerisms, unit structures, and party ideology of the units they target in order to act perfectly as a natural among them. A common rumor in circulation claims that they scalp their victims.&lt;br /&gt;
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===Das’nrra Marksmen===&lt;br /&gt;
Selected among the best marksmen in the Kazarrhaldiye Tajara, these soldiers are renowned and feared for their deadly aim. They are commonly used for assassination missions against important elements, acting under the secret orders of the Adhomai Liberation Army. However, they can be deployed during regular warfare, offering suppressive fire and surveillance. They have earned their name after the victory against the People’s Republic in Das’nrra in 2460. The snipers played an important role in eliminating the Republican Guard deployed during the battle. In addition to marksmanship, the Das’nrra Marksmen are trained in camouflage, infiltration, and survival. Racially, they are almost entirely white-furred M&#039;sai.&lt;br /&gt;
[[File:Chemicaltrooper.png|200px|thumb|right|Experimental Compound Trooper in full gear.]]&lt;br /&gt;
===Combat Miners===&lt;br /&gt;
Combat Miners are infantry specialized in demolition, digging, and tunnel warfare; many of them are Zhan-Kazan prospectors, who are known for their ancient mining traditions. They are usually tasked with creating shortcuts through defenses, either by excavating tunnels bypassing the fortifications or by making use of explosives charges to collapse any structure. It is expected for them to be the first ones to engage the enemy after breaching any position, this can result in chaotic and bloody close-quarter encounters. Every combat miner is given a mattock, which also serves as a melee weapon. Dynamite is commonly used as an improvised grenade by these bold soldiers.&lt;br /&gt;
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===Experimental Compound Troopers===&lt;br /&gt;
Experimental Compound Troopers, colloquially known as &amp;quot;Chemical Troopers&amp;quot;, are units specialized in chemical warfare. Originated among the ranks of the Liberation Army that were not picky about what methods they used to combat its enemies, this division underwent expansion during the Adhomian Cold War. Protected by full-body protective suits and robust gas masks, these soldiers are designated to assault fortified positions with gas attacks to flush out defenders. Besides the use of gas weapons, they are armed with Acid Throwers; a muzzle-like mechanism connected to a tank strapped on the user’s back. The main substance used in this weapon is an acidic mixture known as &amp;quot;Vodryanic&amp;quot;, a deadly compound capable of dissolving unprotected organic tissue if exposed to high concentrations. The gas created by the chemical reaction also presents choking properties. Due to the obvious limitations in regards to the mobility and range of their weaponry, Experimental Compound Troopers require support during combat to successfully engage targets with the Acid Thrower.&lt;br /&gt;
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== New Kingdom of Adhomai ==&lt;br /&gt;
[[File:RoyalGrenadier.png|200px|thumb|left|A Royal Grenadier in his equipment combat armor, resting.]]&lt;br /&gt;
=== Imperial Dragoons ===&lt;br /&gt;
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The Imperial Dragoons of the New Kingdom of Adhomai are a type of Alam&#039;ard that most Alyad&#039;almalik contains at least one of. The units claim to have roots that stretch back centuries to when military tacticians began recognizing the value of light infantry units that could ride around enemy flanks to deploy. Beginning with muzzle-loaded carbines and riding atop Zhsramii, these dragoons changed the face of warfare on Adhomai as they first began to roll out. The original Tajaran word for these units was lost with the passage of time along with most pre-war knowledge, and so, reluctantly, with the reformation of these units following the secession of the New Kingdom, a human cognate was used to describe them. Modern Dragoons still ride Zhsramii into battle, but now utilize semi-automatic carbine rifles. During battles, they are used to reinforce weak points along their allied line, as well as to take advantage of gaps in the enemy lines. Their Zhsramii saddles come with carbine holsters where the Dragoons can keep their rifles while they gallop around the battlefield. This also enables them to draw their sabers and perform cavalry charges on routing enemies as well as ambush unsuspecting patrols. Their uniforms are iconic for their bright white colors with golden buttons with varying colors of sashes depending on their specific unit. Tall black Nav&#039;twir fur hats are synonymous with the Dragoons and are sought-after souvenirs by foreigners for their comfort as well as style. Racially, they are almost entirely M&#039;sai so that they can endure the bitter winds and travel more quickly.&lt;br /&gt;
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=== Royal Grenadiers ===&lt;br /&gt;
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The Royal Grenadiers of the New Kingdom of Adhomai is another form of Alam&#039;ard which is famous for being composed of primarily large muscular Zhan-Kazan Tajara. They claim to have ties to history as being infantrymen at the front strong enough to throw cumbersome early Tajaran grenades into enemy lines. In the modern context, they are typically used as shock troops along the front line to strike fear into the hearts of the opposition. They are renowned for their savage melee combat, and their bayonet charges often rout their enemies. However, their bayonets are not what distinguishes them from the armaments of their regular line infantry counterparts, but rather their plated metal armor, metal claw attachments, and firebomb grenades. These items make them formidable fighters in urban combat situations where they excel in close-quarters combat. In field warfare, on the other hand, their slow movements leave them highly vulnerable to skirmishers and light infantry. Their grenade satchels are usually highly decorative thick leather bags, typically with their Alam&#039;ard&#039;s insignia on the clasp. Many take their satchels home with them when they leave the service.&lt;br /&gt;
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=== Ras&#039;nrr Expeditionary Force Marines ===&lt;br /&gt;
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The Ras&#039;nrr Expeditionary Force Marines are composed of twenty-two Alam&#039;arda specialized in supporting land operations through amphibious assaults. This force was initially created with the purpose of conquering territory at Ras&#039;nrr, but with the failure of the campaign, they were repurposed into their own fighting unit. They have been deployed with success by the New Kingdom during the war, making good use of the Fleet mobility to encircle enemies and capture positions. Boarding operations and protection of ships are also part of the duties of a royal marine. &#039;&#039;&#039;Mrraka&#039;te&#039;almalik Marrmeladov&#039;&#039;&#039; is the noble responsible for commanding these troops. The royal marines are equipped with bolt action rifles, hand cannons, shotguns, and bayonets.&lt;br /&gt;
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===New Kingdom Auxiliary Forces===&lt;br /&gt;
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The New Kingdom&#039;s military forces are segregated based on its soldier&#039;s origins. Amohdan and Rock nomads are forced to serve in their separated regiments and can not integrate the main command structure.&lt;br /&gt;
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====Rock Nomad Light Cavalry====&lt;br /&gt;
[[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rock Nomads]], under the command of Mrraka&#039;te&#039;almalik [[Notable Tajara#King of the Mountains Rustam Harmaliik|Rustam Harmaliik]], are used as light cavalry by the royal army. Their main tactics include hit-and-run tactics and raiding enemy supply lines, always avoiding direct confrontation. They ride into battle on their Zhsramii, firing short rifles or revolvers before retreating. The Rhazar&#039;Hrujmagh brings their family wagons to the battlefield, as their vehicles provide extra supplies and cover when needed. Since they lack the discipline and traditional training of a regular Alam&#039;ard, looting and unordered retreats are a common problem among them&lt;br /&gt;
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====Amohdan Swordsmen====&lt;br /&gt;
Amohdan swordsmen are traditional M&#039;sai warriors from the island of Amohda, brought to Harr’masir after the New Kingdom retreated from that front. Unlike other Alam’ard, they favor melee assaults above ranged engagements. Due to their ancestral traditions, these Tajara seek glory in combat. They bring their ancestral armor and blades to the battlefield, but most of them also carry firearms. While they are not effective in the field against regular infantry, they excel in close-quarter engagements present in ambushes and trench warfare.&lt;br /&gt;
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====Zarr’jiri Troops==== &lt;br /&gt;
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Zarr’jiri are a group of M’sai hailing from the [[New_Kingdom_of_Adhomai#Zarr.27jirah_Mountains|Zarr’jirah mountains]] of Harr’masir. With a long tradition of serving the old nobility, these iron-nerved fighters came to fight on King Azunja’s behalf during the Second Revolution. They served as forward scouts for the Imperial Army and RMI, providing both with crucial information, while also carrying out daring night raids. Zarr’jiri were well-known for simply using whatever equipment they would steal during these attacks. On the battlefield the Zarr’jiri identified each other with blue headbands or sashes.&lt;br /&gt;
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= Military Traditions and Daily Life =&lt;br /&gt;
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== People&#039;s Republic of Adhomai ​==&lt;br /&gt;
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Because of Nated&#039;s coup and President Hadii&#039;s paranoia, most of the early Republican Army traditions were replaced by political indoctrination. Soldiers are taught to obey and worship the Party above everything else; recruits are taught that they are the guardians of the revolution and must do their best to fight for the Republic. While this education created a military loyal to the civil government, its effect on the morale of the troops is considered questionable. Thanks to the presence of Party Commissars, hazing has become uncommon.&lt;br /&gt;
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The Hadiist salute is done by raising the right hand at the chest height with the palm facing towards the saluter while perking the ears forward.&lt;br /&gt;
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The daily life of a Hadiist soldier is marked by strict discipline and a rigid routine. Recruits must wake up at a set time to sing the national anthem before heading to their duties. Every assignment is usually preceded by political ceremonies praising the Party and President Hadii. Insubordination is harshly punished by the military courts. Despite this stern routine, Republican soldiers are also entitled to their own leisure time. Once a week, servicemen are allowed to spend a day watching holovideos, enjoy their facility&#039;s recreation centers, play cards games with their comrades, and visit the nearest city to enjoy its attractions.&lt;br /&gt;
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== Adhomai Liberation Army ​==&lt;br /&gt;
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Owing to its structure and origins, the Liberation Army has a rich array of military traditions. Every battalion has its song, symbols, and rituals; many of these customs are based on their regional identities. While this creates a strong sense of camaraderie among the members of the same unit, it can lead to rivalries and infighting between the forces of the ALA. Hazing is still commonly practiced.&lt;br /&gt;
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The Al&#039;mariist salute is done by raising the right hand at the chest height, turning the hand to the chest, and then closing it into a fist while perking the ears forward.&lt;br /&gt;
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The daily life of an Al&#039;mariist soldier mostly depends on who is he serving under: fanatical warlords impose strict routines and exhausting training sessions, while most reasonable commanders enforce only the necessary drills. Liberation Army Tajara wake up early for training, followed by performing any kind of duty that their junta requires; this can range from repairing roads to law enforcement. Military forces in civilian areas are merely left to patrol the borders or guard their bases. During the weekend and at night, soldiers are free to have their leisure time. Outside of enjoying whatever their installations might offer, they usually head to the cities or villages to mingle with the population.&lt;br /&gt;
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== New Kingdom of Adhomai ​==&lt;br /&gt;
&lt;br /&gt;
The early Imperial Army inherited most of its traditions from the pre-revolution forces until the draft. With the new surge of conscripts, a clear division between the nobles and commoners in the military emerged. The nobility is infamous for its internal rivalities and glory-hound tendencies; officers frequently engage in risky operations to gain fame and the attention of their superiors. Subject to the whims of their superiors, a strong sense of camaraderie exists between the commoners; they stand together to survive whatever the enemy and their officers throw at them.&lt;br /&gt;
&lt;br /&gt;
The day of a New Kingdom&#039;s soldiers starts with them being awake at dawn to perform basic maintenance of their bases. After their installations are in order, training exercises are performed until the afternoon, when their superiors either dismiss the Tajara or assign them other tasks. Outside of patrolling and guarding bases, conscripts are frequently tasked with doing personal tasks for their superiors; many noble cottages were built by conscripts. Thanks to the frugal nature of the Royalist military installations, servicemen are left with little options on how to spend their leisure time; most just head to the nearest pub.&lt;br /&gt;
&lt;br /&gt;
The Royalist salute is done by raising the right hand to the head while using only the index and middle finger, bending the other fingers at the knuckles, with the palm facing towards the signer with the ears folding backward.&lt;br /&gt;
&lt;br /&gt;
= Notable Decorations and Medals =&lt;br /&gt;
&lt;br /&gt;
Because of the cultural impact of the civil wars in the Tajara species, medals are treated with the utmost respect by society. Veterans commonly wear their decorations to formal occasions. Falsifying or selling a medal is a crime in all Tajaran nations.&lt;br /&gt;
&lt;br /&gt;
== People&#039;s Republic of Adhomai Medals ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hero of the People&#039;s Republic Medal:&#039;&#039;&#039; the highest distinction in the People&#039;s Republic of Adhomai, awarded for great service or heroic act while in duty to the nation. It can be bestowed to civilian and military recipients. Unlike all other rewards, this medal is given by President Hadii personally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;President Hadii Medal for Courage:&#039;&#039;&#039; a medal awarded to the soldiers and PSIS agents who performed acts of bravery during the war, security operations, or during military duties. While this medal has no benefit attached to it, being granted one is a matter of pride to Hadiist troops.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Messa&#039;s Virtue Medal:&#039;&#039;&#039; a posthumous award bestowed to Tajara who lost their lives while serving the People&#039;s Republic. This medal, alongside a lifetime pension, is usually handed to the family of the recipient. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medal for the Evacuation of Das&#039;nrra:&#039;&#039;&#039; a medal given to anyone who participated in the evacuation of the Republican Army from Das&#039;nrra in 2460. The civilian crewmembers of the ships repossessed for the operation were also granted this award.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medal for the Defense of the Homeland:&#039;&#039;&#039; awarded to those who fought alongside the  S&#039;rand&#039;marr Coalition in 2461. This was the last medal issued concerning the Second Revolution. It is one of the few Hadiist service awards to be bestowed to non-Tajara; a few select members of the Tau Ceti and Jargon Federation forces were given this award.&lt;br /&gt;
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== Adhomai Liberation Army Medals ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomai Hero of the Liberation Medal:&#039;&#039;&#039; the highest decoration given to any Al&#039;mariist citizen for their service to the Democratic People&#039;s Republic. Only the President and the Supreme Commander are allowed to bestow this medal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Al&#039;mariist Medal for Bravery:&#039;&#039;&#039; an award bestowed to Liberation Army fighters for acts of courage during their service. Since Junta commanders are allowed to issue this medal, the pieces have a varying degree of quality - ranging from scrap metal to silver - and artwork.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Al&#039;mariist Martyr Medal:&#039;&#039;&#039; an award granted to those who perished or were gravely wounded while fighting for the Liberation Army. This medal was also infamously awarded to terrorists from the liberation cells.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medal for the Liberation of Das&#039;nrra:&#039;&#039;&#039; awarded to the Liberation Army soldiers who fought to expel the People&#039;s Republic army from the continent of Das&#039;nrra. Because of the presence of the entire Republican Guard during the battle, this medal is considered a symbol of bravery.&lt;br /&gt;
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*&#039;&#039;&#039;Medal for the Liberation of Gakal&#039;zaal:&#039;&#039;&#039; the first medal to be created after the Second Revolution; it was awarded to the Tajara who took part in the liberation of [[Gakal&#039;zaal]]. It was also granted to civilians who actively sabotaged the Unathi war effort.&lt;br /&gt;
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== New Kingdom of Adhomai Medals ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order of the Victorious Sun:&#039;&#039;&#039; the highest order in the New Kingdom, granted for exceptional service to the Royalist cause or for leading the military to victory. A non-hereditary title of nobility is also bestowed to the recipient if they are not already part of the nobility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order of Mata&#039;ke:&#039;&#039;&#039; an order bestowed to soldiers and officers for acts of bravery while in the service of the Crown. The awards given to commoners are known to be less adorned than the ones awarded to nobles. This order does not grant a title of nobility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order of the Blue Heart:&#039;&#039;&#039; a decoration awarded to those killed while serving the Kingdom&#039;s military. Due to issues with keeping up with the production shortly after the start of the war, this medal is now only given to higher-ranked members of the military.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medal for the Defense of the Kingdom:&#039;&#039;&#039; a medal awarded to those who participated in the defense of Northern Harr&#039;masir during the Hadiist offensive of 2458. Thanks to the presence of the volunteer forces, this was one of the few Royalist campaign medals to be given to non-Tajara.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medal for the Harr&#039;masir Offensive:&#039;&#039;&#039; an award bestowed to the military personnel who took part in the final offensive to liberate Harr&#039;masir from Hadiist occupation in 2461. This medal is the only service award to be granted to the Rock Nomads by the New Kingdom.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajaran_Military_Structures&amp;diff=24799</id>
		<title>Tajaran Military Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajaran_Military_Structures&amp;diff=24799"/>
		<updated>2022-05-21T05:07:42Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Air Forces on Adhomai */ Adds more detail on pilots and the air forces for each faction&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= Ground Forces on Adhomai =&lt;br /&gt;
Ever since the second revolution began, as well as historically, most of the fighting and military might on Adhomai has been land-based due to most of the planet&#039;s water being frozen over or littered with icebergs. Each of the factions relies heavily on infantry for their ability to traverse the rugged terrain of the planet&#039;s surface. Beasts of burden and pull carts still see widespread use across the planet in logistical roles to haul the masses of supplies required to keep the various armies operational since reliable automobiles are highly expensive and common ones require frequent maintenance. Most of the soldiers use weapons that would be considered highly outdated by their counterparts of other species because of their simplicity, reliability, and ease of maintenance. This also makes Tajaran surplus manufactured weapons popular for export to a wide variety of frontier nations for private ownership and cost-effective reliability in military service.&lt;br /&gt;
&lt;br /&gt;
== Republican Army (People&#039;s Republic of Adhomai) ==&lt;br /&gt;
Also known as the &amp;quot;Grand People&#039;s Army.&amp;quot;&lt;br /&gt;
[[File:OwO_whats_this.png|350px|thumb|left|The hierarchy of the Republican Army and the organization of their ground forces.]]&lt;br /&gt;
=== Commander in Chief ===&lt;br /&gt;
The Commander in Chief of the Republican Army is an office held by the President of the People&#039;s Republic of Adhomai (Currently [[ Notable Tajara | President Njadrasanukii Hadii]]). The Commander in Chief is responsible for the grand strategy of the military. He appoints all ministers in the Ministry of Defense to carry out his policies.&lt;br /&gt;
&lt;br /&gt;
=== Ministry of Defense ===&lt;br /&gt;
&lt;br /&gt;
The Ministry of Defense houses the Ministers in charge of each branch of military service as well as their adjutants. They define the military districts under order from the Commander in Chief, as well as appoint staff to manage them. It is the duty of the ministers to translate the policies of the Commander in Chief into functional war plans and operational strategies.&lt;br /&gt;
&lt;br /&gt;
=== Military Districts ===&lt;br /&gt;
Military Districts are administrative districts based on geography. Each military district is named after each continent on Adhomai, a relic of the interwar period when the People&#039;s Republic owned the entire planet uncontested. Appointees to the districts administrate the recruitment, supply, and organization of all troops within their theater of war, as well as designate the fronts of conflicts. Each military district also houses a theater commander who manages all of the fronts under them.&lt;br /&gt;
&lt;br /&gt;
=== Fronts ===&lt;br /&gt;
Fronts are areas of operations designated by military districts where field armies are deployed. They exist along large geographical sections of each continent and are each lead by a frontal commander. The system of combining a shifting geographical area with a command leads to a high degree of inflexibility in the Republican high command, which struggles to redraw the changing jurisdictions frequently. More often than not, the frontal commanders find themselves &amp;quot;in command&amp;quot; of areas behind enemy lines following opposition offensives. This leads to situations such as sending messengers with various notices and garrison units to villages they do not own, only to have them inevitably intercepted and engaged by opposing front-line units. Many army group commanders have begun to falsely report carrying out certain orders in order to prevent needless damage to their units.&lt;br /&gt;
&lt;br /&gt;
=== Field Armies ===&lt;br /&gt;
[[File:Ha&#039;rronMKIV.png|300px|thumb|right|A scout posing next to a Ha&#039;rron MK.IV light tank in a Republican motor pool.]]&lt;br /&gt;
There are currently 133 field armies (or armies for short) in the Republican Army. Most field armies are combined arms armies, which utilize artillery, tank, and mechanized vehicle divisions to provide support to infantry divisions. However, there are a handful of concentrated tank armies that are used for spearheading massive offensives. Unlike other contemporary armies in 2458, the Republican Army lacks the ability to have corps-level formations. The mass defection in the Adhomai Liberation Army&#039;s attempted coup d&#039;etat of the Republic leads to a gutting of the Army&#039;s officers. Instead, clusters of divisional formations are grouped together into armies and sent to battle in these inflexible clumps. These circumstances have led many to view the Republican Army as an inexorable horde that fights all its battles by numbers and attrition, however, officials of the People&#039;s Republic are quick to write this off as humans projecting their history onto Tajaran politics. They insist that the People&#039;s Republic is filled with capable officers and professional soldiers.&lt;br /&gt;
&lt;br /&gt;
=== Divisions and Brigades ===&lt;br /&gt;
Each field army in the Republican Army is comprised of three divisions, which in turn are each comprised of three brigades. A plurality of divisions is motostrelki, motor rifles, which are motorized infantry units modeled and named after human analogs. This reliance on motor vehicles to transport troops around the battlefield leaves the Republican Army at a stark disadvantage in mountainous and polar regions, where their vehicles break down or are impeded. As a result, many divisions rely heavily on the actions of the Republic&#039;s special forces to screen for ambushes and sabotage defenses. The Republic is also renowned for its heavy artillery divisions, which begin every operation by softening targets with massive barrages. While these barrages were highly effective in the early days of the civil war, most opposition positions are now arranged in spread-out formations with moderate entrenchment to minimize the effects of the artillery. Now, they primarily serve to alert their enemies of an impending attack.&lt;br /&gt;
&lt;br /&gt;
=== The S&#039;rand&#039;marr Coalition ===&lt;br /&gt;
&lt;br /&gt;
Formed by the People’s Republic of Adhomai in 2461, the S&#039;rand&#039;marr Coalition was a diverse multi-army group used to defend the heartland of the Republic and to assist in aid operations within PRA territory. Using NanoTrasen loans and diplomatic prowess, the Party was able to gather troops from Xanu Prime and the Republic of Biesel, peacekeepers from the Jargon Federation, and invest in Ringspire and Kataphract mercenaries. Several freelancer groups were also involved through their contributions were minimal to the war effort. While glamorized in the media back home and in the PRA, these soldiers became a favorite target for ALA cells. Sharpshooters, bombers, gunmen, all of these radicals were eager to kill those who they saw as alien invaders. Morale plummeted among coalition troops as casualties stacked and attempts failed to push the fronts of Ras&#039;nrr. After just two months of fighting, the coalition began to break down as they demanded better pay from the Republic or as governments frustrated by the slow grind of the war threatened to withdraw their soldiers. Only the Jargon Federation remained fully dedicated to their aid missions by this time. After NanoTrasen’s announcement that the situation on Adhomai had grown unprofitable, President Hadii agreed to begin the peace talks that led to the armistice. While the Coalition failed to defeat mount a counter-offensive against the Liberation Army, they were successful in defending the People&#039;s Republic core territories. The coalition’s remaining members departed Adhomai shortly after peace came, with some taking the chance to at least party in Crevus before withdrawing.&lt;br /&gt;
&lt;br /&gt;
=== Zbrojny ===&lt;br /&gt;
&lt;br /&gt;
Seeking to replicate the success of the Liberation Army guerrillas, the Zbrojny is a partisan force created after the Armistice. The Zbrojny is made up of loyal Hadiist volunteers from the civilian population. Trained by the People&#039;s Strategic Intelligence Service in guerilla tactics, they are meant to act behind enemy lines in occupied territory. Unlike all branches of the Grand People&#039;s Army, the Partisans are under the direct control of the secret service. Due to the lack of any ongoing conflict on Adhomai, their real effectiveness is unknown; however, some suspect that the Zbrojny is nothing but a ploy by the PSIS to create their own army.&lt;br /&gt;
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== Adhomai Liberation Army ==&lt;br /&gt;
&lt;br /&gt;
=== Supreme Commander ===&lt;br /&gt;
The Adhomai Liberation Army, from the decentralized confederacy of juntas, to the loose collection of regular army units, to the widespread guerrilla units and deep-cover infiltration, all look up to [[Notable Tajara|Supreme Commander Halkiikijr Nated&#039;Hakhan]] for direction and leadership. Although the Liberation Army has an underlying anti-foreign influence ideology, it still very much remains a cult of personality focused on fulfilling Nated&#039;s claim to the rule of the planet. Many pundits have been quick to point out his legendary status among his supporters, and the fervent fanatical dedication many of his soldiers demonstrate. He is the rock which the military structure relies upon for direction, but he primarily reserves his command to his formal army units, intervening only when he feels it is necessary to the many-headed hydra of the Liberation Army&#039;s command structure.&lt;br /&gt;
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=== Juntas ===&lt;br /&gt;
Juntas is a human term applied to the many military-owned city-states across Adhomai which are under the overarching Adhomai Liberation Army. Each time a city is conquered, the commanding officer of the forces at the time of the conquest takes ownership of the city and settles it as a military governor. Many of them also assign their staff officers to administrative roles to form a cabinet and take on the title of Rrhaza-Akhran, war-ruler. All of them swear allegiance to Supreme Commander Nated&#039;Hakhan, and perform work similar to Republican military districts to supply, organize, and conscript troops to send to the frontlines. Occasionally, Rrhaza-Akhran skirmish with each other over territory along the borders of their city-states. Observers and propaganda organs of the People&#039;s Republic and the New Kingdom speculate that the Liberation Army will degenerate to bickering warlords should anything happen to Supreme Commander Nated. Many war-rulers appoint their most loyal generals to lead the Mrrazhakulii besieging cities, with the understanding that they become the war-rulers of the newly captured cities.&lt;br /&gt;
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=== Mrrazhakulii (Liberators) ===&lt;br /&gt;
A Mrrazhakul (Liberator) is the formation of many Kazarrhaldiya Tajara under a general who leads on behalf of a Rrhaza-Akhran. Their name derives from the idea that they are the patron liberator of a city from the tyranny of its old government and serves as a claim to become the ruler of the coming Junta which governs it. Due to the highly decentralized nature of Adhomai Liberation Army command, a benefit they enjoy due to the highly capable officer corps which defected in the early days of the war, these formations are typically very loose and serve primarily as a line of communication between the battlefield commanders to coordinate through. The general in command of these formations often simply command a handful of Kazarrhaldiye Tajara, leaving their subordinates with the flexibility which the Adhomai Liberation Army is famous for.&lt;br /&gt;
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=== Kazarrhaldiye Tajara (Swords of the Tajara) ===&lt;br /&gt;
The Kazarrhaldiye Tajara (Swords of the Tajara or Swords for short) are largely autonomous collections of soldiers under a single leader. Many of them are infantry units supported by artillery, similar to the Republican Army, but there is also a wide variety of mechanized, armored, and even niche aviation units that are primarily used in the equatorial regions. The loose command structure on the formation level often leads to friendly fire incidents between sword units, as well as a lack of coordination in offenses or defenses. Each commander must maintain a high level of situation awareness, or else they may fail to contribute properly to a battle. Before conscripted or recruited soldiers can serve in the swords, they first are placed in a rigorous four-month training regimen where they learn from experienced veterans and are hardened under live-fire exercises. As a result, reinforcements from the Liberation Army&#039;s basic training camps perform better on average than Republican conscripts or Imperial levies.&lt;br /&gt;
&lt;br /&gt;
=== Cells and Guerrilla Units ===&lt;br /&gt;
Although the formal army units of the Adhomai Liberation Army are some of the best-trained units on Adhomai, they make up a minority of their military forces compared to the &amp;quot;terror cells&amp;quot; and guerrilla units which were once spread out across the planet&#039;s surface. Though they are far rarer in New Kingdom lands, many villages across the People&#039;s Republic joined Supreme Commander Nated&#039;s rebellion by uprising on their own. These rebel groups were largely able to settle themselves in the mountains surrounding the periphery of the flatter lands of Republican territory, occasionally descending to raid caravans and villages in much the same way the rebels of the first revolution did. Their sabotage behind enemy lines undermines opposition infrastructure, defenses, communication, and logistics. All public officials in lower offices of the People&#039;s Republic and the New Kingdom travel with contingents of bodyguards in response to a massive wave of assassinations from rebel attacks. The reasons for Tajara becoming rebels are numerous, but all of them are infused with heavy indoctrination to breed fanatical loyalty to the legendary Supreme Commander, despite the majority of these units never coming into contact with Halkiikijr Nated&#039;Hakhan or Liberation Army command. This recruiting process extends also to children, whom these rebel cells have no qualms about placing in combat or using to carry out acts of terror in enemy population centers. There is speculation however that these units are the diplomatic downfall of the Adhomai Liberation Army, as their dogmatic anti-xeno extremism and widespread recruitment among refugee populations in foreign nations draw the ire and contempt of greater powers.&lt;br /&gt;
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== Imperial Adhomian Army (New Kingdom of Adhomai) ==&lt;br /&gt;
[[File:ImperialAdhomianArmy.png|350px|thumb|left|The command and unit structure of the Imperial Adhomian Army. Every formation and unit has a patron noble in command, analogous to a regimental system.]]&lt;br /&gt;
=== Field-Marshal ===&lt;br /&gt;
The current Field-Marshal of the New Kingdom of Adhomai is [[Notable Tajara|Field-Marshal Rrhazhal Zarkradar&#039;Akhan]], who was appointed by [[Notable Tajara|King Azunja]] of the New Kingdom of Adhomai. The position is held by appointment from the King, who is also able to take the position for himself if he so chooses. The Field-Marshal has supreme authority over the Imperial Adhomian Army, managing all theaters of operation and giving orders to the Mrraka&#039;te&#039;almalik (Will of King) nobles and their retinues. Unlike the Adhomai Liberation Army or the Republican Army, the Imperial Army is highly centralized and relies heavily on the orders of the Field-Marshal to coordinate with other units.&lt;br /&gt;
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=== Mrraka&#039;te&#039;almalik  (The Will of the King) ===&lt;br /&gt;
The Imperial Army has three Mrraka&#039;te&#039;almalika (Wills of the King or Wills for short) lording over its forces. Each Will serves a role similar to a theater commander, controlling all the Jabrut Almumalik under their control. The positions are always formally held by grand dukes, however, they often appoint commanders to rule in their stead if they are unable to fill the role with all orders signed as &amp;quot;By the Will of the King.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Jabrut Almumalik (The Kingdom&#039;s Might) ===&lt;br /&gt;
The Jabrut Almumalikii (The Kingdom&#039;s Mights or Mights for short) are command positions of groups of Alyad&#039;almalikii. The posts are held by princes, dukes, and sometimes notably powerful counts under the three grand dukes. These commanders serve to manage the formations of Alyad&#039;almalikii, as well as to relay the orders of their Mrraka&#039;te&#039;almalik and to manage their supply lines. Their careful and meticulous planning is integral to maintaining the army&#039;s organization, and their sub-commanders rely on the orders passed down to them to continue operation. As with the previous higher positions, the more prominent nobles often appoint specialists to carry out their duties if they believe themselves incapable, however, lower nobles are often part of a service gentry and are therefore unable to delegate away their positions.&lt;br /&gt;
&lt;br /&gt;
=== Alyad&#039;almalik (Hand of the King) ===&lt;br /&gt;
Alyad&#039;almalikii (Hands of the King or Hands for short) are all of the minor nobles and service gentry who command formations of Alam&#039;ardii which are typically similar to field armies. Unlike most armies, these are primarily infantry-based units as the New Kingdom lacks the production capacity to have widespread motorized and mechanized units. A handful of Alyad&#039;almalikii are armored units with outdated and prototypical interwar tanks which are usually held in reserve behind the front lines and used as cavalry to attack enemy flanks or respond to opposing armored assaults. &lt;br /&gt;
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=== Alam&#039;ard (Blood of the People) ===&lt;br /&gt;
[[File:For_the_King.png|200px|thumb|right|New Kingdom poster announcing the offensive of 2460.]]&lt;br /&gt;
The Alam&#039;ardii (Bloods of the People, or Bloods for short) are large units of soldiers drafted, equipped, and paid by the crown. In the early days of the New Kingdom&#039;s secession, the Alam&#039;ardii were professional soldiers only. Large groups of old M&#039;sai who had served the nobles in the first revolution and their sons, tired of the extremist ideologies and longing for the old ways, flocked to the cause of King Azunja. As Njarir in hiding began resettling into the New Kingdom, many were assigned lands and given commands of these old Alam&#039;ardii based on the capabilities they demonstrated, creating the foundation for the entire structure of the Imperial Army and landed nobility. As manpower issues began to strain the New Kingdom with the continuing war, King Azunja and parliament were forced to instate conscription, obligating every household to contribute an adult Tajara to the war effort. In a compromise to the poor strata and to address the issue of an insufficient officer corps, the government formalized and cemented the service gentry &amp;quot;so that all of the Kingdom is together in this struggle.&amp;quot; The Bloods are almost all infantry, utilizing primarily defensive tactics with dug-in positions, fortifications, and trenches. The Imperial Army has also found utility in keeping cavalry Alam&#039;ardii which can gallop through snow and either position dragoons or charge into enemy flanks. There are few artillery Alam&#039;ardii, and all are positioned along defensive lines where incoming armored attacks are suspected. Most of the Imperial Army&#039;s artillery consists of outdated direct fire cannons which are re-appropriated for anti-armor uses.&lt;br /&gt;
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= Naval Forces on Adhomai =&lt;br /&gt;
Although the military focus of the various factions is ground-based, there is still a heavy reliance on naval power for trade between regions, the transportation of military supplies, and the movement of troops between continents. Similar to human sailors, the various seamen are highly superstitious and obsessive about centuries-old naval traditions. While naval might is evidently not the determining factor in winning the on-going war, it remains an important aid to many military endeavors.&lt;br /&gt;
== Republican Navy (People&#039;s Republic of Adhomai) ==&lt;br /&gt;
&lt;br /&gt;
=== Planetary ===&lt;br /&gt;
The Republican Navy is the penultimate aquatic naval force on Adhomai&#039;s surface, surpassed only by the Royal Navy. The Republican Navy primarily serves to transfer divisions of soldiers between the three continents, as well as protect civilian trade ships and conduct anti-piracy operations against the Adhomai Liberation Army&#039;s pirate flotillas. The aquatic arm of the Republican Navy also boasts a superb sub-nautical division with hunting packs of submarines prowling the waters in search of undefended ships. Although they have the benefit of being able to travel beneath the ice sheets, they are of no use in those regions unless they catch a surface ship traversing thin ice. Their only comparable naval opponent, the Royal Navy, frequently denies them the satisfaction of naval victory with their superior ASW capabilities, as well as submarine hunting packs of their own. A later addition to the Republican Navy was their own decoy vessels. Reusing designs from the Royal Navy, the small squadrons of these ships produced by the last years of the war were instrumental in ending ALA piracy. &lt;br /&gt;
&lt;br /&gt;
Following the mass defection of Republican Navy officers and their vessels in &#039;&#039;&#039;2450&#039;&#039;&#039;, a series of reforms were enacted by the surviving loyalist Hura&#039;zhi Mira&#039;zkui and President Hadii. The rank of Grand Admiral was given solely to President Hadii with Mira’zkui now serving as the Secretary of the Navy. Following that was the establishment of the naval commissars. Feared and despised by the crew, these commissars ensure utmost loyalty to the Party and to the commanding officers of the navy. Steep penalties such as forced labor and even death exist for those who display disloyal attitudes or actions. Given the stress on blind loyalty in the naval academies coupled with an influx of new and ill-trained naval officers, much of the lower command of the Republican Navy were often too afraid during the war to deviate from their orders. This inflexibility contributed to the Royal Navy outmaneuvering them in combat. &lt;br /&gt;
&lt;br /&gt;
Besides their intense loyalty, Republican sailors are also known for being the least superstitious of the Tajaran navies. Most of those who do practice old traditions or Minharrzka worship normally keep it a hidden secret. Commissars believe that encouraging old traditions only leads to disloyal attitudes. Recruitment numbers for the navy have gradually been falling since &#039;&#039;&#039;2458&#039;&#039;&#039;. Most experts cite the low pay, harsh conditions, and lack of morale among the outgunned and paranoid crews as the reasons why. &lt;br /&gt;
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=== Space ===&lt;br /&gt;
The People&#039;s Republic of Adhomai enjoys having the largest space navy of all the factions on Adhomai. Initially, they relied on contracting outside protection from NanoTrasen and the Sol Alliance in order to defend their orbit from raiders. However, the Orbital Navy has striven to become independent. With the help of contracted engineers, access to higher education abroad at Tau Ceti, and training from Sol Alliance naval advisers, the People&#039;s Republic has been able to commission and crew its own ships. The Orbital Navy primarily conducts counter-piracy operations in conjunction with fending off raiders. Their fleet in orbit is centered around the battleship PRS (People&#039;s Republic Ship) Hadii and other notable ships include the PRS Njarir and PRS Vostok. More information on the Orbital Navy can be found [https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability#PRA_Army_Wing here]. &lt;br /&gt;
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== Adhomai Liberation Navy (Democratic People’s Republic of Adhomai) ==&lt;br /&gt;
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=== Planetary ===&lt;br /&gt;
The Adhomai Liberation Navy is the weakest naval power among the three factions, consisting only of ramshackle pirate flotillas that assail unguarded coastal settlements and attack unprotected convoys. In the early days of the war, they were marginally more formidable, with a handful of destroyers and cruisers defecting in the initial waves. Since then, most of their ships have either fallen into disrepair, been destroyed, or defected to the Royal Navy. Their tactics are primarily effective against the Republican Navy on a tactical level, as many of their craft are too small for the Republic&#039;s sonar to detect and are able to approach and attack convoys. On the strategic level, they are of limited use and fail to bring any significant impact for the Liberation Army&#039;s war efforts.&lt;br /&gt;
&lt;br /&gt;
The introduction of decoy vessels to the Republican Navy brought an end to many of these pirate flotillas. With their tactics countered and retaining the highest casualty rates of any army during the Second Revolution, the naval hordes of the ALN were non-existent by the war’s end. What few captains remained by &#039;&#039;&#039;2460&#039;&#039;&#039; eventually dissolved into the civilian population to hide away from possible reprisals, with their crew following suit. For a few years the only thing somewhat passing for a navy was a few rusting torpedo boats and destroyers abandoned in Crevus’ docks. In &#039;&#039;&#039;2464&#039;&#039;&#039; Supreme Commander Nated mandated the rebuilding of the navy. Destroyers and light cruisers are being made in mind for the ALN to serve the same purpose it had during the Second Revolution, harassing enemy supply lines. &lt;br /&gt;
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In spite of the high death rates, the flotillas never lacked recruits. Many of the destitute of Adhomai would sign onto crews and be packed into vessels by their captains, intending to use the high numbers to easily scuttle vessels. While most died, those who managed to survive raids on merchant ships came back to their hamlets and slums much richer, spread stories of how they gained their wealth, and allowed the cycle to begin again. Naval superstitions were rife among these sailors in the hopes to grant them the luck to survive engagements and avoid attacks from their better-equipped counterparts. Rumors persist that many captains threw captured enemy crews into the waters as sacrifices for Minharrzka, with some surely spread by the ALA to strike fear into the hearts of the enemy’s sailors. The efforts of rebuilding of the ALN has brought back some captains into the fold but general recruitment remains low due to the lack of promised plunder.&lt;br /&gt;
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=== Space ===&lt;br /&gt;
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After the taking of Gakal’zaal the Al’mariists present on the planet used the Free Gakal’zaal Station to create the People’s Volunteer Spacer Militia in &#039;&#039;&#039;2463&#039;&#039;&#039;. The DPRA’s creation of their space force has begun a long and arduous process of attempting to create an effective space navy without outside assistance. It presently tries to handle the pirate presence around Gakal’zaal. More information on the Spacer Militia can be found [https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability#People&#039;s_Volunteer_Spacer_Militia here].&lt;br /&gt;
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== The Royal Navy (New Kingdom of Adhomai) ==&lt;br /&gt;
[[File:LorenzoMattottisFuochi.jpg|350px|thumb|left|An artist&#039;s rendition of a battleship of the Royal Navy.]]&lt;br /&gt;
The New Kingdom of Adhomai&#039;s Royal Navy is the strongest aquatic navy on the surface of Adhomai. In &#039;&#039;&#039;2450&#039;&#039;&#039; when the New Kingdom of Adhomai seceded from the People&#039;s Republic of Adhomai, many of the Republic&#039;s naval officers defected along with their ships and crew citing the gutting and suppression of venerable naval traditions by the Republican command as detrimental to their esprit de corps. In reality, however, sailors on Adhomai have a long history of loyalty to their old noble rulers, and most of the naval officers were pardoned loyalists from the first revolution out of the People&#039;s Republic&#039;s desperate need for naval personnel in the aftermath of the war. Despite the powerful navy and accompanying merchant marine, these traits often fail to bring the Kingdom military successes on land as they can only provide fire support in regions where water is not frozen over, or only slightly frozen over. The immense experience, training, and capability of their naval officers allow them to operate in waters that are impassable to the other navies due to their abilities to chart the thickness of the ice sheets and navigate around icebergs and obstacles. The Royal Navy consists primarily of surface ships, however, their expertise with decoy vessels to lure PRA submarines into ambushes makes up for this issue. Many PRA submarine squads often attacked supposed merchant vessels only to be surprised by magnetic mines and counter-squads of the NKA’s own submarines. Adhomai Liberation Army pirate flotillas avoid convoys under the protection of the Royal Navy, understanding that it can only spell their doom. Their domination of the waters enables them to deploy and supply expeditionary forces on continents outside of their primary lands.&lt;br /&gt;
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Owing to its focus on upholding long-standing naval traditions, the Royal Navy is full of those who follow superstition, from the widespread to those specific to a single vessel. These greatly assist with crew morale and cohesion, allowing crewmen and marines to have a strong sense of comradery. Officers and seamen alike hold true to superstitions, and idols of Minharrzka can be found on nearly every ship of the Royal Navy. The navy’s recruits are mostly from coastal towns and city dwellers who are already experienced with working upon boats. Many of these men were drawn to the navy with a strong sense of dedication to the cause of the New Kingdom and the magnetic personality of Grand Admiral Mahtra Dynhaas.&lt;br /&gt;
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= Air Forces on Adhomai =&lt;br /&gt;
Due to the blizzards and freezing temperatures typical of Adhomai, the air force has a rather limited role in the Tajaran military. Aircraft are usually used for rapid deployment of troops and recon missions. However, during warm seasons and in the equatorial regions, planes can see action in aerial combat, bombings, and ground support assignments. Tajaran aircraft are designed in a manner similar to autogyros and gyrodynes, possessing wings and rotor blades. They are made from resistant alloys, similar to the ones used in the Orbital Fleet ship, that allow them to withstand harsh conditions. These planes are able to match the speed of modern crafts and shuttles on orbit, due to their jet engines. Tajaran aircraft are commonly armed with autocannons and laser weaponry.&lt;br /&gt;
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== People&#039;s Air Force (People&#039;s Republic of Adhomai) ==&lt;br /&gt;
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Of all of the factions, the Republican Army has the largest aviation units. The People’s Air Force is used mainly for the deployment of troops and reconnaissance. Large gyrodynes, accompanied by autogyro fighters, carry soldiers and Republican Guards during missions. However, air combat and ground support operations are not unheard of when the conditions are favorable. Alongside regular carrier ships, the People’s Republic makes use of submarine aircraft carriers. Cloaking planes are a technology currently in development; some prototypes were used for gathering intelligence during the last periods of the war. Currently, the People’s Air Force is taking part in the conflict at [[Hro&#039;zamal]]. &lt;br /&gt;
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Pilots in the PAF are well-trained with their programs even using limited VR. While not featured heavily in propaganda many pilots consider themselves unsung heroes of the war effort. A trait that usually results in them being considered pompous by troops on the ground and in the sea. Due to the Republic embracing mass aerial bombardment tactics, pilots who evacuated from their aircrafts and landed in ALA or NKA held lands did not survive long. &lt;br /&gt;
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== Liberation Army Air Brigades (Adhomai Liberation Army) ==&lt;br /&gt;
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The Adhomai Liberation Army possesses a small number of aviation units, composed of defected pilots from the People&#039;s Air Force. These units are attached to the armies led by junta commanders. The Air Brigades are commonly deployed in nighttime bombing missions, favoring stealth. Air combat is avoided at all costs unless there is a clear advantage. The Air Brigades also enabled the dropping of asymmetric warfare manuals and firearms for liberator cells deep within enemy territory. Due to their unwillingness in engaging with enemy planes, the Liberation Army makes extensive use of anti-aircraft guns.&lt;br /&gt;
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Anti-aircraft gunners, especially skilled ones, became more famous than the Air Brigade pilots during the war. They were featured more in propaganda depicting anti-aircraft weaponry as the arm of justice against what the ALA deemed as Republican terror-bombing. Many gunwagons also featured anti-aircraft gunnery on them to be used against ground and air targets alike. &lt;br /&gt;
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== Royal Flying Corps (New Kingdom of Adhomai) ==&lt;br /&gt;
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Most autogyros in the Royal Flying Corps are attached to the Royal Navy, operating from their aircraft-carrying ships. The remaining planes are assigned to complement the anti-air defenses in the Kingdom’s fortifications. Helium air balloons are used to gather intelligence in the field; the crew of these aerostats is equipped with spyglasses and parachutes. Incendiary balloons, carrying bombs or incendiary grenades, are also used by the Imperial Army.&lt;br /&gt;
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The higher degree of separation between perpetrator and the carnage they caused made pilots see aerial combat as a form of dueling. Many customize their autogyros with decals proclaiming their ancestry, slogans supporting the royal crown, and markings depicting how many planes or targets they destroyed. Post-war nobility were allowed to keep their autogyros for personal use at flight clubs. The vast majority of pilots in the Royal Flying Corps were either Njarir’akhran or M’sai.&lt;br /&gt;
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= Special Forces =&lt;br /&gt;
Warfare on the surface of Adhomai is highly mobile with constantly shifting front lines and grinding engagements between exhausted armies. The special forces of each claimant to the planet&#039;s government are the oil that keeps the war machines turning. Their varying approaches and exotic tactics are essential for the war plans of their commanders, and the saving grace of their regular army unit counterparts.&lt;br /&gt;
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== People&#039;s Republic of Adhomai ==&lt;br /&gt;
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=== Ha&#039;narr Corps (Mountain Ghost Corps) ===&lt;br /&gt;
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Originally formed in &#039;&#039;&#039;2421&#039;&#039;&#039; during the first revolution, the Ha&#039;narr Corps served as a reconnaissance, scouting, and special operations unit for the rebellion. As the predecessor of the Republican Army began to coalesce into organized units, the Ha&#039;narr Corps was officially given its name and designated its own branch of the military outside of the regular army command structure. Although it was disbanded at the end of the first revolution, it was reformed at the dawn of the second revolution as the inflexibility of the Republican Army proved to be a vital weakness that these units corrected for. The training regime for Ha&#039;narri is typically anywhere in between one to three months, with recruits trained in basic survival and reconnaissance skills emphasizing self-dependence within the frozen wilderness of Adhomai. They are typically deployed for around one-year rotations before being returned home, however extenuating circumstances often change this. Small detachments of Ha&#039;narri are typically attached to large infantry units - typically 6-22 for each field army - and report to their own command structure. Ha&#039;narri typically operates separately of infantry and spend the bulk of their time outside of base camps and fortifications. As a scouting unit, Ha&#039;narri travels lightly on equipment, carrying primarily the essentials for survival and only a token amount of ammunition. Many detachments also make use of snow skis in order to travel quickly in mountainous regions. Specially designed lever-action rifles are considered standard-issue, with modifications in place designed to prevent freezing or jamming within the more sensitive components. More experienced Ha&#039;narri make use of small, balanced bladed weapons and silenced sidearms, however, their equipment is considered highly situational based on the assignment. They are well-known for their iconic thick light-colored cloaks which they wear while traversing the vast countrysides for warmth, as well as camouflage. Due to being a dedicated scouting unit with occasional sabotage work, most Ha&#039;narri soldiers are average shots and primarily use their weapons to skirmish enemies they encounter only long enough for them to flee and regroup before resuming operations.&lt;br /&gt;
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=== The Republican Guard ===&lt;br /&gt;
Following the end of the first revolution, many veterans especially of the Ha&#039;narr Corps had become hardened warriors with exceptional abilities. Seeking to mate the heavily refined combat effectiveness of shock troop units which formed among front-line infantry with the survival skills and mobility of the Ha&#039;narrii, the Republican Guard was formed by absorbing all of these units as a hard-hitting highly mobile airborne special forces unit in &#039;&#039;&#039;2435&#039;&#039;&#039;. They primarily draw recruits from promising and outstanding members of the Ha&#039;narr Corps, as well as shock infantry divisions, not at all, unlike their original founding members. Their iconic light blue berets inspire awe and admiration on the battlefield among their teammates and fear among their enemies. The Republican Guard primarily deploys by airdropping from high altitude aircraft in special thick cold-resistant pressurized soft suits, and unlike the Ha&#039;narr, carry a considerable amount of equipment for combat operations. Unlike most troops on Adhomai, they prefer assault rifles which they primarily import from human space to ensure reliability and quality. There is still a widespread rejection of laser-based weaponry for the unreliability, the high visibility it grants to its enemies when beams travel through snow, and the difficulties of carrying and insulating spare power cells into the field. Most special operations begin with a detachment of mountain ghosts performing reconnaissance of a target and sabotage of anti-air radar capabilities, which then leads to a full Republican Guard airdrop to eliminate targets behind enemy lines before ex-filtrating via routes scouted and provided to them by the Corps. These units also see the deployment of the first prototypical Tajaran mechatronics, using in some cases experimental military rig suits and in others fully mechanized air-deployed walkers. However, these aspects of the Republican Guard&#039;s arsenal frequently fail them in the field due to their prototypical nature and the harsh environments they often deploy into.&lt;br /&gt;
[[File:TeslaBrigade.png|200px|thumb|right|Republican war poster announcing the establishment of the Tesla Brigade.]]&lt;br /&gt;
=== Tesla Brigade ===&lt;br /&gt;
Formed in &#039;&#039;&#039;2461&#039;&#039;&#039;, the Tesla Brigade is an experimental force composed of augmented veterans. Created after the intense casualties of the Das&#039;nrra campaign and the severe loss of Republican Guard units. Additional funding and focus were placed on a previously shelved proposal for heavily armed shock and high technology assault troopers. A special unit designated to withstand the numerical disadvantages and prolonged engagements special forces of the Republic often face. Many of the injured and disabled republican veterans were chosen to be outfitted with cutting-edge Tajaran prosthesis, which includes an advanced &amp;quot;Tesla Spine&amp;quot; which generates large amounts of electrical energy to power their prosthetic limbs - and more. These soldiers are equipped with hardsuits wielding energy weapons, which are powered by the spine in order to provide mechanically assisted movement as well as to shoot arcs of lightning which can fry enemy combatants and even destroy armored vehicles. The Tesla Brigade was deployed with success during the final stages of the Second Tajaran Civil war.&lt;br /&gt;
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=== Party Commissars ===&lt;br /&gt;
Party Commissars are high-ranking members of the Party of the Free Tajara under the Leadership of Hadii attached to army units, who ensure that soldiers and their commanders follow the principles of Hadiism. Their duties are not only limited to enforcing the republican ideals among the troops and reporting possible subversive elements, they are expected to display bravery in combat and lead by example. Courage and loyalty to the Party are essentials for anyone to be considered for this prestigious position. The political officers are outside of the regular chain of command, only answering to the Party authorities. [[People&#039;s Republic of Adhomai#Notable Weapons|Nal&#039;tor Model Pistols]] are issued to all commissars. They are known for their peaked caps bearing the symbol of the People’s Republic of Adhomai.&lt;br /&gt;
[[File:P&#039;kus-3.png|300px|thumb|left|The first working design of the Division, the P&#039;kus-3 &amp;quot;Egg&amp;quot; model.]]&lt;br /&gt;
=== Division Experimental Exosuit===&lt;br /&gt;
Envisioned in &#039;&#039;&#039;2461&#039;&#039;&#039; by Zhuldyz Hadii and the Hadii Institute of Orbital Research, Division EE (Experimental Exosuits) was conceived as a way to introduce the concept of exosuit based warfare to Adhomai. Much to the chagrin of its research team, this division’s prototypes were not unveiled until &#039;&#039;&#039;2463&#039;&#039;&#039;’s Victory Day parade. The war’s demand had led to their designs remaining unbuilt in the Second Revolution, only to begin trials in the following peace. Presently the division wields some varied mechs. Due to being unable to test them in a conventional theatre, Zhuldyz allows her researchers to produce any design they believe may work to be tested in field drills. The division retains two main mech designs: The multi-purpose and light P’kus-3 “Egg” and the artillery-focused medium Trid’irra crawler. Division EE is yet to prove itself in any conflict, given its recent introduction, and a debate remains in the various branches of the Republic’s armed forces if exosuits are worth focusing on over tank development. Models of the P’kus-3 and Trid’irra crawler have already been rolled out to the Kosmostrelki, who find great success using them in conflicts against raiders.&lt;br /&gt;
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== Adhomai Liberation Army ==&lt;br /&gt;
===Hro&#039;rammhad Tank Corps===&lt;br /&gt;
Lead by the famously merciful [[Notable Tajara|Commander Kahan Hro&#039;rammhad]], the Hro&#039;rammhad Tank Corps has the distinction of being the most powerful and accomplished armored unit in the history of Adhomai. These elite Armored Kazarrhaldiye Tajara are used primarily in offensive operations to break through opposing lines and encircle their positions. The typical Hro&#039;rammhad Tank Corps Kazarrhaldiya Tajara consists of a tank brigade with approximately 300 main battle tanks, an artillery brigade to provide support and soften enemy defenses, and a mechanized infantry brigade. The primary tank used by the Adhomai Liberation Army and the People&#039;s Republic of Adhomai alike is the Mata&#039;ke Rafama II Main Battle Tank, a large tank utilizing a 79.16mm cannon along with cast homogeneous steel sloped armor of about 6.858cm in the front, 4.11cm at the sides, and 3.07cm at the back. The tanks have exceptionally wide tracks which allow them to more easily tread across snowy terrains. Veterans of the Hro&#039;rammhad Tank Corps are known for their golden pins depicting the sun-god S&#039;rendarr which they wear on their uniforms.&lt;br /&gt;
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===Hotak&#039;s Commandos===&lt;br /&gt;
Hotak&#039;s Commandos are named after [[Notable Tajara|Commander Kyff Hotak]] and are renowned for their expertise in stealth operations. Unlike other formal military units in the Adhomai Liberation Army, these commandos often dress irregularly in order to aid in their infiltration duties. Hotak&#039;s Commandos primarily serve as intelligence, meeting with rebel cells to gather observations and reports on enemy troop movements, weaknesses, and plans. Following the relaying of information back to ALA command units, they often do their best to act on information in the field, typically using local resistance units to aid in carrying out operations. One particularly feared unit of Hotak&#039;s Commandos are soldiers who infiltrate opposition units with the proper uniforms and equipment in order to kill everyone when their guards are down. These roles involve a large degree of studying on the parts of the infiltrators in order to memorize the proper mannerisms, unit structures, and party ideology of the units they target in order to act perfectly as a natural among them. A common rumor in circulation claims that they scalp their victims.&lt;br /&gt;
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===Das’nrra Marksmen===&lt;br /&gt;
Selected among the best marksmen in the Kazarrhaldiye Tajara, these soldiers are renowned and feared for their deadly aim. They are commonly used for assassination missions against important elements, acting under the secret orders of the Adhomai Liberation Army. However, they can be deployed during regular warfare, offering suppressive fire and surveillance. They have earned their name after the victory against the People’s Republic in Das’nrra in 2460. The snipers played an important role in eliminating the Republican Guard deployed during the battle. In addition to marksmanship, the Das’nrra Marksmen are trained in camouflage, infiltration, and survival. Racially, they are almost entirely white-furred M&#039;sai.&lt;br /&gt;
[[File:Chemicaltrooper.png|200px|thumb|right|Experimental Compound Trooper in full gear.]]&lt;br /&gt;
===Combat Miners===&lt;br /&gt;
Combat Miners are infantry specialized in demolition, digging, and tunnel warfare; they are almost exclusively recruited from Zhan-Kazan prospectors, who are known for their ancient mining traditions. They are usually tasked with creating shortcuts through defenses, either by excavating tunnels bypassing the fortifications or by making use of explosives charges to collapse any structure. It is expected for them to be the first ones to engage the enemy after breaching any position, this can result in chaotic and bloody close-quarter encounters. Every combat miner is given a mattock, which also serves as a melee weapon. Dynamite is commonly used as an improvised grenade by these bold soldiers.&lt;br /&gt;
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===Experimental Compound Troopers===&lt;br /&gt;
Experimental Compound Troopers, colloquially known as &amp;quot;Chemical Troopers&amp;quot;, are units specialized in chemical warfare. Originated among the ranks of the Liberation Army that were not picky about what methods they used to combat its enemies, this division underwent expansion during the Adhomian Cold War. Protected by full-body protective suits and robust gas masks, these soldiers are designated to assault fortified positions with gas attacks to flush out defenders. Besides the use of gas weapons, they are armed with Acid Throwers; a muzzle-like mechanism connected to a tank strapped on the user’s back. The main substance used in this weapon is an acidic mixture known as &amp;quot;Vodryanic&amp;quot;, a deadly compound capable of dissolving unprotected organic tissue if exposed to high concentrations. The gas created by the chemical reaction also presents choking properties. Due to the obvious limitations in regards to the mobility and range of their weaponry, Experimental Compound Troopers require support during combat to successfully engage targets with the Acid Thrower.&lt;br /&gt;
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== New Kingdom of Adhomai ==&lt;br /&gt;
[[File:RoyalGrenadier.png|200px|thumb|left|A Royal Grenadier in his equipment combat armor, resting.]]&lt;br /&gt;
=== Imperial Dragoons ===&lt;br /&gt;
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The Imperial Dragoons of the New Kingdom of Adhomai are a type of Alam&#039;ard that most Alyad&#039;almalik contains at least one of. The units claim to have roots that stretch back centuries to when military tacticians began recognizing the value of light infantry units that could ride around enemy flanks to deploy. Beginning with muzzle-loaded carbines and riding atop Zhsramii, these dragoons changed the face of warfare on Adhomai as they first began to roll out. The original Tajaran word for these units was lost with the passage of time along with most pre-war knowledge, and so, reluctantly, with the reformation of these units following the secession of the New Kingdom, a human cognate was used to describe them. Modern Dragoons still ride Zhsramii into battle, but now utilize semi-automatic carbine rifles. During battles, they are used to reinforce weak points along their allied line, as well as to take advantage of gaps in the enemy lines. Their Zhsramii saddles come with carbine holsters where the Dragoons can keep their rifles while they gallop around the battlefield. This also enables them to draw their sabers and perform cavalry charges on routing enemies as well as ambush unsuspecting patrols. Their uniforms are iconic for their bright white colors with golden buttons with varying colors of sashes depending on their specific unit. Tall black Nav&#039;twir fur hats are synonymous with the Dragoons and are sought-after souvenirs by foreigners for their comfort as well as style. Racially, they are almost entirely M&#039;sai so that they can endure the bitter winds and travel more quickly.&lt;br /&gt;
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=== Royal Grenadiers ===&lt;br /&gt;
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The Royal Grenadiers of the New Kingdom of Adhomai is another form of Alam&#039;ard which is famous for being composed of primarily large muscular Zhan-Kazan Tajara. They claim to have ties to history as being infantrymen at the front strong enough to throw cumbersome early Tajaran grenades into enemy lines. In the modern context, they are typically used as shock troops along the front line to strike fear into the hearts of the opposition. They are renowned for their savage melee combat, and their bayonet charges often rout their enemies. However, their bayonets are not what distinguishes them from the armaments of their regular line infantry counterparts, but rather their plated metal armor, metal claw attachments, and firebomb grenades. These items make them formidable fighters in urban combat situations where they excel in close-quarters combat. In field warfare, on the other hand, their slow movements leave them highly vulnerable to skirmishers and light infantry. Their grenade satchels are usually highly decorative thick leather bags, typically with their Alam&#039;ard&#039;s insignia on the clasp. Many take their satchels home with them when they leave the service.&lt;br /&gt;
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=== Ras&#039;nrr Expeditionary Force Marines ===&lt;br /&gt;
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The Ras&#039;nrr Expeditionary Force Marines are composed of twenty-two Alam&#039;arda specialized in supporting land operations through amphibious assaults. This force was initially created with the purpose of conquering territory at Ras&#039;nrr, but with the failure of the campaign, they were repurposed into their own fighting unit. They have been deployed with success by the New Kingdom during the war, making good use of the Fleet mobility to encircle enemies and capture positions. Boarding operations and protection of ships are also part of the duties of a royal marine. &#039;&#039;&#039;Mrraka&#039;te&#039;almalik Marrmeladov&#039;&#039;&#039; is the noble responsible for commanding these troops. The royal marines are equipped with bolt action rifles, hand cannons, shotguns, and bayonets.&lt;br /&gt;
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===New Kingdom Auxiliary Forces===&lt;br /&gt;
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The New Kingdom&#039;s military forces are segregated based on its soldier&#039;s origins. Amohdan and Rock nomads are forced to serve in their separated regiments and can not integrate the main command structure.&lt;br /&gt;
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====Rock Nomad Light Cavalry====&lt;br /&gt;
[[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rock Nomads]], under the command of Mrraka&#039;te&#039;almalik [[Notable Tajara#King of the Mountains Rustam Harmaliik|Rustam Harmaliik]], are used as light cavalry by the royal army. Their main tactics include hit-and-run tactics and raiding enemy supply lines, always avoiding direct confrontation. They ride into battle on their Zhsramii, firing short rifles or revolvers before retreating. The Rhazar&#039;Hrujmagh brings their family wagons to the battlefield, as their vehicles provide extra supplies and cover when needed. Since they lack the discipline and traditional training of a regular Alam&#039;ard, looting and unordered retreats are a common problem among them&lt;br /&gt;
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====Amohdan Swordsmen====&lt;br /&gt;
Amohdan swordsmen are traditional M&#039;sai warriors from the island of Amohda, brought to Harr’masir after the New Kingdom retreated from that front. Unlike other Alam’ard, they favor melee assaults above ranged engagements. Due to their ancestral traditions, these Tajara seek glory in combat. They bring their ancestral armor and blades to the battlefield, but most of them also carry firearms. While they are not effective in the field against regular infantry, they excel in close-quarter engagements present in ambushes and trench warfare.&lt;br /&gt;
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====Zarr’jiri Troops==== &lt;br /&gt;
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Zarr’jiri are a group of M’sai hailing from the [[New_Kingdom_of_Adhomai#Zarr.27jirah_Mountains|Zarr’jirah mountains]] of Harr’masir. With a long tradition of serving the old nobility, these iron-nerved fighters came to fight on King Azunja’s behalf during the Second Revolution. They served as forward scouts for the Imperial Army and RMI, providing both with crucial information, while also carrying out daring night raids. Zarr’jiri were well-known for simply using whatever equipment they would steal during these attacks. On the battlefield the Zarr’jiri identified each other with blue headbands or sashes.&lt;br /&gt;
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= Military Traditions and Daily Life =&lt;br /&gt;
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== People&#039;s Republic of Adhomai ​==&lt;br /&gt;
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Because of Nated&#039;s coup and President Hadii&#039;s paranoia, most of the early Republican Army traditions were replaced by political indoctrination. Soldiers are taught to obey and worship the Party above everything else; recruits are taught that they are the guardians of the revolution and must do their best to fight for the Republic. While this education created a military loyal to the civil government, its effect on the morale of the troops is considered questionable. Thanks to the presence of Party Commissars, hazing has become uncommon.&lt;br /&gt;
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The Hadiist salute is done by raising the right hand at the chest height with the palm facing towards the saluter while perking the ears forward.&lt;br /&gt;
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The daily life of a Hadiist soldier is marked by strict discipline and a rigid routine. Recruits must wake up at a set time to sing the national anthem before heading to their duties. Every assignment is usually preceded by political ceremonies praising the Party and President Hadii. Insubordination is harshly punished by the military courts. Despite this stern routine, Republican soldiers are also entitled to their own leisure time. Once a week, servicemen are allowed to spend a day watching holovideos, enjoy their facility&#039;s recreation centers, play cards games with their comrades, and visit the nearest city to enjoy its attractions.&lt;br /&gt;
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== Adhomai Liberation Army ​==&lt;br /&gt;
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Owing to its structure and origins, the Liberation Army has a rich array of military traditions. Every battalion has its song, symbols, and rituals; many of these customs are based on their regional identities. While this creates a strong sense of camaraderie among the members of the same unit, it can lead to rivalries and infighting between the forces of the ALA. Hazing is still commonly practiced.&lt;br /&gt;
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The Al&#039;mariist salute is done by raising the right hand at the chest height, turning the hand to the chest, and then closing it into a fist while perking the ears forward.&lt;br /&gt;
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The daily life of an Al&#039;mariist soldier mostly depends on who is he serving under: fanatical warlords impose strict routines and exhausting training sessions, while most reasonable commanders enforce only the necessary drills. Liberation Army Tajara wake up early for training, followed by performing any kind of duty that their junta requires; this can range from repairing roads to law enforcement. Military forces in civilian areas are merely left to patrol the borders or guard their bases. During the weekend and at night, soldiers are free to have their leisure time. Outside of enjoying whatever their installations might offer, they usually head to the cities or villages to mingle with the population.&lt;br /&gt;
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== New Kingdom of Adhomai ​==&lt;br /&gt;
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The early Imperial Army inherited most of its traditions from the pre-revolution forces until the draft. With the new surge of conscripts, a clear division between the nobles and commoners in the military emerged. The nobility is infamous for its internal rivalities and glory-hound tendencies; officers frequently engage in risky operations to gain fame and the attention of their superiors. Subject to the whims of their superiors, a strong sense of camaraderie exists between the commoners; they stand together to survive whatever the enemy and their officers throw at them.&lt;br /&gt;
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The day of a New Kingdom&#039;s soldiers starts with them being awake at dawn to perform basic maintenance of their bases. After their installations are in order, training exercises are performed until the afternoon, when their superiors either dismiss the Tajara or assign them other tasks. Outside of patrolling and guarding bases, conscripts are frequently tasked with doing personal tasks for their superiors; many noble cottages were built by conscripts. Thanks to the frugal nature of the Royalist military installations, servicemen are left with little options on how to spend their leisure time; most just head to the nearest pub.&lt;br /&gt;
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The Royalist salute is done by raising the right hand to the head while using only the index and middle finger, bending the other fingers at the knuckles, with the palm facing towards the signer with the ears folding backward.&lt;br /&gt;
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= Notable Decorations and Medals =&lt;br /&gt;
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Because of the cultural impact of the civil wars in the Tajara species, medals are treated with the utmost respect by society. Veterans commonly wear their decorations to formal occasions. Falsifying or selling a medal is a crime in all Tajaran nations.&lt;br /&gt;
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== People&#039;s Republic of Adhomai Medals ==&lt;br /&gt;
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*&#039;&#039;&#039;Hero of the People&#039;s Republic Medal:&#039;&#039;&#039; the highest distinction in the People&#039;s Republic of Adhomai, awarded for great service or heroic act while in duty to the nation. It can be bestowed to civilian and military recipients. Unlike all other rewards, this medal is given by President Hadii personally.&lt;br /&gt;
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*&#039;&#039;&#039;President Hadii Medal for Courage:&#039;&#039;&#039; a medal awarded to the soldiers and PSIS agents who performed acts of bravery during the war, security operations, or during military duties. While this medal has no benefit attached to it, being granted one is a matter of pride to Hadiist troops.&lt;br /&gt;
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*&#039;&#039;&#039;Messa&#039;s Virtue Medal:&#039;&#039;&#039; a posthumous award bestowed to Tajara who lost their lives while serving the People&#039;s Republic. This medal, alongside a lifetime pension, is usually handed to the family of the recipient. &lt;br /&gt;
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*&#039;&#039;&#039;Medal for the Evacuation of Das&#039;nrra:&#039;&#039;&#039; a medal given to anyone who participated in the evacuation of the Republican Army from Das&#039;nrra in 2460. The civilian crewmembers of the ships repossessed for the operation were also granted this award.&lt;br /&gt;
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*&#039;&#039;&#039;Medal for the Defense of the Homeland:&#039;&#039;&#039; awarded to those who fought alongside the  S&#039;rand&#039;marr Coalition in 2461. This was the last medal issued concerning the Second Revolution. It is one of the few Hadiist service awards to be bestowed to non-Tajara; a few select members of the Tau Ceti and Jargon Federation forces were given this award.&lt;br /&gt;
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== Adhomai Liberation Army Medals ==&lt;br /&gt;
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*&#039;&#039;&#039;Adhomai Hero of the Liberation Medal:&#039;&#039;&#039; the highest decoration given to any Al&#039;mariist citizen for their service to the Democratic People&#039;s Republic. Only the President and the Supreme Commander are allowed to bestow this medal.&lt;br /&gt;
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*&#039;&#039;&#039;Al&#039;mariist Medal for Bravery:&#039;&#039;&#039; an award bestowed to Liberation Army fighters for acts of courage during their service. Since Junta commanders are allowed to issue this medal, the pieces have a varying degree of quality - ranging from scrap metal to silver - and artwork.&lt;br /&gt;
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*&#039;&#039;&#039;Al&#039;mariist Martyr Medal:&#039;&#039;&#039; an award granted to those who perished or were gravely wounded while fighting for the Liberation Army. This medal was also infamously awarded to terrorists from the liberation cells.&lt;br /&gt;
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*&#039;&#039;&#039;Medal for the Liberation of Das&#039;nrra:&#039;&#039;&#039; awarded to the Liberation Army soldiers who fought to expel the People&#039;s Republic army from the continent of Das&#039;nrra. Because of the presence of the entire Republican Guard during the battle, this medal is considered a symbol of bravery.&lt;br /&gt;
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*&#039;&#039;&#039;Medal for the Liberation of Gakal&#039;zaal:&#039;&#039;&#039; the first medal to be created after the Second Revolution; it was awarded to the Tajara who took part in the liberation of [[Gakal&#039;zaal]]. It was also granted to civilians who actively sabotaged the Unathi war effort.&lt;br /&gt;
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== New Kingdom of Adhomai Medals ==&lt;br /&gt;
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*&#039;&#039;&#039;Order of the Victorious Sun:&#039;&#039;&#039; the highest order in the New Kingdom, granted for exceptional service to the Royalist cause or for leading the military to victory. A non-hereditary title of nobility is also bestowed to the recipient if they are not already part of the nobility.&lt;br /&gt;
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*&#039;&#039;&#039;Order of Mata&#039;ke:&#039;&#039;&#039; an order bestowed to soldiers and officers for acts of bravery while in the service of the Crown. The awards given to commoners are known to be less adorned than the ones awarded to nobles. This order does not grant a title of nobility.&lt;br /&gt;
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*&#039;&#039;&#039;Order of the Blue Heart:&#039;&#039;&#039; a decoration awarded to those killed while serving the Kingdom&#039;s military. Due to issues with keeping up with the production shortly after the start of the war, this medal is now only given to higher-ranked members of the military.&lt;br /&gt;
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*&#039;&#039;&#039;Medal for the Defense of the Kingdom:&#039;&#039;&#039; a medal awarded to those who participated in the defense of Northern Harr&#039;masir during the Hadiist offensive of 2458. Thanks to the presence of the volunteer forces, this was one of the few Royalist campaign medals to be given to non-Tajara.&lt;br /&gt;
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*&#039;&#039;&#039;Medal for the Harr&#039;masir Offensive:&#039;&#039;&#039; an award bestowed to the military personnel who took part in the final offensive to liberate Harr&#039;masir from Hadiist occupation in 2461. This medal is the only service award to be granted to the Rock Nomads by the New Kingdom.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajaran_Military_Structures&amp;diff=24798</id>
		<title>Tajaran Military Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajaran_Military_Structures&amp;diff=24798"/>
		<updated>2022-05-21T05:06:25Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Naval Forces on Adhomai */ Updates some of the PRA space navy and splits the ALA navy into planetary and space versions&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= Ground Forces on Adhomai =&lt;br /&gt;
Ever since the second revolution began, as well as historically, most of the fighting and military might on Adhomai has been land-based due to most of the planet&#039;s water being frozen over or littered with icebergs. Each of the factions relies heavily on infantry for their ability to traverse the rugged terrain of the planet&#039;s surface. Beasts of burden and pull carts still see widespread use across the planet in logistical roles to haul the masses of supplies required to keep the various armies operational since reliable automobiles are highly expensive and common ones require frequent maintenance. Most of the soldiers use weapons that would be considered highly outdated by their counterparts of other species because of their simplicity, reliability, and ease of maintenance. This also makes Tajaran surplus manufactured weapons popular for export to a wide variety of frontier nations for private ownership and cost-effective reliability in military service.&lt;br /&gt;
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== Republican Army (People&#039;s Republic of Adhomai) ==&lt;br /&gt;
Also known as the &amp;quot;Grand People&#039;s Army.&amp;quot;&lt;br /&gt;
[[File:OwO_whats_this.png|350px|thumb|left|The hierarchy of the Republican Army and the organization of their ground forces.]]&lt;br /&gt;
=== Commander in Chief ===&lt;br /&gt;
The Commander in Chief of the Republican Army is an office held by the President of the People&#039;s Republic of Adhomai (Currently [[ Notable Tajara | President Njadrasanukii Hadii]]). The Commander in Chief is responsible for the grand strategy of the military. He appoints all ministers in the Ministry of Defense to carry out his policies.&lt;br /&gt;
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=== Ministry of Defense ===&lt;br /&gt;
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The Ministry of Defense houses the Ministers in charge of each branch of military service as well as their adjutants. They define the military districts under order from the Commander in Chief, as well as appoint staff to manage them. It is the duty of the ministers to translate the policies of the Commander in Chief into functional war plans and operational strategies.&lt;br /&gt;
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=== Military Districts ===&lt;br /&gt;
Military Districts are administrative districts based on geography. Each military district is named after each continent on Adhomai, a relic of the interwar period when the People&#039;s Republic owned the entire planet uncontested. Appointees to the districts administrate the recruitment, supply, and organization of all troops within their theater of war, as well as designate the fronts of conflicts. Each military district also houses a theater commander who manages all of the fronts under them.&lt;br /&gt;
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=== Fronts ===&lt;br /&gt;
Fronts are areas of operations designated by military districts where field armies are deployed. They exist along large geographical sections of each continent and are each lead by a frontal commander. The system of combining a shifting geographical area with a command leads to a high degree of inflexibility in the Republican high command, which struggles to redraw the changing jurisdictions frequently. More often than not, the frontal commanders find themselves &amp;quot;in command&amp;quot; of areas behind enemy lines following opposition offensives. This leads to situations such as sending messengers with various notices and garrison units to villages they do not own, only to have them inevitably intercepted and engaged by opposing front-line units. Many army group commanders have begun to falsely report carrying out certain orders in order to prevent needless damage to their units.&lt;br /&gt;
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=== Field Armies ===&lt;br /&gt;
[[File:Ha&#039;rronMKIV.png|300px|thumb|right|A scout posing next to a Ha&#039;rron MK.IV light tank in a Republican motor pool.]]&lt;br /&gt;
There are currently 133 field armies (or armies for short) in the Republican Army. Most field armies are combined arms armies, which utilize artillery, tank, and mechanized vehicle divisions to provide support to infantry divisions. However, there are a handful of concentrated tank armies that are used for spearheading massive offensives. Unlike other contemporary armies in 2458, the Republican Army lacks the ability to have corps-level formations. The mass defection in the Adhomai Liberation Army&#039;s attempted coup d&#039;etat of the Republic leads to a gutting of the Army&#039;s officers. Instead, clusters of divisional formations are grouped together into armies and sent to battle in these inflexible clumps. These circumstances have led many to view the Republican Army as an inexorable horde that fights all its battles by numbers and attrition, however, officials of the People&#039;s Republic are quick to write this off as humans projecting their history onto Tajaran politics. They insist that the People&#039;s Republic is filled with capable officers and professional soldiers.&lt;br /&gt;
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=== Divisions and Brigades ===&lt;br /&gt;
Each field army in the Republican Army is comprised of three divisions, which in turn are each comprised of three brigades. A plurality of divisions is motostrelki, motor rifles, which are motorized infantry units modeled and named after human analogs. This reliance on motor vehicles to transport troops around the battlefield leaves the Republican Army at a stark disadvantage in mountainous and polar regions, where their vehicles break down or are impeded. As a result, many divisions rely heavily on the actions of the Republic&#039;s special forces to screen for ambushes and sabotage defenses. The Republic is also renowned for its heavy artillery divisions, which begin every operation by softening targets with massive barrages. While these barrages were highly effective in the early days of the civil war, most opposition positions are now arranged in spread-out formations with moderate entrenchment to minimize the effects of the artillery. Now, they primarily serve to alert their enemies of an impending attack.&lt;br /&gt;
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=== The S&#039;rand&#039;marr Coalition ===&lt;br /&gt;
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Formed by the People’s Republic of Adhomai in 2461, the S&#039;rand&#039;marr Coalition was a diverse multi-army group used to defend the heartland of the Republic and to assist in aid operations within PRA territory. Using NanoTrasen loans and diplomatic prowess, the Party was able to gather troops from Xanu Prime and the Republic of Biesel, peacekeepers from the Jargon Federation, and invest in Ringspire and Kataphract mercenaries. Several freelancer groups were also involved through their contributions were minimal to the war effort. While glamorized in the media back home and in the PRA, these soldiers became a favorite target for ALA cells. Sharpshooters, bombers, gunmen, all of these radicals were eager to kill those who they saw as alien invaders. Morale plummeted among coalition troops as casualties stacked and attempts failed to push the fronts of Ras&#039;nrr. After just two months of fighting, the coalition began to break down as they demanded better pay from the Republic or as governments frustrated by the slow grind of the war threatened to withdraw their soldiers. Only the Jargon Federation remained fully dedicated to their aid missions by this time. After NanoTrasen’s announcement that the situation on Adhomai had grown unprofitable, President Hadii agreed to begin the peace talks that led to the armistice. While the Coalition failed to defeat mount a counter-offensive against the Liberation Army, they were successful in defending the People&#039;s Republic core territories. The coalition’s remaining members departed Adhomai shortly after peace came, with some taking the chance to at least party in Crevus before withdrawing.&lt;br /&gt;
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=== Zbrojny ===&lt;br /&gt;
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Seeking to replicate the success of the Liberation Army guerrillas, the Zbrojny is a partisan force created after the Armistice. The Zbrojny is made up of loyal Hadiist volunteers from the civilian population. Trained by the People&#039;s Strategic Intelligence Service in guerilla tactics, they are meant to act behind enemy lines in occupied territory. Unlike all branches of the Grand People&#039;s Army, the Partisans are under the direct control of the secret service. Due to the lack of any ongoing conflict on Adhomai, their real effectiveness is unknown; however, some suspect that the Zbrojny is nothing but a ploy by the PSIS to create their own army.&lt;br /&gt;
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== Adhomai Liberation Army ==&lt;br /&gt;
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=== Supreme Commander ===&lt;br /&gt;
The Adhomai Liberation Army, from the decentralized confederacy of juntas, to the loose collection of regular army units, to the widespread guerrilla units and deep-cover infiltration, all look up to [[Notable Tajara|Supreme Commander Halkiikijr Nated&#039;Hakhan]] for direction and leadership. Although the Liberation Army has an underlying anti-foreign influence ideology, it still very much remains a cult of personality focused on fulfilling Nated&#039;s claim to the rule of the planet. Many pundits have been quick to point out his legendary status among his supporters, and the fervent fanatical dedication many of his soldiers demonstrate. He is the rock which the military structure relies upon for direction, but he primarily reserves his command to his formal army units, intervening only when he feels it is necessary to the many-headed hydra of the Liberation Army&#039;s command structure.&lt;br /&gt;
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=== Juntas ===&lt;br /&gt;
Juntas is a human term applied to the many military-owned city-states across Adhomai which are under the overarching Adhomai Liberation Army. Each time a city is conquered, the commanding officer of the forces at the time of the conquest takes ownership of the city and settles it as a military governor. Many of them also assign their staff officers to administrative roles to form a cabinet and take on the title of Rrhaza-Akhran, war-ruler. All of them swear allegiance to Supreme Commander Nated&#039;Hakhan, and perform work similar to Republican military districts to supply, organize, and conscript troops to send to the frontlines. Occasionally, Rrhaza-Akhran skirmish with each other over territory along the borders of their city-states. Observers and propaganda organs of the People&#039;s Republic and the New Kingdom speculate that the Liberation Army will degenerate to bickering warlords should anything happen to Supreme Commander Nated. Many war-rulers appoint their most loyal generals to lead the Mrrazhakulii besieging cities, with the understanding that they become the war-rulers of the newly captured cities.&lt;br /&gt;
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=== Mrrazhakulii (Liberators) ===&lt;br /&gt;
A Mrrazhakul (Liberator) is the formation of many Kazarrhaldiya Tajara under a general who leads on behalf of a Rrhaza-Akhran. Their name derives from the idea that they are the patron liberator of a city from the tyranny of its old government and serves as a claim to become the ruler of the coming Junta which governs it. Due to the highly decentralized nature of Adhomai Liberation Army command, a benefit they enjoy due to the highly capable officer corps which defected in the early days of the war, these formations are typically very loose and serve primarily as a line of communication between the battlefield commanders to coordinate through. The general in command of these formations often simply command a handful of Kazarrhaldiye Tajara, leaving their subordinates with the flexibility which the Adhomai Liberation Army is famous for.&lt;br /&gt;
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=== Kazarrhaldiye Tajara (Swords of the Tajara) ===&lt;br /&gt;
The Kazarrhaldiye Tajara (Swords of the Tajara or Swords for short) are largely autonomous collections of soldiers under a single leader. Many of them are infantry units supported by artillery, similar to the Republican Army, but there is also a wide variety of mechanized, armored, and even niche aviation units that are primarily used in the equatorial regions. The loose command structure on the formation level often leads to friendly fire incidents between sword units, as well as a lack of coordination in offenses or defenses. Each commander must maintain a high level of situation awareness, or else they may fail to contribute properly to a battle. Before conscripted or recruited soldiers can serve in the swords, they first are placed in a rigorous four-month training regimen where they learn from experienced veterans and are hardened under live-fire exercises. As a result, reinforcements from the Liberation Army&#039;s basic training camps perform better on average than Republican conscripts or Imperial levies.&lt;br /&gt;
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=== Cells and Guerrilla Units ===&lt;br /&gt;
Although the formal army units of the Adhomai Liberation Army are some of the best-trained units on Adhomai, they make up a minority of their military forces compared to the &amp;quot;terror cells&amp;quot; and guerrilla units which were once spread out across the planet&#039;s surface. Though they are far rarer in New Kingdom lands, many villages across the People&#039;s Republic joined Supreme Commander Nated&#039;s rebellion by uprising on their own. These rebel groups were largely able to settle themselves in the mountains surrounding the periphery of the flatter lands of Republican territory, occasionally descending to raid caravans and villages in much the same way the rebels of the first revolution did. Their sabotage behind enemy lines undermines opposition infrastructure, defenses, communication, and logistics. All public officials in lower offices of the People&#039;s Republic and the New Kingdom travel with contingents of bodyguards in response to a massive wave of assassinations from rebel attacks. The reasons for Tajara becoming rebels are numerous, but all of them are infused with heavy indoctrination to breed fanatical loyalty to the legendary Supreme Commander, despite the majority of these units never coming into contact with Halkiikijr Nated&#039;Hakhan or Liberation Army command. This recruiting process extends also to children, whom these rebel cells have no qualms about placing in combat or using to carry out acts of terror in enemy population centers. There is speculation however that these units are the diplomatic downfall of the Adhomai Liberation Army, as their dogmatic anti-xeno extremism and widespread recruitment among refugee populations in foreign nations draw the ire and contempt of greater powers.&lt;br /&gt;
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== Imperial Adhomian Army (New Kingdom of Adhomai) ==&lt;br /&gt;
[[File:ImperialAdhomianArmy.png|350px|thumb|left|The command and unit structure of the Imperial Adhomian Army. Every formation and unit has a patron noble in command, analogous to a regimental system.]]&lt;br /&gt;
=== Field-Marshal ===&lt;br /&gt;
The current Field-Marshal of the New Kingdom of Adhomai is [[Notable Tajara|Field-Marshal Rrhazhal Zarkradar&#039;Akhan]], who was appointed by [[Notable Tajara|King Azunja]] of the New Kingdom of Adhomai. The position is held by appointment from the King, who is also able to take the position for himself if he so chooses. The Field-Marshal has supreme authority over the Imperial Adhomian Army, managing all theaters of operation and giving orders to the Mrraka&#039;te&#039;almalik (Will of King) nobles and their retinues. Unlike the Adhomai Liberation Army or the Republican Army, the Imperial Army is highly centralized and relies heavily on the orders of the Field-Marshal to coordinate with other units.&lt;br /&gt;
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=== Mrraka&#039;te&#039;almalik  (The Will of the King) ===&lt;br /&gt;
The Imperial Army has three Mrraka&#039;te&#039;almalika (Wills of the King or Wills for short) lording over its forces. Each Will serves a role similar to a theater commander, controlling all the Jabrut Almumalik under their control. The positions are always formally held by grand dukes, however, they often appoint commanders to rule in their stead if they are unable to fill the role with all orders signed as &amp;quot;By the Will of the King.&amp;quot;&lt;br /&gt;
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=== Jabrut Almumalik (The Kingdom&#039;s Might) ===&lt;br /&gt;
The Jabrut Almumalikii (The Kingdom&#039;s Mights or Mights for short) are command positions of groups of Alyad&#039;almalikii. The posts are held by princes, dukes, and sometimes notably powerful counts under the three grand dukes. These commanders serve to manage the formations of Alyad&#039;almalikii, as well as to relay the orders of their Mrraka&#039;te&#039;almalik and to manage their supply lines. Their careful and meticulous planning is integral to maintaining the army&#039;s organization, and their sub-commanders rely on the orders passed down to them to continue operation. As with the previous higher positions, the more prominent nobles often appoint specialists to carry out their duties if they believe themselves incapable, however, lower nobles are often part of a service gentry and are therefore unable to delegate away their positions.&lt;br /&gt;
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=== Alyad&#039;almalik (Hand of the King) ===&lt;br /&gt;
Alyad&#039;almalikii (Hands of the King or Hands for short) are all of the minor nobles and service gentry who command formations of Alam&#039;ardii which are typically similar to field armies. Unlike most armies, these are primarily infantry-based units as the New Kingdom lacks the production capacity to have widespread motorized and mechanized units. A handful of Alyad&#039;almalikii are armored units with outdated and prototypical interwar tanks which are usually held in reserve behind the front lines and used as cavalry to attack enemy flanks or respond to opposing armored assaults. &lt;br /&gt;
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=== Alam&#039;ard (Blood of the People) ===&lt;br /&gt;
[[File:For_the_King.png|200px|thumb|right|New Kingdom poster announcing the offensive of 2460.]]&lt;br /&gt;
The Alam&#039;ardii (Bloods of the People, or Bloods for short) are large units of soldiers drafted, equipped, and paid by the crown. In the early days of the New Kingdom&#039;s secession, the Alam&#039;ardii were professional soldiers only. Large groups of old M&#039;sai who had served the nobles in the first revolution and their sons, tired of the extremist ideologies and longing for the old ways, flocked to the cause of King Azunja. As Njarir in hiding began resettling into the New Kingdom, many were assigned lands and given commands of these old Alam&#039;ardii based on the capabilities they demonstrated, creating the foundation for the entire structure of the Imperial Army and landed nobility. As manpower issues began to strain the New Kingdom with the continuing war, King Azunja and parliament were forced to instate conscription, obligating every household to contribute an adult Tajara to the war effort. In a compromise to the poor strata and to address the issue of an insufficient officer corps, the government formalized and cemented the service gentry &amp;quot;so that all of the Kingdom is together in this struggle.&amp;quot; The Bloods are almost all infantry, utilizing primarily defensive tactics with dug-in positions, fortifications, and trenches. The Imperial Army has also found utility in keeping cavalry Alam&#039;ardii which can gallop through snow and either position dragoons or charge into enemy flanks. There are few artillery Alam&#039;ardii, and all are positioned along defensive lines where incoming armored attacks are suspected. Most of the Imperial Army&#039;s artillery consists of outdated direct fire cannons which are re-appropriated for anti-armor uses.&lt;br /&gt;
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= Naval Forces on Adhomai =&lt;br /&gt;
Although the military focus of the various factions is ground-based, there is still a heavy reliance on naval power for trade between regions, the transportation of military supplies, and the movement of troops between continents. Similar to human sailors, the various seamen are highly superstitious and obsessive about centuries-old naval traditions. While naval might is evidently not the determining factor in winning the on-going war, it remains an important aid to many military endeavors.&lt;br /&gt;
== Republican Navy (People&#039;s Republic of Adhomai) ==&lt;br /&gt;
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=== Planetary ===&lt;br /&gt;
The Republican Navy is the penultimate aquatic naval force on Adhomai&#039;s surface, surpassed only by the Royal Navy. The Republican Navy primarily serves to transfer divisions of soldiers between the three continents, as well as protect civilian trade ships and conduct anti-piracy operations against the Adhomai Liberation Army&#039;s pirate flotillas. The aquatic arm of the Republican Navy also boasts a superb sub-nautical division with hunting packs of submarines prowling the waters in search of undefended ships. Although they have the benefit of being able to travel beneath the ice sheets, they are of no use in those regions unless they catch a surface ship traversing thin ice. Their only comparable naval opponent, the Royal Navy, frequently denies them the satisfaction of naval victory with their superior ASW capabilities, as well as submarine hunting packs of their own. A later addition to the Republican Navy was their own decoy vessels. Reusing designs from the Royal Navy, the small squadrons of these ships produced by the last years of the war were instrumental in ending ALA piracy. &lt;br /&gt;
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Following the mass defection of Republican Navy officers and their vessels in &#039;&#039;&#039;2450&#039;&#039;&#039;, a series of reforms were enacted by the surviving loyalist Hura&#039;zhi Mira&#039;zkui and President Hadii. The rank of Grand Admiral was given solely to President Hadii with Mira’zkui now serving as the Secretary of the Navy. Following that was the establishment of the naval commissars. Feared and despised by the crew, these commissars ensure utmost loyalty to the Party and to the commanding officers of the navy. Steep penalties such as forced labor and even death exist for those who display disloyal attitudes or actions. Given the stress on blind loyalty in the naval academies coupled with an influx of new and ill-trained naval officers, much of the lower command of the Republican Navy were often too afraid during the war to deviate from their orders. This inflexibility contributed to the Royal Navy outmaneuvering them in combat. &lt;br /&gt;
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Besides their intense loyalty, Republican sailors are also known for being the least superstitious of the Tajaran navies. Most of those who do practice old traditions or Minharrzka worship normally keep it a hidden secret. Commissars believe that encouraging old traditions only leads to disloyal attitudes. Recruitment numbers for the navy have gradually been falling since &#039;&#039;&#039;2458&#039;&#039;&#039;. Most experts cite the low pay, harsh conditions, and lack of morale among the outgunned and paranoid crews as the reasons why. &lt;br /&gt;
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=== Space ===&lt;br /&gt;
The People&#039;s Republic of Adhomai enjoys having the largest space navy of all the factions on Adhomai. Initially, they relied on contracting outside protection from NanoTrasen and the Sol Alliance in order to defend their orbit from raiders. However, the Orbital Navy has striven to become independent. With the help of contracted engineers, access to higher education abroad at Tau Ceti, and training from Sol Alliance naval advisers, the People&#039;s Republic has been able to commission and crew its own ships. The Orbital Navy primarily conducts counter-piracy operations in conjunction with fending off raiders. Their fleet in orbit is centered around the battleship PRS (People&#039;s Republic Ship) Hadii and other notable ships include the PRS Njarir and PRS Vostok. More information on the Orbital Navy can be found [https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability#PRA_Army_Wing here]. &lt;br /&gt;
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== Adhomai Liberation Navy (Democratic People’s Republic of Adhomai) ==&lt;br /&gt;
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=== Planetary ===&lt;br /&gt;
The Adhomai Liberation Navy is the weakest naval power among the three factions, consisting only of ramshackle pirate flotillas that assail unguarded coastal settlements and attack unprotected convoys. In the early days of the war, they were marginally more formidable, with a handful of destroyers and cruisers defecting in the initial waves. Since then, most of their ships have either fallen into disrepair, been destroyed, or defected to the Royal Navy. Their tactics are primarily effective against the Republican Navy on a tactical level, as many of their craft are too small for the Republic&#039;s sonar to detect and are able to approach and attack convoys. On the strategic level, they are of limited use and fail to bring any significant impact for the Liberation Army&#039;s war efforts.&lt;br /&gt;
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The introduction of decoy vessels to the Republican Navy brought an end to many of these pirate flotillas. With their tactics countered and retaining the highest casualty rates of any army during the Second Revolution, the naval hordes of the ALN were non-existent by the war’s end. What few captains remained by &#039;&#039;&#039;2460&#039;&#039;&#039; eventually dissolved into the civilian population to hide away from possible reprisals, with their crew following suit. For a few years the only thing somewhat passing for a navy was a few rusting torpedo boats and destroyers abandoned in Crevus’ docks. In &#039;&#039;&#039;2464&#039;&#039;&#039; Supreme Commander Nated mandated the rebuilding of the navy. Destroyers and light cruisers are being made in mind for the ALN to serve the same purpose it had during the Second Revolution, harassing enemy supply lines. &lt;br /&gt;
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In spite of the high death rates, the flotillas never lacked recruits. Many of the destitute of Adhomai would sign onto crews and be packed into vessels by their captains, intending to use the high numbers to easily scuttle vessels. While most died, those who managed to survive raids on merchant ships came back to their hamlets and slums much richer, spread stories of how they gained their wealth, and allowed the cycle to begin again. Naval superstitions were rife among these sailors in the hopes to grant them the luck to survive engagements and avoid attacks from their better-equipped counterparts. Rumors persist that many captains threw captured enemy crews into the waters as sacrifices for Minharrzka, with some surely spread by the ALA to strike fear into the hearts of the enemy’s sailors. The efforts of rebuilding of the ALN has brought back some captains into the fold but general recruitment remains low due to the lack of promised plunder.&lt;br /&gt;
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=== Space ===&lt;br /&gt;
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After the taking of Gakal’zaal the Al’mariists present on the planet used the Free Gakal’zaal Station to create the People’s Volunteer Spacer Militia in &#039;&#039;&#039;2463&#039;&#039;&#039;. The DPRA’s creation of their space force has begun a long and arduous process of attempting to create an effective space navy without outside assistance. It presently tries to handle the pirate presence around Gakal’zaal. More information on the Spacer Militia can be found [https://wiki.aurorastation.org/index.php?title=Tajara_Space_Capability#People&#039;s_Volunteer_Spacer_Militia here].&lt;br /&gt;
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== The Royal Navy (New Kingdom of Adhomai) ==&lt;br /&gt;
[[File:LorenzoMattottisFuochi.jpg|350px|thumb|left|An artist&#039;s rendition of a battleship of the Royal Navy.]]&lt;br /&gt;
The New Kingdom of Adhomai&#039;s Royal Navy is the strongest aquatic navy on the surface of Adhomai. In &#039;&#039;&#039;2450&#039;&#039;&#039; when the New Kingdom of Adhomai seceded from the People&#039;s Republic of Adhomai, many of the Republic&#039;s naval officers defected along with their ships and crew citing the gutting and suppression of venerable naval traditions by the Republican command as detrimental to their esprit de corps. In reality, however, sailors on Adhomai have a long history of loyalty to their old noble rulers, and most of the naval officers were pardoned loyalists from the first revolution out of the People&#039;s Republic&#039;s desperate need for naval personnel in the aftermath of the war. Despite the powerful navy and accompanying merchant marine, these traits often fail to bring the Kingdom military successes on land as they can only provide fire support in regions where water is not frozen over, or only slightly frozen over. The immense experience, training, and capability of their naval officers allow them to operate in waters that are impassable to the other navies due to their abilities to chart the thickness of the ice sheets and navigate around icebergs and obstacles. The Royal Navy consists primarily of surface ships, however, their expertise with decoy vessels to lure PRA submarines into ambushes makes up for this issue. Many PRA submarine squads often attacked supposed merchant vessels only to be surprised by magnetic mines and counter-squads of the NKA’s own submarines. Adhomai Liberation Army pirate flotillas avoid convoys under the protection of the Royal Navy, understanding that it can only spell their doom. Their domination of the waters enables them to deploy and supply expeditionary forces on continents outside of their primary lands.&lt;br /&gt;
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Owing to its focus on upholding long-standing naval traditions, the Royal Navy is full of those who follow superstition, from the widespread to those specific to a single vessel. These greatly assist with crew morale and cohesion, allowing crewmen and marines to have a strong sense of comradery. Officers and seamen alike hold true to superstitions, and idols of Minharrzka can be found on nearly every ship of the Royal Navy. The navy’s recruits are mostly from coastal towns and city dwellers who are already experienced with working upon boats. Many of these men were drawn to the navy with a strong sense of dedication to the cause of the New Kingdom and the magnetic personality of Grand Admiral Mahtra Dynhaas.&lt;br /&gt;
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= Air Forces on Adhomai =&lt;br /&gt;
Due to the blizzards and freezing temperatures typical of Adhomai, the air force has a rather limited role in the Tajaran military. Aircraft are usually used for rapid deployment of troops and recon missions. However, during warm seasons and in the equatorial regions, planes can see action in aerial combat, bombings, and ground support assignments. Tajaran aircraft are designed in a manner similar to autogyros and gyrodynes, possessing wings and rotor blades. They are made from resistant alloys, similar to the ones used in the Orbital Fleet ship, that allow them to withstand harsh conditions. These planes are able to match the speed of modern crafts and shuttles on orbit, due to their jet engines. Tajaran aircraft are commonly armed with autocannons and laser weaponry.&lt;br /&gt;
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== People&#039;s Air Force (People&#039;s Republic of Adhomai) ==&lt;br /&gt;
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Of all of the factions, the Republican Army has the largest aviation units. The People’s Air Force is used mainly for the deployment of troops and reconnaissance. Large gyrodynes, accompanied by autogyro fighters, carry soldiers and Republican Guards during missions. However, air combat and ground support operations are not unheard of when the conditions are favorable. Alongside regular carrier ships, the People’s Republic makes use of submarine aircraft carriers. Cloaking planes are a technology currently in development; some prototypes were used for gathering intelligence during the last periods of the war. Currently, the People’s Air Force is taking part in the conflict at [[Hro&#039;zamal]]. &lt;br /&gt;
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== Liberation Army Air Brigades (Adhomai Liberation Army) ==&lt;br /&gt;
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The Adhomai Liberation Army possesses a small number of aviation units, composed of defected pilots from the People&#039;s Air Force. These units are attached to the armies led by junta commanders. The Air Brigades are commonly deployed in nighttime bombing missions, favoring stealth. Air combat is avoided at all costs unless there is a clear advantage. Due to their unwillingness in engaging with enemy planes, the Liberation Army makes extensive use of anti-aircraft guns.&lt;br /&gt;
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== Royal Flying Corps (New Kingdom of Adhomai) ==&lt;br /&gt;
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Most autogyros in the Royal Flying Corps are attached to the Royal Navy, operating from their aircraft-carrying ships. The remaining planes are assigned to complement the anti-air defenses in the Kingdom’s fortifications. Helium air balloons are used to gather intelligence in the field; the crew of these aerostats is equipped with spyglasses and parachutes. Incendiary balloons, carrying bombs or incendiary grenades, are also used by the Imperial Army.&lt;br /&gt;
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= Special Forces =&lt;br /&gt;
Warfare on the surface of Adhomai is highly mobile with constantly shifting front lines and grinding engagements between exhausted armies. The special forces of each claimant to the planet&#039;s government are the oil that keeps the war machines turning. Their varying approaches and exotic tactics are essential for the war plans of their commanders, and the saving grace of their regular army unit counterparts.&lt;br /&gt;
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== People&#039;s Republic of Adhomai ==&lt;br /&gt;
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=== Ha&#039;narr Corps (Mountain Ghost Corps) ===&lt;br /&gt;
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Originally formed in &#039;&#039;&#039;2421&#039;&#039;&#039; during the first revolution, the Ha&#039;narr Corps served as a reconnaissance, scouting, and special operations unit for the rebellion. As the predecessor of the Republican Army began to coalesce into organized units, the Ha&#039;narr Corps was officially given its name and designated its own branch of the military outside of the regular army command structure. Although it was disbanded at the end of the first revolution, it was reformed at the dawn of the second revolution as the inflexibility of the Republican Army proved to be a vital weakness that these units corrected for. The training regime for Ha&#039;narri is typically anywhere in between one to three months, with recruits trained in basic survival and reconnaissance skills emphasizing self-dependence within the frozen wilderness of Adhomai. They are typically deployed for around one-year rotations before being returned home, however extenuating circumstances often change this. Small detachments of Ha&#039;narri are typically attached to large infantry units - typically 6-22 for each field army - and report to their own command structure. Ha&#039;narri typically operates separately of infantry and spend the bulk of their time outside of base camps and fortifications. As a scouting unit, Ha&#039;narri travels lightly on equipment, carrying primarily the essentials for survival and only a token amount of ammunition. Many detachments also make use of snow skis in order to travel quickly in mountainous regions. Specially designed lever-action rifles are considered standard-issue, with modifications in place designed to prevent freezing or jamming within the more sensitive components. More experienced Ha&#039;narri make use of small, balanced bladed weapons and silenced sidearms, however, their equipment is considered highly situational based on the assignment. They are well-known for their iconic thick light-colored cloaks which they wear while traversing the vast countrysides for warmth, as well as camouflage. Due to being a dedicated scouting unit with occasional sabotage work, most Ha&#039;narri soldiers are average shots and primarily use their weapons to skirmish enemies they encounter only long enough for them to flee and regroup before resuming operations.&lt;br /&gt;
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=== The Republican Guard ===&lt;br /&gt;
Following the end of the first revolution, many veterans especially of the Ha&#039;narr Corps had become hardened warriors with exceptional abilities. Seeking to mate the heavily refined combat effectiveness of shock troop units which formed among front-line infantry with the survival skills and mobility of the Ha&#039;narrii, the Republican Guard was formed by absorbing all of these units as a hard-hitting highly mobile airborne special forces unit in &#039;&#039;&#039;2435&#039;&#039;&#039;. They primarily draw recruits from promising and outstanding members of the Ha&#039;narr Corps, as well as shock infantry divisions, not at all, unlike their original founding members. Their iconic light blue berets inspire awe and admiration on the battlefield among their teammates and fear among their enemies. The Republican Guard primarily deploys by airdropping from high altitude aircraft in special thick cold-resistant pressurized soft suits, and unlike the Ha&#039;narr, carry a considerable amount of equipment for combat operations. Unlike most troops on Adhomai, they prefer assault rifles which they primarily import from human space to ensure reliability and quality. There is still a widespread rejection of laser-based weaponry for the unreliability, the high visibility it grants to its enemies when beams travel through snow, and the difficulties of carrying and insulating spare power cells into the field. Most special operations begin with a detachment of mountain ghosts performing reconnaissance of a target and sabotage of anti-air radar capabilities, which then leads to a full Republican Guard airdrop to eliminate targets behind enemy lines before ex-filtrating via routes scouted and provided to them by the Corps. These units also see the deployment of the first prototypical Tajaran mechatronics, using in some cases experimental military rig suits and in others fully mechanized air-deployed walkers. However, these aspects of the Republican Guard&#039;s arsenal frequently fail them in the field due to their prototypical nature and the harsh environments they often deploy into.&lt;br /&gt;
[[File:TeslaBrigade.png|200px|thumb|right|Republican war poster announcing the establishment of the Tesla Brigade.]]&lt;br /&gt;
=== Tesla Brigade ===&lt;br /&gt;
Formed in &#039;&#039;&#039;2461&#039;&#039;&#039;, the Tesla Brigade is an experimental force composed of augmented veterans. Created after the intense casualties of the Das&#039;nrra campaign and the severe loss of Republican Guard units. Additional funding and focus were placed on a previously shelved proposal for heavily armed shock and high technology assault troopers. A special unit designated to withstand the numerical disadvantages and prolonged engagements special forces of the Republic often face. Many of the injured and disabled republican veterans were chosen to be outfitted with cutting-edge Tajaran prosthesis, which includes an advanced &amp;quot;Tesla Spine&amp;quot; which generates large amounts of electrical energy to power their prosthetic limbs - and more. These soldiers are equipped with hardsuits wielding energy weapons, which are powered by the spine in order to provide mechanically assisted movement as well as to shoot arcs of lightning which can fry enemy combatants and even destroy armored vehicles. The Tesla Brigade was deployed with success during the final stages of the Second Tajaran Civil war.&lt;br /&gt;
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=== Party Commissars ===&lt;br /&gt;
Party Commissars are high-ranking members of the Party of the Free Tajara under the Leadership of Hadii attached to army units, who ensure that soldiers and their commanders follow the principles of Hadiism. Their duties are not only limited to enforcing the republican ideals among the troops and reporting possible subversive elements, they are expected to display bravery in combat and lead by example. Courage and loyalty to the Party are essentials for anyone to be considered for this prestigious position. The political officers are outside of the regular chain of command, only answering to the Party authorities. [[People&#039;s Republic of Adhomai#Notable Weapons|Nal&#039;tor Model Pistols]] are issued to all commissars. They are known for their peaked caps bearing the symbol of the People’s Republic of Adhomai.&lt;br /&gt;
[[File:P&#039;kus-3.png|300px|thumb|left|The first working design of the Division, the P&#039;kus-3 &amp;quot;Egg&amp;quot; model.]]&lt;br /&gt;
=== Division Experimental Exosuit===&lt;br /&gt;
Envisioned in &#039;&#039;&#039;2461&#039;&#039;&#039; by Zhuldyz Hadii and the Hadii Institute of Orbital Research, Division EE (Experimental Exosuits) was conceived as a way to introduce the concept of exosuit based warfare to Adhomai. Much to the chagrin of its research team, this division’s prototypes were not unveiled until &#039;&#039;&#039;2463&#039;&#039;&#039;’s Victory Day parade. The war’s demand had led to their designs remaining unbuilt in the Second Revolution, only to begin trials in the following peace. Presently the division wields some varied mechs. Due to being unable to test them in a conventional theatre, Zhuldyz allows her researchers to produce any design they believe may work to be tested in field drills. The division retains two main mech designs: The multi-purpose and light P’kus-3 “Egg” and the artillery-focused medium Trid’irra crawler. Division EE is yet to prove itself in any conflict, given its recent introduction, and a debate remains in the various branches of the Republic’s armed forces if exosuits are worth focusing on over tank development. Models of the P’kus-3 and Trid’irra crawler have already been rolled out to the Kosmostrelki, who find great success using them in conflicts against raiders.&lt;br /&gt;
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== Adhomai Liberation Army ==&lt;br /&gt;
===Hro&#039;rammhad Tank Corps===&lt;br /&gt;
Lead by the famously merciful [[Notable Tajara|Commander Kahan Hro&#039;rammhad]], the Hro&#039;rammhad Tank Corps has the distinction of being the most powerful and accomplished armored unit in the history of Adhomai. These elite Armored Kazarrhaldiye Tajara are used primarily in offensive operations to break through opposing lines and encircle their positions. The typical Hro&#039;rammhad Tank Corps Kazarrhaldiya Tajara consists of a tank brigade with approximately 300 main battle tanks, an artillery brigade to provide support and soften enemy defenses, and a mechanized infantry brigade. The primary tank used by the Adhomai Liberation Army and the People&#039;s Republic of Adhomai alike is the Mata&#039;ke Rafama II Main Battle Tank, a large tank utilizing a 79.16mm cannon along with cast homogeneous steel sloped armor of about 6.858cm in the front, 4.11cm at the sides, and 3.07cm at the back. The tanks have exceptionally wide tracks which allow them to more easily tread across snowy terrains. Veterans of the Hro&#039;rammhad Tank Corps are known for their golden pins depicting the sun-god S&#039;rendarr which they wear on their uniforms.&lt;br /&gt;
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===Hotak&#039;s Commandos===&lt;br /&gt;
Hotak&#039;s Commandos are named after [[Notable Tajara|Commander Kyff Hotak]] and are renowned for their expertise in stealth operations. Unlike other formal military units in the Adhomai Liberation Army, these commandos often dress irregularly in order to aid in their infiltration duties. Hotak&#039;s Commandos primarily serve as intelligence, meeting with rebel cells to gather observations and reports on enemy troop movements, weaknesses, and plans. Following the relaying of information back to ALA command units, they often do their best to act on information in the field, typically using local resistance units to aid in carrying out operations. One particularly feared unit of Hotak&#039;s Commandos are soldiers who infiltrate opposition units with the proper uniforms and equipment in order to kill everyone when their guards are down. These roles involve a large degree of studying on the parts of the infiltrators in order to memorize the proper mannerisms, unit structures, and party ideology of the units they target in order to act perfectly as a natural among them. A common rumor in circulation claims that they scalp their victims.&lt;br /&gt;
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===Das’nrra Marksmen===&lt;br /&gt;
Selected among the best marksmen in the Kazarrhaldiye Tajara, these soldiers are renowned and feared for their deadly aim. They are commonly used for assassination missions against important elements, acting under the secret orders of the Adhomai Liberation Army. However, they can be deployed during regular warfare, offering suppressive fire and surveillance. They have earned their name after the victory against the People’s Republic in Das’nrra in 2460. The snipers played an important role in eliminating the Republican Guard deployed during the battle. In addition to marksmanship, the Das’nrra Marksmen are trained in camouflage, infiltration, and survival. Racially, they are almost entirely white-furred M&#039;sai.&lt;br /&gt;
[[File:Chemicaltrooper.png|200px|thumb|right|Experimental Compound Trooper in full gear.]]&lt;br /&gt;
===Combat Miners===&lt;br /&gt;
Combat Miners are infantry specialized in demolition, digging, and tunnel warfare; they are almost exclusively recruited from Zhan-Kazan prospectors, who are known for their ancient mining traditions. They are usually tasked with creating shortcuts through defenses, either by excavating tunnels bypassing the fortifications or by making use of explosives charges to collapse any structure. It is expected for them to be the first ones to engage the enemy after breaching any position, this can result in chaotic and bloody close-quarter encounters. Every combat miner is given a mattock, which also serves as a melee weapon. Dynamite is commonly used as an improvised grenade by these bold soldiers.&lt;br /&gt;
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===Experimental Compound Troopers===&lt;br /&gt;
Experimental Compound Troopers, colloquially known as &amp;quot;Chemical Troopers&amp;quot;, are units specialized in chemical warfare. Originated among the ranks of the Liberation Army that were not picky about what methods they used to combat its enemies, this division underwent expansion during the Adhomian Cold War. Protected by full-body protective suits and robust gas masks, these soldiers are designated to assault fortified positions with gas attacks to flush out defenders. Besides the use of gas weapons, they are armed with Acid Throwers; a muzzle-like mechanism connected to a tank strapped on the user’s back. The main substance used in this weapon is an acidic mixture known as &amp;quot;Vodryanic&amp;quot;, a deadly compound capable of dissolving unprotected organic tissue if exposed to high concentrations. The gas created by the chemical reaction also presents choking properties. Due to the obvious limitations in regards to the mobility and range of their weaponry, Experimental Compound Troopers require support during combat to successfully engage targets with the Acid Thrower.&lt;br /&gt;
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== New Kingdom of Adhomai ==&lt;br /&gt;
[[File:RoyalGrenadier.png|200px|thumb|left|A Royal Grenadier in his equipment combat armor, resting.]]&lt;br /&gt;
=== Imperial Dragoons ===&lt;br /&gt;
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The Imperial Dragoons of the New Kingdom of Adhomai are a type of Alam&#039;ard that most Alyad&#039;almalik contains at least one of. The units claim to have roots that stretch back centuries to when military tacticians began recognizing the value of light infantry units that could ride around enemy flanks to deploy. Beginning with muzzle-loaded carbines and riding atop Zhsramii, these dragoons changed the face of warfare on Adhomai as they first began to roll out. The original Tajaran word for these units was lost with the passage of time along with most pre-war knowledge, and so, reluctantly, with the reformation of these units following the secession of the New Kingdom, a human cognate was used to describe them. Modern Dragoons still ride Zhsramii into battle, but now utilize semi-automatic carbine rifles. During battles, they are used to reinforce weak points along their allied line, as well as to take advantage of gaps in the enemy lines. Their Zhsramii saddles come with carbine holsters where the Dragoons can keep their rifles while they gallop around the battlefield. This also enables them to draw their sabers and perform cavalry charges on routing enemies as well as ambush unsuspecting patrols. Their uniforms are iconic for their bright white colors with golden buttons with varying colors of sashes depending on their specific unit. Tall black Nav&#039;twir fur hats are synonymous with the Dragoons and are sought-after souvenirs by foreigners for their comfort as well as style. Racially, they are almost entirely M&#039;sai so that they can endure the bitter winds and travel more quickly.&lt;br /&gt;
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=== Royal Grenadiers ===&lt;br /&gt;
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The Royal Grenadiers of the New Kingdom of Adhomai is another form of Alam&#039;ard which is famous for being composed of primarily large muscular Zhan-Kazan Tajara. They claim to have ties to history as being infantrymen at the front strong enough to throw cumbersome early Tajaran grenades into enemy lines. In the modern context, they are typically used as shock troops along the front line to strike fear into the hearts of the opposition. They are renowned for their savage melee combat, and their bayonet charges often rout their enemies. However, their bayonets are not what distinguishes them from the armaments of their regular line infantry counterparts, but rather their plated metal armor, metal claw attachments, and firebomb grenades. These items make them formidable fighters in urban combat situations where they excel in close-quarters combat. In field warfare, on the other hand, their slow movements leave them highly vulnerable to skirmishers and light infantry. Their grenade satchels are usually highly decorative thick leather bags, typically with their Alam&#039;ard&#039;s insignia on the clasp. Many take their satchels home with them when they leave the service.&lt;br /&gt;
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=== Ras&#039;nrr Expeditionary Force Marines ===&lt;br /&gt;
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The Ras&#039;nrr Expeditionary Force Marines are composed of twenty-two Alam&#039;arda specialized in supporting land operations through amphibious assaults. This force was initially created with the purpose of conquering territory at Ras&#039;nrr, but with the failure of the campaign, they were repurposed into their own fighting unit. They have been deployed with success by the New Kingdom during the war, making good use of the Fleet mobility to encircle enemies and capture positions. Boarding operations and protection of ships are also part of the duties of a royal marine. &#039;&#039;&#039;Mrraka&#039;te&#039;almalik Marrmeladov&#039;&#039;&#039; is the noble responsible for commanding these troops. The royal marines are equipped with bolt action rifles, hand cannons, shotguns, and bayonets.&lt;br /&gt;
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===New Kingdom Auxiliary Forces===&lt;br /&gt;
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The New Kingdom&#039;s military forces are segregated based on its soldier&#039;s origins. Amohdan and Rock nomads are forced to serve in their separated regiments and can not integrate the main command structure.&lt;br /&gt;
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====Rock Nomad Light Cavalry====&lt;br /&gt;
[[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rock Nomads]], under the command of Mrraka&#039;te&#039;almalik [[Notable Tajara#King of the Mountains Rustam Harmaliik|Rustam Harmaliik]], are used as light cavalry by the royal army. Their main tactics include hit-and-run tactics and raiding enemy supply lines, always avoiding direct confrontation. They ride into battle on their Zhsramii, firing short rifles or revolvers before retreating. The Rhazar&#039;Hrujmagh brings their family wagons to the battlefield, as their vehicles provide extra supplies and cover when needed. Since they lack the discipline and traditional training of a regular Alam&#039;ard, looting and unordered retreats are a common problem among them&lt;br /&gt;
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====Amohdan Swordsmen====&lt;br /&gt;
Amohdan swordsmen are traditional M&#039;sai warriors from the island of Amohda, brought to Harr’masir after the New Kingdom retreated from that front. Unlike other Alam’ard, they favor melee assaults above ranged engagements. Due to their ancestral traditions, these Tajara seek glory in combat. They bring their ancestral armor and blades to the battlefield, but most of them also carry firearms. While they are not effective in the field against regular infantry, they excel in close-quarter engagements present in ambushes and trench warfare.&lt;br /&gt;
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====Zarr’jiri Troops==== &lt;br /&gt;
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Zarr’jiri are a group of M’sai hailing from the [[New_Kingdom_of_Adhomai#Zarr.27jirah_Mountains|Zarr’jirah mountains]] of Harr’masir. With a long tradition of serving the old nobility, these iron-nerved fighters came to fight on King Azunja’s behalf during the Second Revolution. They served as forward scouts for the Imperial Army and RMI, providing both with crucial information, while also carrying out daring night raids. Zarr’jiri were well-known for simply using whatever equipment they would steal during these attacks. On the battlefield the Zarr’jiri identified each other with blue headbands or sashes.&lt;br /&gt;
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= Military Traditions and Daily Life =&lt;br /&gt;
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== People&#039;s Republic of Adhomai ​==&lt;br /&gt;
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Because of Nated&#039;s coup and President Hadii&#039;s paranoia, most of the early Republican Army traditions were replaced by political indoctrination. Soldiers are taught to obey and worship the Party above everything else; recruits are taught that they are the guardians of the revolution and must do their best to fight for the Republic. While this education created a military loyal to the civil government, its effect on the morale of the troops is considered questionable. Thanks to the presence of Party Commissars, hazing has become uncommon.&lt;br /&gt;
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The Hadiist salute is done by raising the right hand at the chest height with the palm facing towards the saluter while perking the ears forward.&lt;br /&gt;
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The daily life of a Hadiist soldier is marked by strict discipline and a rigid routine. Recruits must wake up at a set time to sing the national anthem before heading to their duties. Every assignment is usually preceded by political ceremonies praising the Party and President Hadii. Insubordination is harshly punished by the military courts. Despite this stern routine, Republican soldiers are also entitled to their own leisure time. Once a week, servicemen are allowed to spend a day watching holovideos, enjoy their facility&#039;s recreation centers, play cards games with their comrades, and visit the nearest city to enjoy its attractions.&lt;br /&gt;
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== Adhomai Liberation Army ​==&lt;br /&gt;
&lt;br /&gt;
Owing to its structure and origins, the Liberation Army has a rich array of military traditions. Every battalion has its song, symbols, and rituals; many of these customs are based on their regional identities. While this creates a strong sense of camaraderie among the members of the same unit, it can lead to rivalries and infighting between the forces of the ALA. Hazing is still commonly practiced.&lt;br /&gt;
&lt;br /&gt;
The Al&#039;mariist salute is done by raising the right hand at the chest height, turning the hand to the chest, and then closing it into a fist while perking the ears forward.&lt;br /&gt;
&lt;br /&gt;
The daily life of an Al&#039;mariist soldier mostly depends on who is he serving under: fanatical warlords impose strict routines and exhausting training sessions, while most reasonable commanders enforce only the necessary drills. Liberation Army Tajara wake up early for training, followed by performing any kind of duty that their junta requires; this can range from repairing roads to law enforcement. Military forces in civilian areas are merely left to patrol the borders or guard their bases. During the weekend and at night, soldiers are free to have their leisure time. Outside of enjoying whatever their installations might offer, they usually head to the cities or villages to mingle with the population.&lt;br /&gt;
&lt;br /&gt;
== New Kingdom of Adhomai ​==&lt;br /&gt;
&lt;br /&gt;
The early Imperial Army inherited most of its traditions from the pre-revolution forces until the draft. With the new surge of conscripts, a clear division between the nobles and commoners in the military emerged. The nobility is infamous for its internal rivalities and glory-hound tendencies; officers frequently engage in risky operations to gain fame and the attention of their superiors. Subject to the whims of their superiors, a strong sense of camaraderie exists between the commoners; they stand together to survive whatever the enemy and their officers throw at them.&lt;br /&gt;
&lt;br /&gt;
The day of a New Kingdom&#039;s soldiers starts with them being awake at dawn to perform basic maintenance of their bases. After their installations are in order, training exercises are performed until the afternoon, when their superiors either dismiss the Tajara or assign them other tasks. Outside of patrolling and guarding bases, conscripts are frequently tasked with doing personal tasks for their superiors; many noble cottages were built by conscripts. Thanks to the frugal nature of the Royalist military installations, servicemen are left with little options on how to spend their leisure time; most just head to the nearest pub.&lt;br /&gt;
&lt;br /&gt;
The Royalist salute is done by raising the right hand to the head while using only the index and middle finger, bending the other fingers at the knuckles, with the palm facing towards the signer with the ears folding backward.&lt;br /&gt;
&lt;br /&gt;
= Notable Decorations and Medals =&lt;br /&gt;
&lt;br /&gt;
Because of the cultural impact of the civil wars in the Tajara species, medals are treated with the utmost respect by society. Veterans commonly wear their decorations to formal occasions. Falsifying or selling a medal is a crime in all Tajaran nations.&lt;br /&gt;
&lt;br /&gt;
== People&#039;s Republic of Adhomai Medals ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hero of the People&#039;s Republic Medal:&#039;&#039;&#039; the highest distinction in the People&#039;s Republic of Adhomai, awarded for great service or heroic act while in duty to the nation. It can be bestowed to civilian and military recipients. Unlike all other rewards, this medal is given by President Hadii personally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;President Hadii Medal for Courage:&#039;&#039;&#039; a medal awarded to the soldiers and PSIS agents who performed acts of bravery during the war, security operations, or during military duties. While this medal has no benefit attached to it, being granted one is a matter of pride to Hadiist troops.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Messa&#039;s Virtue Medal:&#039;&#039;&#039; a posthumous award bestowed to Tajara who lost their lives while serving the People&#039;s Republic. This medal, alongside a lifetime pension, is usually handed to the family of the recipient. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medal for the Evacuation of Das&#039;nrra:&#039;&#039;&#039; a medal given to anyone who participated in the evacuation of the Republican Army from Das&#039;nrra in 2460. The civilian crewmembers of the ships repossessed for the operation were also granted this award.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medal for the Defense of the Homeland:&#039;&#039;&#039; awarded to those who fought alongside the  S&#039;rand&#039;marr Coalition in 2461. This was the last medal issued concerning the Second Revolution. It is one of the few Hadiist service awards to be bestowed to non-Tajara; a few select members of the Tau Ceti and Jargon Federation forces were given this award.&lt;br /&gt;
&lt;br /&gt;
== Adhomai Liberation Army Medals ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adhomai Hero of the Liberation Medal:&#039;&#039;&#039; the highest decoration given to any Al&#039;mariist citizen for their service to the Democratic People&#039;s Republic. Only the President and the Supreme Commander are allowed to bestow this medal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Al&#039;mariist Medal for Bravery:&#039;&#039;&#039; an award bestowed to Liberation Army fighters for acts of courage during their service. Since Junta commanders are allowed to issue this medal, the pieces have a varying degree of quality - ranging from scrap metal to silver - and artwork.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Al&#039;mariist Martyr Medal:&#039;&#039;&#039; an award granted to those who perished or were gravely wounded while fighting for the Liberation Army. This medal was also infamously awarded to terrorists from the liberation cells.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medal for the Liberation of Das&#039;nrra:&#039;&#039;&#039; awarded to the Liberation Army soldiers who fought to expel the People&#039;s Republic army from the continent of Das&#039;nrra. Because of the presence of the entire Republican Guard during the battle, this medal is considered a symbol of bravery.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medal for the Liberation of Gakal&#039;zaal:&#039;&#039;&#039; the first medal to be created after the Second Revolution; it was awarded to the Tajara who took part in the liberation of [[Gakal&#039;zaal]]. It was also granted to civilians who actively sabotaged the Unathi war effort.&lt;br /&gt;
&lt;br /&gt;
== New Kingdom of Adhomai Medals ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order of the Victorious Sun:&#039;&#039;&#039; the highest order in the New Kingdom, granted for exceptional service to the Royalist cause or for leading the military to victory. A non-hereditary title of nobility is also bestowed to the recipient if they are not already part of the nobility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order of Mata&#039;ke:&#039;&#039;&#039; an order bestowed to soldiers and officers for acts of bravery while in the service of the Crown. The awards given to commoners are known to be less adorned than the ones awarded to nobles. This order does not grant a title of nobility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Order of the Blue Heart:&#039;&#039;&#039; a decoration awarded to those killed while serving the Kingdom&#039;s military. Due to issues with keeping up with the production shortly after the start of the war, this medal is now only given to higher-ranked members of the military.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medal for the Defense of the Kingdom:&#039;&#039;&#039; a medal awarded to those who participated in the defense of Northern Harr&#039;masir during the Hadiist offensive of 2458. Thanks to the presence of the volunteer forces, this was one of the few Royalist campaign medals to be given to non-Tajara.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medal for the Harr&#039;masir Offensive:&#039;&#039;&#039; an award bestowed to the military personnel who took part in the final offensive to liberate Harr&#039;masir from Hadiist occupation in 2461. This medal is the only service award to be granted to the Rock Nomads by the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=24755</id>
		<title>New Kingdom of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=24755"/>
		<updated>2022-05-19T19:38:52Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Political Parties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:New Kingdom of Adhomai.png|thumb|Flag of the New Kingdom of Adhomai. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== New Kingdom of Adhomai ==&lt;br /&gt;
&lt;br /&gt;
The last major faction is the rebellious New Kingdom of Adhomai, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
&lt;br /&gt;
During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
&lt;br /&gt;
[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Kaltir&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Adhomian, Royalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Siik’maas and Ya’ssa&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The history of the New Kingdom of Adhomai has its roots in the Kingdom of Kaltir, the entity that was conquered by the People&#039;s Republic at the end of the first Tajaran civil war. Regardless of the fall of the old order, the population of Northern Harr&#039;masir was still loyal to the past ruling dynasty, the house of Azunja. Rebellious sentiments and plots started to ferment some years after the occupation by the Republican forces, with intellectuals seeking to break the Hadii domination while the common folk wanted the return of their benevolent rulers.&lt;br /&gt;
&lt;br /&gt;
In 2449, Vahzirthaamro Azunja, the heir of the previous king, was rescued during the plot that would set in motion the uprising that would create the New Kingdom of Adhomai. With the war being declared officially in 2450, the closest supporters of the returning house were granted their places as the new nobility. Instead of seeking to merely restore the old regime, the Crown tried to learn from the mistakes of the deposed nobility to avoid being a victim of the same situation.&lt;br /&gt;
&lt;br /&gt;
The rebellion occupied most of Northern Harr&#039;masir, securing the past territories of the old Kingdom of Kaltir. However, when the PRA’s army was able to organize themselves and mount a counter-attack, the NKA were pushed in a defensive position; they were only able to hold back due to their land defenses and navy. The Dymtris Line, a mighty union of fortresses, trenches, and anti-air defenses, was built to hold the enemy from reconquering the rest of the country.&lt;br /&gt;
&lt;br /&gt;
The tides of war turned in favor of the Kingdom in 2458, with the defeat of a Republican offensive that destroyed the Dymtris line. The royal army was able to mount a limited offensive, establishing the Vlrralkhzazhul ﻿Line. In the next year, a terrorist attack hit the Parliament, nearly throwing the nation into a civil war, as the King was forced to become the head of all branches of the government, while countless candidates disputed with each other the succession of the vacant offices.&lt;br /&gt;
&lt;br /&gt;
Another royalist offensive happened in 2461, reinforced by forces coming from Amohda and loyal Rock nomads, the New Kingdom was able to recover its original territory, forcing the People’s Republic out of Northern Harr&#039;masir. The Kingdom signed the Armistice of Shastar in the same year, guaranteeing their peace and recognition before the galactic community. King Azunja passed away in 2463. Queen Shumaila Azunja, Vahzirthaamro&#039;s niece, is the current monarch.&lt;br /&gt;
&lt;br /&gt;
= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai culture is characterized as traditional; instead of trying to change the Tajaran caste system, those divisions are seen as a natural part of the way of life. While the government does not officially enforce the castes, there is a great societal expectation that each Tajara will attempt to stay in their customary roles related to their ethnicity.&lt;br /&gt;
&lt;br /&gt;
Society is divided between nobles and commoners. The nobility of the New Kingdom of Adhomai was created from the remnants of old Adhomian houses, descendants of the deposed rulers, and supporters of the currently ruling dynasty. Nobles are considered to be the leaders and leading intellectuals of the Kingdom. Most nobility titles are hereditary, with some orders being granted as a reward for one&#039;s effort or service to a certain family. King is the highest landed title, followed by Grand Duke, Duke, Marquis, Count, and Baron. Unlanded members of noble families are usually referred to as Princes. Petty Lord is the term used for unlanded nobles that are not part of any lineage; this title is usually granted for outstanding service to the Kingdom. If any landed nobles lose their land, they become a Prince and forfeits their political privileges.&lt;br /&gt;
&lt;br /&gt;
Commoner is the term used for any individual that is not part of a noble family, holds no titles, or is a foreigner. While occupying a social position with less political rights, they have fewer expectations, as they are not bound to repay the Crown for their position through work. Despite the existence of this separation, social mobility is possible, as the most successful Tajaran commoners are able to buy titles of nobility. Citizens of the New Kingdom’s territories usually bear strong patriotic sentiments, seeing the Crown as the protector of their culture and land, while the civilization of the PRA is seen as a threat to their heritage. The People&#039;s Republic was unable to stamp down those sentiments during their occupation, due to the stubbornness of the local population and the distance between northern Harr&#039;masir and Nal’tor. Republican imagery and establishments were soon destroyed or confiscated during the uprising. &lt;br /&gt;
&lt;br /&gt;
The inhabitants of the rural areas are seen as rugged frontiersmen and rustic farmers, known for their traditional values and love for the simple way of life. While the agrarian nobility prefers to serve in military positions, having the fame for supplying brave army officers and captains for the Royal Navy. Both of them commonly subscribe to the concept of sacred hospitality, where a guest should be treated with the utmost respect. Urban dwellers are more inclined to pursue the fields related to education, medicine, administration, and arts. A growing working class, composed mostly of migrating peasants, is emerging because of the slow industrialization of the economy. Nobles living in cities may enjoy greater opportunities and luxuries that those rare urban centers may offer while preferring to work in the bureaucracy and politics of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Patriotic citizens will commonly greet each other by saying: &amp;quot;Suns bless the north.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because of its focus on lineages, the traditional Tajaran family has an important role in the New Kingdom of Adhomai. Personal prestige and satisfaction are second to the needs of one’s dynasty. Extended families are the norm, most Tajara continue to live with their parents after marriage. Acquiring a partner of respectable pedigree is a common expectation set upon the nobles. Commoners suffer from less pressure, but many seek to marry into nobility to raise their social status.&lt;br /&gt;
&lt;br /&gt;
In line with the conservative Tajaran culture, deviant behavior is shunned by the people and New Kingdom’s authorities. Laws exist to persecute anyone that engages in such activities, but they are frequently interned in mental asylums instead of serving time in jail. Dating outside of one’s ethnicity is still taboo. Individuals of mixed heritage are seen in a negative light; they are commonly labeled as bastards.&lt;br /&gt;
&lt;br /&gt;
== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
Before the first great war, most of the land was owned by the privileged aristocracy of the Kingdom of Kaltir, which utilized the peasantry to work in the fields. After the great war and with the capitulation of the Kingdom of Kaltir, most of the ownership of the land was taken away from the hands of the nobles and distributed among peasants and bureaucrats loyal to the new government. Under the New Kingdom of Adhomai most of the land was given to supporters of the Azunja dynasty. A large part of the population is still employed in the agrarian field, and traditional agriculture plays an important role. The technology employed in the farms of the New Kingdom is considered rudimentary and outdated. Mechanized farm equipment is a rare sight and shortages of food are still a present menace to the population.&lt;br /&gt;
&lt;br /&gt;
The Earth-Root soup is a common sight on the tables, of all social sectors, in the Northern Harr&#039;masir. Prepared traditionally with water, Earth-Root, and other plants, such as the Nif-Berries. Other main dishes include stews, commonly prepared using Snow Strider’s meat, hunted by the local M’sai population. Common alcoholic beverages might include fermented Sugar Trees and Earth-Root’s extracts, mixed with honey from Messa’s Tears or from the native apiculture. Victory Gin can also be found in the borders of the New Kingdom of Adhomai, but its production and importation have ceased, due to the drink relation with the enemy regime. &lt;br /&gt;
&lt;br /&gt;
=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fermented Hma&#039;trra Meat:&#039;&#039;&#039; large pieces of Glacier Worm meat that have been fermented for months. It has a strong taste and smell because of its large concentration of ammonia, usually causing anyone not accustomed to it to vomit. This dish originated as a way to preserve meat during the harsh winters of Northern Harr&#039;masir. It is served alongside alcoholic beverages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spicy Ras&#039;val Clams:&#039;&#039;&#039; made from the prized Ras’val Clams served alongside spicy herbs and Adhomian vegetables, this recipe has gained galaxy-wide fame after the First Revolution. It became exceedingly expensive outside of Adhomai during the Second Revolution because of the blockade imposed by the Orbital Fleet; as off-world clam farms were unable to cope with the demand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creamice:&#039;&#039;&#039; The traditional dessert of Northern Harr&#039;masir is considered by many as being the mixture of ice, Fatshouters’s milk, sugar, and Nif-Berries’ oil, named Creamice. The popular tales claim it was invented after a famine desolated the land, resulting in the population resorting to eating snow, however, such tale has been classified by most historians as nothing but fiction. Creamice is commonly consumed by the nobility since they are the ones that can afford the luxury of refrigeration.&lt;br /&gt;
&lt;br /&gt;
=== Notable Beverages ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tree-Bark Firewater:&#039;&#039;&#039; high-content alcohol distilled from Earthen-Root or Blizzard Ears. Tree bark is commonly added to the drink to give it a distinct flavor. The firewater&#039;s origins can be traced back to the pre-contact times where impoverished peasants would make alcohol out of anything they could find. Homebrewing remains a tradition in the New Kingdom&#039;s rural parts. These traditional spirits are also manufactured by large breweries and sold to the urban population as handcrafted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darmadhir Brew:&#039;&#039;&#039; a famous variation of the Nm&#039;shaan Liquor; it is described as one of Adhomai&#039;s finest spirits. It is produced solely by a small family-owned brewery in Miran&#039;mir. Its recipe is a secret passed down through the generations of the Darmadhir household since immemorial times. The only living member of the family, Hazyr Darmadhir, is a 68 years old Tajara. His sole heir and son died in the Second Revolution after being drafted to fight for the royal army. Alcohol collectors stipulate that the brew&#039;s price will skyrocket after Hazyr&#039;s death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutthir:&#039;&#039;&#039; a beverage made with Fatshouters&#039; yogurt mixed with Nm’shaan&#039;s sugar and sweet herbs. Mutthir is usually consumed during meals by both nobles and commoners. The drink can also be smoked for flavor. Mutthir is believed to have originated from the worldwide appreciated Fatshouters&#039; fermented milk. Rock Nomads living in the Nomadic Host were quick to adopt the drink to their diet.&lt;br /&gt;
&lt;br /&gt;
=== Gifting Tradition ===&lt;br /&gt;
&lt;br /&gt;
The conditions at Northern Harr&#039;masir are deemed harsh even for the standards of Adhomai, a planet known for its extreme climate. Due to such, a culture of cooperation and generosity emerged as a response before the hardships supported both by the nobility and the commoners. It is a common tradition when visiting someone’s else household, to gift the host a dish, with the more common choices being Earthen-Root’s soups, stews or desserts. This custom is observed both by nobles and the common population, being recognized as a sign of friendship, generosity, and, as some might argue wealth. It is an act of disrespect to visit someone and do not bring them a gift, and it is considered an insult to reject the offering.&lt;br /&gt;
&lt;br /&gt;
=== Military Nutrition ===&lt;br /&gt;
&lt;br /&gt;
The early Alam&#039;ardii forces relied on the landed nobility to provide them food, with the resources being taken from the private properties of their contractors. Their rations were composed mainly of salt-cured Snow Strider&#039;s meat, Blizzard Ears&#039;s flour, and Fatshouters’s milk. The defection of many officers from the Republican navy to the imperial side introduced the concept of canned goods, a luxury at the time, being used as rations. Large shipments of supplements, included food, were smuggled by the officers and their crew during the formation of the Royal Navy.&lt;br /&gt;
&lt;br /&gt;
With the conscription enacted by the parliament and the king, it was necessary to find a better method to store and feed the armed forces. The Mrraka&#039;te&#039;almalik, inspired by the navy, contracted a canning factory, one of the few to provide such service in the city of Kaltir, to supply canned goods for the Imperial Army. While certain issues were solved with the utilization of canning, the Navy was prioritized above the Imperial Army. Food shortages are still common among the land forces, and many officers have to rely on buying supplies from other sources or even enforcing rationing among their ranks.&lt;br /&gt;
&lt;br /&gt;
== Fashion ==&lt;br /&gt;
&lt;br /&gt;
Commoners and nobles usually wear similar clothing in their daily lives; traditional Tajaran garments or working attires. Military uniforms are a popular choice among the rural nobility, with the urban elite dressing in a most modest manner. Peasants prefer wool and fur clothes, made to withstand the bitter cold of the north. The metropolitan population favors comfortable overalls and worn suits.&lt;br /&gt;
&lt;br /&gt;
Jewelry, tail adornments, and veils are in rich abundance, often showing off small and intricate details of individual personalities. More intricated and fancy outfits are reserved for special events, such as parties or parades. Dresses long hidden that have gone from generation to generation, peacoats, and cloaks adorning every modern gentleman, suits tailored to fit. Even if the Kingdom lacks in treasury they always find that extra credit to spend on a new dashing coat.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
The Music in the New Kingdom of Adhomai typically deals with the restoration of the old ways, the idyllic lifestyle of the rural areas, and tales of folk heroes. Folks instruments are widespread, alien equipment can be only found in large urban centers.  Artists are free to perform and publish their work without asking for governmental authorization, but without government help or the patronage of a noble, it is uncommon for any producer to gain notoriety. Censorship is usually uncommon, but pieces that are considered indecent or offensive to the Crown are quickly forbidden by the law.&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai war songs claimed for the restoration of the monarchy and the destruction of the Republican enemy during the first years of the Second Civil War. As the Kingdom was pushed into a defensive position, the themes changed to honor the sacrifice of the unyielding defenders and the call to restore the Kingdom of Kaltir’s old borders.&lt;br /&gt;
&lt;br /&gt;
=== National Anthem ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom&#039;s national anthem was originally a war chant sung by the monarchist soldiers in the battle against the People&#039;s Republic. It expresses the royalist intentions of returning the monarchy back into control of Adhomai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;March of the Loyal Soldier&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
From Olska, the masterful library,&lt;br /&gt;
from Baltor, the great watchmakers of old,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
Were they made rough.&lt;br /&gt;
&lt;br /&gt;
Furious winds,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
furious winds, they were made strong,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
They were made strong.&lt;br /&gt;
&lt;br /&gt;
No exhaustion, no fear!&lt;br /&gt;
They shall stand up for you!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
They&#039;ll send their greetings!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
&lt;br /&gt;
Remember the terror!&lt;br /&gt;
Remember the dark times!&lt;br /&gt;
An ode to old glory,&lt;br /&gt;
An ode to new found glory!&lt;br /&gt;
Suns will defend,&lt;br /&gt;
The prestige of their kind!&lt;br /&gt;
&lt;br /&gt;
The Kingdom is bound to rise!&lt;br /&gt;
Blazed by the suns!&lt;br /&gt;
And this song will be heard,&lt;br /&gt;
To the city of Nal&#039;tor!&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
The interest in literature was reignited with the creation of the New Kingdom; as books were once a symbol of status among the old nobility. Pre-contact texts are prized and actively copied in an attempt to safeguard whatever survived the book burnings of the First revolution. Reading for entertainment is associated with the nobility and the urban Tajara, while the rural population has more contact with plays through the theater. The revival of Ya’ssa has also helped strengthen the nobility interested in literature.&lt;br /&gt;
&lt;br /&gt;
While many writers attempt to copy the style of the pre-contact text, the content is largely related to the reality of the Modern Tajara. The romanticization of the Traditional Tajaran life, the retelling of old tales in a modern setting, and tragic stories are the most common themes found in the NKA literature. &lt;br /&gt;
&lt;br /&gt;
=== Notable Books ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The New Kingdom:&#039;&#039;&#039; a political text written by King Vahzirthaamro Azunja during his time in hiding. The book calls for the toppling of the Hadiist regime and the restoration of a constitutional monarchy. The New Kingdom proposes the creation of a new political system to preserve the traditional Tajaran society while avoiding the pitfalls of the previous regime. Copies were illegally published and smuggled all across Northern Harr&#039;masir before the uprising. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When the Clock Strikes:&#039;&#039;&#039; the retelling of a pre-contact family tragedy centered around the town of Bal’tor. While the original setting was situated during the gunpowder age, this version places the characters in the era shortly before the return of King Azunja. The story follows the daily struggle and drama of two feuding families. The text is famous for its bleak outcome and criticism of revenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zhan Mine:&#039;&#039;&#039; a novel romanticizing the society pre-contact and criticizing the First Rebellion. The book tells the story of a group of Zhan-Khazan miners who rebel against their Njarir overseers, hoping to create an underground community where all Tajara are equal. A power struggle soon ensues between the rebels, resulting in infighting and purges. Ultimately, the rebellion is betrayed when a group of Zhan Tajara opens the shaft&#039;s entrance to a squad of M&#039;sai enforcers.&lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
&lt;br /&gt;
Due to technological constraints and its association with the People’s Republic, television is barely present within the New Kingdom. It is only found in noble homes and among some urban families. The influence of the traditional Tajaran theater is still present in the shows; broadcasts are usually theatrical recordings or based on plays. Alien shows have only started to make their way into the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Notable Shows ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kaltir Royal Theater Broadcast:&#039;&#039;&#039; a show dedicated to broadcasting plays performed at the Kaltir Royal Theater. The program is popular with the growing urban middle class; as they lack the time and the money to attend fancy plays in person. Oleg Al&#039;Mor&#039;s works are one of the main attractions of the show.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drunken Earthen-root:&#039;&#039;&#039; a low-budget sketch comedy show, created by a group of Kaltir Law Academy dropouts. Known for its black comedy and satire, the show explores the anachronistic nature of the New Kingdom through absurd situations and observational sketches without punchlines. The series gathered a cult following outside of Adhomai thanks to its rather unique humor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Cold Court:&#039;&#039;&#039; a telenovela set during the gunpowder age. The story is focused on the plots and interpersonal dramas of the imperial court of Ras&#039;nrr. Having no set protagonist, the series follows the stories of several courtiers and their attempts to gain the favor of the King of Kings. The show is infamous for killing off its character abruptly despite their popularity with the audience.&lt;br /&gt;
&lt;br /&gt;
== Radio ==&lt;br /&gt;
&lt;br /&gt;
Because of its simple technology, the radio can be found in most homes in the New Kingdom. Despite this, entertainment takes a backseat before the necessity of broadcasting news and the Crown announcements. Pubs and other gathering centers will have at least one radio that is left on during the entire day. Amateur radios are widespread in rural areas.&lt;br /&gt;
&lt;br /&gt;
=== Notable Radio Stations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Crown Herald:&#039;&#039;&#039; the main government news station. Originally a pirate radio created to broadcast the return of King Azunja, the channel was brought by the Crown to be its main means of communication with the population. Parliament decisions and the King’s speeches are broadcasted daily to the subjects of the Kingdom through the Crown Herald.&lt;br /&gt;
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*&#039;&#039;&#039;Northern Harr&#039;masir Radio:&#039;&#039;&#039; the largest entertainment radio station in the New Kingdom. Situated in Kaltir, it broadcasts traditional Tajaran music and radionovelas on a daily basis. Actors that are not talented or connected enough to join the Royal Theater will commonly find work in this station.&lt;br /&gt;
&lt;br /&gt;
== National Holidays == &lt;br /&gt;
&lt;br /&gt;
With their roots in the history and traditions of Kaltir and her people, the citizens of the New Kingdom struggled with being unable to celebrate their holidays during the brutal war effort to hold against the PRA&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Day of Rightful Restoration (October 27th):&#039;&#039;&#039; celebrated by the NKA, this holiday marks the day Kaltir declared its independence, both during the era of the Colonial Wars and when King Azunja declared the New Kingdom. It touts the resilience of the Northern Harr’masir people and the stalwart Imperial Army. Pubs and bars fill up as its citizens celebrate their victory in the Second Revolution and the enduring legacy of the Kingdom of Kaltir. Museums and art galleries open fully to the public with no cost for tickets. A parade is always held in the capital, attracting people from across the Kingdom, with a royal procession from the Imperial Palace to the Law Academy. Following the ALA’s assassination attempt of the King and Field Marshal, the parade was halted until the war’s end. In D6, the House of Hamiyeh set up an enormous feast around the Sleeping Cannon Pub for the day, buying out food stocks from farms all around Mendell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ice Waltz:&#039;&#039;&#039; held to celebrate the passing of the year, the Ice Waltz is a festival common across the Northern Harr’masir people. They gather at the shores of the ocean and set up platters for feasts, stages for musicians and plays, and various competitions ranging from wrestlers to gunslinging showmen. Halfway through the day, the waltz itself begins. To symbolize passing into a new year and a newer person, celebrators enter the freezing waters to demonstrate their own hardiness. While most opt to just dunk their feet in, the more daring don swimsuits and enter the sea.  Afterward, as warming pyres are lit, effigies made by families are tossed into the ocean. This is usually to avoid bad luck with the effigies depicting some sort of evil, such as Raskara or Hadii. The waltz is held on different days depending on the city but is always held during the lesser summer. In D6, the NKA community celebrates it on &#039;&#039;&#039;January 15th.&#039;&#039;&#039; Besides it happening on one of the many beaches near Mendell, there’s little to no difference between the holiday there and back on Adhomai.&lt;br /&gt;
&lt;br /&gt;
== Crime == &lt;br /&gt;
&lt;br /&gt;
Crime in the New Kingdom usually takes the form of robberies, hooliganism, and family feuds. With the opening of the economy to off-world investment following the armistice, wealth started to pour through the nation’s railways and ports. Gangs specialized in train robbery and cargo theft are starting to appear. These criminals wait in the prowl for the train to approach, forcing the locomotive to stop by throwing obstacles on the rails or by provoking avalanches. Hooliganism in the cities commonly happens after Farehal or Mahmrro games; fans of competing teams, after spending hours drinking in the pubs, fight each other on the streets over the result of the previous match.&lt;br /&gt;
&lt;br /&gt;
Family feuds are commonplace in the Kingdom because of society’s focus on one’s household. While nobles may prefer to engage in politics and abuse of their governmental positions to provoke and damage their enemies, the rural peasant population is known to participate in bloody vendettas that might span over generations. Many grudges even originate from events that transpired before the First Revolution. The government is eager and fast to intervene when the situation spirals out of control, but little is done to stamp out this mentality.&lt;br /&gt;
&lt;br /&gt;
= Economy =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai uses the Adhomian Knuckle as its official currency. The Biesel Standard Credit is accepted only in the major cities. However, due to the expanding corporate foothold in the country, acceptance of the BSC is growing. Royalist banknotes have national heroes and members of the Azunja dynasty stamped on them. &lt;br /&gt;
&lt;br /&gt;
Most of the NKA economy is based on agriculture and mining; as Northern Harr&#039;masir has large and rich mineral deposits. Industry is only present in the major urban centers, and it is heavily focused on the production of weapons and heavy machinery. Despite this, the New Kingdom suffers from an overwhelming public and private debt caused by the Tajaran civil war.&lt;br /&gt;
&lt;br /&gt;
The agricultural land is divided between large farms held by the nobility, and countless small and medium properties controlled by commoners. The technology employed in the farms of the New Kingdom is rudimentary and outdated when put in comparison to the one used in the People&#039;s Republic; such is the result of the years of neglect by the Hadii&#039;s administration and the isolation promoted by the global conflict. The earthen-root is one of the most common types of crop found on the farms of northern Harr&#039;masir.&lt;br /&gt;
&lt;br /&gt;
All members of the nobility that own landed titles, except for those who already work on their own private enterprises, have the obligation to serve in the public bureaucracy, civil service, or military. Landless nobles are part of a class that can be drafted as part of the service gentry in times of need, otherwise, it is common for them to take positions in education, administration, as officers in the army, or in the medical field. Commoners are able to conduct enterprises of their own and practice most of the professions in the Kingdom, such as being doctors, soldiers, professors, and artists. However, the majority of the businesses are under the control of the nobility, forcing many commoners to work under a noble family in their companies. All nobles answer directly to the King and Crown, paying taxes to the government. There are no vassalage ties between nobles, with different titles serving to display how much land and prestige someone has. It is not uncommon for unlanded and petty nobility to seek employment and fortune outside of Adhomai.&lt;br /&gt;
&lt;br /&gt;
The New Kingdom&#039;s economy is experiencing unprecedented growth since the Armistice. Intergalactic trade and cooperation with megacorporations are helping the Kingdom to quickly modernize and recover from its debt. However, large national corporations now dominate the economy; thanks to their links with the government, these companies can secure the most profitable deals with the SCC.&lt;br /&gt;
&lt;br /&gt;
The presence of megacorporations is quickly growing since the New Kingdom has been receptive to the SCC. Unlanded nobles and entrepreneuring commoners are known to leave Adhomai to work for megacorporations, seeking fortune outside of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
== Notable National Companies ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dymtris Construction:&#039;&#039;&#039; a civil construction company based in the city of Dymtris. They are currently owned by the Rukhaylo dynasty, an influential family with contacts in the Parliament. Dymtris Construction specializes in constructing houses and restoring pre-contact buildings. They were responsible for the restoration of the Imperial Palace and are currently working on a large system of fallout bunkers throughout the Kingdom. Dymtris Construction is infamous for paying lower salaries and providing precarious accommodations to its workers, despite this, they enjoy popularity among NKA Tajara as one of the few non-alien construction firms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Firearms:&#039;&#039;&#039; originally funded by a Kaltir&#039;s gunsmith as a small workshop, the Royal Firearms is a weapons company responsible for supplying the Royalist military with small arms. The enterprise also has a strong presence in the civilian markets with its revolvers and hunting shotguns. Royal Firearms is currently working with the government to develop and manufacture an automatic service rifle for the Kingdom&#039;s army. The New Kingdom&#039;s police and diplomatic services are also supplied by this corporation. Royal Firearms made extensive use of POW’s forced labor during the Second Revolution.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minharrzka Maritime Company:&#039;&#039;&#039; situated in Miran&#039;mir, the Minharrzka Maritime Company is the largest maritime engineering business in the New Kingdom. The company is involved in producing and maintaining the Royal Navy&#039;s ships. Minharrzka Maritime Company also builds civilian vessels. The organization is currently controlled by the Rahimkulov family. Because of the supposed friendship between the Rahimkulov dynasty and Grand Admiral Mahtra Dynhaas, the enterprise has access to the best contract possible with the navy. They are also the longest existing company among the “big three”.&lt;br /&gt;
&lt;br /&gt;
= Religion =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai possesses no official religion, but the Crown claims the role of protector of the Ma&#039;ta&#039;ke creed and the Worship of S&#039;rand&#039;marr. Most of the population identify themselves as followers of the Ma’ta’ke pantheon, with S&#039;rand&#039;marr Worship being more common in the urban centers and with some noble houses.&lt;br /&gt;
&lt;br /&gt;
Foreign missionaries are permitted in the Kingdom territory, but their activity can be hindered by locals, that are considerably more religious than the average Republican citizen.&lt;br /&gt;
&lt;br /&gt;
= Language =&lt;br /&gt;
&lt;br /&gt;
Siik’maas and Ya’ssa are recognized as the official language of the New Kingdom of Adhomai, used in all official documents, and taught in schools. Other Tajaran languages are also commonly used, with Delvahhi being spoken by Rock Nomads and Nal’rasan by M’sai Amohdan exiles.&lt;br /&gt;
 &lt;br /&gt;
The language of the nobility, Ya’ssa, is heavily promoted by the house of Azunja; it is currently undergoing a period of revival and renaissance as the official tongue of the NKA.&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
[[File:Internaldivisions-nka.png|300px|thumb|A map of the New Kingdom&#039;s regions.]]&lt;br /&gt;
== Old Kaltir ==&lt;br /&gt;
&lt;br /&gt;
Stretching from Nusinsk, up the imthus, and towards the northern borders of the New Kingdom are the lands referred to as Old Kaltir. As the name implies, these lands were ruled by the Azjuna line before the First Revolution and the collapse of the Kingdom of Kaltir. This is the homeland of the most loyal of the NKA. Previously devastated in the First Revolution and once again during the Second Revolution, Old Kaltir is steadily rebuilding itself post-armistice. Construction workers and other laborers work hard to rebuild and industrialize the cities. Life in the villages continues on as always, but the trappings of modern corporate life slowly creep in thanks to increasing megacorporation presence in the New Kingdom. Planners believe that once the reconstruction is complete, the provinces of Old Kaltir will be the greatest in the New Kingdom. &lt;br /&gt;
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== Peninsula of Harr’nrr ==&lt;br /&gt;
&lt;br /&gt;
Settled in the very beginning of the Colonization Age and the [[S&#039;rendarr and Messa#The_Suns_War_of_Harr.27masir|Suns Wars]], the Peninsula of Harr’nrr is a venerable section of the continent. Its largest city, Baltor, was the first settlement to be constructed on Harr’masir. The land&#039;s old history is evident in the countless fortresses and sun temples that dot its forests and towns. Many of the temples remain in use, and every Sun Priest will be more than happy to share the great history of them with any traveler. The fortresses were made into museums or art galleries decades ago. Most of the land is covered in woodlands. Lumber exports are a prime industry for this region thanks to them. &lt;br /&gt;
&lt;br /&gt;
The Peninsula was under the control of the Ras’nrr Empire pre-Revolution. It was the only colonial holding kept on Harr’masir and ruled by a line of Kings that promoted strict adherence to their ideas of militarism. Much of the population were involved in supporting its heavily bloated army. Despite their claims of being the greatest fighting force on Adhomai however, the army of the Harr’nrr Kingdom was utterly annihilated by the PRA. Harr’nrri soldiers fought to their last in some of the most brutal clashes in the later stages of the First Revolution. Shockingly, the general population of the peninsula accepted Hadiist rule easily. Many came to see the People’s Republic as liberators from an oppressive military regime. To help transition the populace into the new culture espoused by the Republic local administrators began to promote artisanship and trades.&lt;br /&gt;
&lt;br /&gt;
During the Second Revolution, the population initially supported the Republic in its war effort. But the introduction of the PRA draft in 2458 led to mass protests in the cities and towns. When those protests were suppressed by the PSIS, support for other factions rose and the NKA and ALA began to compete for influence. While cities turned to the NKA, the towns and villages saw the rise of liberator cells. Ultimately it was the NKA who seized control of Baltor when their 2461 offensives swarmed over the land and their marines took Baltor. While the royalists celebrated the liberators were faced with a hard choice: Abandon their land to join their ideological brothers, or swallow a bitter pill and remain home under the New Kingdom. Most chose to leave for the lands held by the DPRA. Today, Baltor is a cultural centre of the NKA with its traditional artisans, artists, and filmographers gaining immense popularity across the nation. The Harr’nrri themselves are considered a more pacifistic and arts-inclined people, with a heavy emphasis on respect towards their fathers and faith.&lt;br /&gt;
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== The Borderlands == &lt;br /&gt;
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The borderlands refers to the region that was once the Duchy of S’rendul, now the southwest border of the New Kingdom. It is home to the Southern Harr&#039;masir citizens of the NKA. During the Second Revolution, this area saw fighting between the People’s Army and ALA-Funded bandits. The Imperial Army took the region after the pact between the DPRA and NKA was signed and the People’s Army was defeated at the northern front. Despite the ceasefire, many of the bandit gangs remained in the region. To this day they continue to cause issues for local law enforcement by robbing trains, transports, or businesses while claiming to be fighting for the liberation of the Southern Harr&#039;masir people. Compounding these issues of crime is the festering moonshining and counterfeiting rings appearing in the local settlements. Law enforcement and the Raakti Shariim have their hands full attempting to handle the problems. For every gang taken down another seemingly pops up to take their place. With the appearance of the Adhomai Democratic Front, an argument has erupted in the parliament over how to pacify the crime-riddled provinces. &lt;br /&gt;
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Life for the locals has changed little underneath the rule of the New Kingdom. Their traditions and culture are kept alive with currently no state interest in influencing them. The values of the Southern Harr’masir people continue as they did pre-Revolutions and the image of the noble but humble N’hanzafu rider shines on. Nobility from the old Duchy has returned to the region in the hopes of gaining political clout or business success. They’re generally unsuccessful in these endeavours unless they are one of the few granted power by the government or somehow strike it rich in the marketplace. &lt;br /&gt;
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== Zarr&#039;jirah Mountains == &lt;br /&gt;
&lt;br /&gt;
Located along the southern border and characterized by its sharp peaks, lush valleys, and hard-lived locals, the Zarr’jirah mountains are a small but beautiful corner of the NKA. The arid grasslands of the mountain sides are contrasted heavily by the valleys between them. During the summers the snow on these valleys melts to reveal fields of vibrant flowers and waist-high grasses. When the wind blows into the passes, the greenery is turned into a swirling grass sea. Towns and farms here are terraced and built into the mountainsides. Tourism has become a growing industry with the Second Revolution’s end.&lt;br /&gt;
&lt;br /&gt;
The mountain range is home to communities of M’sai. These people trace their lineage back to explorers sent across Harr’masir during the colonization age. In exchange for their services, the nobility had granted these M’sai the privilege of establishing their own homeland within the Zarr’jirah mountains. These mountain men honed their survivalist skills by carving out a home in the peaks. Zarr’jiri culture centers heavily around self-sufficiency and survivalism. Children from a young age are raised to be expert mountain climbers, foragers, and hunters. For most of Zarr’jiri history, children were forced to camp by themselves in the wilds to prove their skillset. The PRA ended this practice due to the increase in child mortality rates it caused. Men and women regularly travel into the wilds in the mountains and beyond to better their skills. The families that held the most prestige from their service would be the leaders of their respective town. Nowadays the mayors who preside over the towns are descendants of Zarr’jiri heroes. &lt;br /&gt;
&lt;br /&gt;
Zarr’jiri fought on behalf of the Great Duke of S’rendul during the First Revolution. When the nobility was soundly crushed by the PRA, Hadiist rulership came to the Zarr’jirah mountains. They opened up new mines to extract mineral wealth out of the area while employing the locals as labourers. Some of the denizens even came to join the Grand People’s Army. But when rumors of the restoration came to the mountains, the Zarr’jiri leaders listened. An envoy of King Azunja’s conspirators convinced them to assist in the uprising by exploiting royalist sentiments and tales of past glory. When the New Kingdom was declared in 2450 many Zarr’jiri fighters came to fill the ranks of the Alam&#039;ard. Those who remained in the range fought the local army garrison and dynamited the passes to cut off any counterattacks. The situation in the mountains for the next decade was harsh. Food was heavily rationed and constant patrols were needed to warn of the Grand People’s Army attempting to break the rockpiles or if another bombing run came. When the 2461 offensives of the Imperial Army finally reached the mountains the first thing that the returning fighters had done was loot grain stores to redistribute to their people. Despite the relief that followed, the effects of malnutrition have stunted many. The post-war situation has left much of the Zarr’jiri disillusioned. Their victory came at a severe cost to their peoples’ future with little to show for it besides vague promises from the Parliament, toxin-spewing mines, and a weakened population.&lt;br /&gt;
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== Nomadic Host of the Southern Borders ==&lt;br /&gt;
&lt;br /&gt;
A semi-autonomous province on the southeast borders of the New Kingdom, it was created after the end of the Tajaran Civil War. The region was gifted to the nomads as a reward for their support during the conflict. It is home to most of Harr&#039;masir [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]], under the leadership of [[Notable Tajara#King of the Mountains Rustam Harmaliik|Rustam Harmaliik]]. Rock nomads are allowed to practice their own customs and are granted a certain degree of autonomy within this place. In exchange for these benefits, they are tasked with defending the frontier and serving as cavalry in the Kingdom’s military. The low population density of the region allows wagons to roam freely; they are commonly followed by a herd of animals Despite the existence of the Host, most Zhan nomads still don’t recognize its borders. Caravans are known to leave the province and wander the rest of the Kingdom or beyond into the Democratic People’s Republic territories; this is a common source of friction between both countries. The nomads are seen as lesser-thans by much of the New Kingdom, even sometimes by the other settled Zhan-Khazan. When they leave their province they often face discrimination or stereotyping. Nomads have taken to wearing trophies and honors they gained as a display of their competency and might to those who look down on them. &lt;br /&gt;
&lt;br /&gt;
The province is governed by Rustom Harmaliik and his council of elders. Unlike the Kingdom’s citizens, the nomads only answer to their own leaders, instead of being subject to the Crown authority. Rhazar&#039;Hrujmagh living in the Host are seen as traitors by the rest of the Adhomian rock nomad community, as they decided to follow a leader that was elected without consulting the caravans of Ras’nrr. Non-nomadic inhabitants of the province are farmers and ranchers that lived in the region before the creation of the Host; they have a mixed relationship with the nomads. The conflict between the settlers and the Rhazar&#039;Hrujmagh is common, as they often see each other as unlawful occupants of the land.&lt;br /&gt;
&lt;br /&gt;
== Bar&#039;jar Amohda Exiles ==&lt;br /&gt;
&lt;br /&gt;
A large community of Amohdan immigrants can be found in Bar&#039;jar, transferred from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|Island]] to the New Kingdom after the ceasefire treaty with the Adhomai Liberation Army. Composed mainly of monarchists that followed the Royal Army after their retreat from Amohda, they have settled on the coast of the Northern Harr&#039;masir. They have brought their culture and martial art traditions with them, opening lodges and serving the New Kingdom’s military in their own auxiliary divisions. Most of the Amohdan community has not given up on the hopes of returning to their homeland; as the dream of restoring the monarchy in the isle is still alive among them. The relations between the exiles and the Kingdom’s citizens are generally positive. Many nobles seek to acquire Amohdan blades; a sought-after curiosity and sign of wealth. Despite the existence of this alliance, lodge membership and the learning of their swordsmanship remains something exclusive to the members of the Amohdan community.&lt;br /&gt;
&lt;br /&gt;
= Major Cities =&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kaltir:&#039;&#039;&#039; the capital of the New Kingdom of Adhomai. The largest and most industrialized urban center in the Kingdom, with its industry focusing on heavy machinery and weaponry. Kaltir is known for its cultural attractions: museums, opera houses, art galleries, and traditional pubs are found within the city. The presence of megacorporations and alien elements is on the rise since the armistice; as Kaltir has the only functioning shuttle port in the entire country. The Kaltir Imperial Palace, the home of the Azunja dynasty, can be found here. The [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]] is one of its most renowned learning centers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bar&#039;jar:&#039;&#039;&#039; a coastal town, home to the majority of Amohda exiles residing in the New Kingdom. Most of its inhabitants are employed in the fishing or clam farming business. The city is famous for its seafood cuisine, Ras&#039;val Clams are considered a staple in the region. The Amohdan population has started to open their lodges and mix their traditions with the local ones, creating their own blend of culture. Bar’jar also had contact with Zhan nomads during the war; as it was the location where they were temporarily settled before the creation of the nomadic host.&lt;br /&gt;
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*&#039;&#039;&#039;Miran&#039;mir:&#039;&#039;&#039; the main harbor of the New Kingdom, where the bulk of the royal navy is situated. Home to the largest shipyard in Adhomai, where several ships dock daily for repair or supplies. Most of the locals are employed in the shipwright industry or in the service sector. The city is visited daily by travelers and sailors from all over the Kingdom. Miran&#039;mir is the home of the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]] and its museum.&lt;br /&gt;
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*&#039;&#039;&#039;Dymtris:&#039;&#039;&#039; the site of the now-defunct Dymtris Line, which protected the New Kingdom for nearly a decade before being destroyed by the major People&#039;s Republic offensive in 2458. The city has an important cultural significance; it is the bastion that protected Kaltir from the Republican Army for years. Dymtris was changed deeply by the constant battles close to it, many memorials and monuments dedicated to the ones that fell in its defenses can be found in the streets and parks. [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]] can be found in this city. Marryam is the patron god of Dymtris.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baltor:&#039;&#039;&#039; a fortress founded during the Gunpowder Age; it was the landing site of the royal armies during the Suns’ wars. Baltor plays a strategic role in controlling the Ras&#039;val sea during the Second Revolution. A town emerged around the fort over time, attracted by the safety provided by the military presence. The city is known for its skilled watchmaker artisans, a trade that has been passed down through generations. The Mez&#039;gin clock tower, located at the town square, is one of its points of interest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Olska:&#039;&#039;&#039; a mining town close to the Zarragh Lake. The city was one of the last Republican bastions in Harr’masir during the final chapters of the Second Civil War. However, it avoided any substantial damage due to the surrender of the garrison during its siege. The Kraszar Library is the main attraction in Oslka; an extensive deposit of knowledge preserved by its priesthood. The city attracts many scholars and Kraszarrumalkarii, with some of them taking up residence on it. Its parks have reserved spots for storytelling. Kraszar is the patron god of Olska.&lt;br /&gt;
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*&#039;&#039;&#039;Tunguska:&#039;&#039;&#039; once a secretive People&#039;s Republic military base in the northern wastelands of Harr’masir. The compound was attacked by the Royal Navy in 2459. For unknown reasons, the New Kingdom abandoned Tunguska shortly after its capture. Its underground installations were sealed and all the military hardware was left behind; it is a collection of buildings, tanks, and autogyros that remain left to rust on the cold winds. The compound has turned into an eccentric tourist attraction, with Tajara and alien visitors paying local guides to take them to the area. Many return with stories of unexplained events happening at Tunguska, ranging from disembodied voices to the entire place changing shape and size overnight.&lt;br /&gt;
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*&#039;&#039;&#039;Nusinsk:&#039;&#039;&#039; a city built around the extraction and processing of Nas’kin Ocean’s oil reserves. Once a small fishing village before the discovery of oil close to its shore, Nuskink was quickly transformed by Al’mari’s administration into a major refinery center. However, any wealth was drained away to the more central places of the People&#039;s Republic; the locals did not benefit from the discovery. Most refineries and platforms were moved or destroyed during the Second Revolution. After the Armistice, the New Kingdom is slowly rebuilding the city’s industry to help fuel their fleet and growing industrialization. Growing air and water pollution are now one of the city’s major concerns.&lt;br /&gt;
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= Architecture =&lt;br /&gt;
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The dominant architectural school in the New Kingdom is known as Adhomian Neoclassical. This style seeks inspiration from Pre-War buildings. Its main characteristics are complex structures, colorful exteriors, intricate ornamentation, and asymmetrical designs. While Royalist architects were mostly focused on restoring old buildings to their former glory, the wealth brought by the Armistice has created opportunities for the nobility to commission new extravagant monuments. Even when struggling with their previous debts, the New Kingdom&#039;s nobles still seek to build a fancy summer house. While Commoners&#039; houses are more practical and do not stray from cheap materials, they are still adorned with traditional pieces of art and vibrant colors.&lt;br /&gt;
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== Major Monuments ==&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir Imperial Palace:&#039;&#039;&#039; the ancestral home of the Azunja dynasty, the Kaltir Imperial Palace once served as the Kingdom&#039;s seat of government. Today, its function is to house the royal family and host events. Much of its previous decoration and furniture was lost during the Hadiist invasion of the Kingdom; the building was transformed into an administrative office by the People&#039;s Republic. With the help of Miran&#039;mir Academy&#039;s Restorers, the Palace is slowly recovering its missing objects.&lt;br /&gt;
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*&#039;&#039;&#039;Vlrralkhzazhul Line:&#039;&#039;&#039; built after the offensive of 2459, the Vlrralkhzazhul Line is a long system of bunkers, pillboxes, trenches, and air defenses meant to protect the northern regions of the Kingdom. Unlike the defunct Dymtris Line, it survived until the end of the war. Despite its distance from the frontier, Vlrralkhzazhul continues to be expanded; its mighty halls and wide complexes are unmatched by any other fortification system in Adhomai. Many suspect that this expansion is nothing but a plot by the military to embezzle funds.&lt;br /&gt;
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*&#039;&#039;&#039;Mez&#039;gin clock tower:&#039;&#039;&#039; situated in Baltor&#039;s main square, the Mez&#039;gin Clock Tower is a Gunpowder Age era astronomical clock. Commissioned by the Rasn&#039;rr Empire, the tower is the oldest Adhomian clock still in function. The monument is adorned with statues of mythological figures, ancient Kings, and deities. The clock is famous for its accuracy and extremely complex mechanism for its time. Legends claim that the clockmaker who designed Mez&#039;gin was blinded on the order of the emperor so he could not replicate his work.&lt;br /&gt;
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= Technology =&lt;br /&gt;
&lt;br /&gt;
Much like the Democratic People’s Republic, the New Kingdom inherited a portion of Republican technology when they broke from the once-unified Hadiist government. However, the social strata of the Kingdom is exceedingly different, and their isolated territory in the North did not see that much development prior to the War. The New Kingdom has been forced to grapple with this reality, and, as a result, most advanced technology has been appropriated by the landed nobility unlike the peasants, who are left to return to the old ways. &lt;br /&gt;
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== Civilian ==&lt;br /&gt;
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By design, the noble families of the New Kingdom enjoy access to a wide variety of modern inventions. Once again, the nobility has begun to hoard technology for itself, and while different levels of political power and nobility permit access to varying ranges of items, almost all are more easily capable of acquiring imports thanks to their elevated status. Nobles enjoy devices like televisions, radios, gaming systems, automobiles, computers, advanced kitchen appliances - anything they can afford to buy and import and upgrade in their own household. Eventually, though, the prices of these new imports and inventions do fall, giving the peasantry wider access to newer technology  - though not before the nobles have had their fill of it.&lt;br /&gt;
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Peasant homes are usually constructed with wood and stone and may have few utilities. Owing to their far northern homeland, boilers and wood-burning stoves are typical to provide warmth and hot water. The average peasant does not have an icebox, however, and most families store their food and meat in the ground under the snow as Tajara did for thousands of years. Simple, reliable furniture and breathable, sturdy clothing for the workday is favored. Some well-off rural peasants or farmers may be able to have electricity installed so they may power things like radios or simple appliances like irons, but most households rely on oil lamps and the local river for needs like light or clothes washing. &lt;br /&gt;
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Cities in the interior of the Kingdom enjoy easier access to these amenities. Rural villages and settlements tend to be the most backward, but life in the numerous Imperial population centers does tend to offer a higher quality of life. While by no means approaching the level of wealth and decadence landed nobility might enjoy, city-dwellers do gain access to utilities like plumbing, heating, and electricity. Widespread illiteracy means that most homes in the city have radios so they can receive news and updates from the Imperial government. The New Kingdom has many of these bustling metropolises, and though they are nowhere near as industrialized as the Republic, a melding of technology with older Tajaran styles and traditions has offered city-living peasants a brighter lease on life.&lt;br /&gt;
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The New Kingdom’s industry is heavily focused on the mining and agricultural sectors, and as such these tend to receive the most investment and attention from Imperial elements. Miners and farmers still use old methods of transportation, like lever-powered mine-carts or N’hanzfu-driven tills for their needs, and mining especially does not come without inherent dangers. A good portion of the populace is devoted to maintaining these two economic powerhouses, favoring the agricultural sector. To escape from the monotony of this work, and in lieu of entertainment like televisions or radios, the performing arts have made a huge comeback in the North. Plays, musicals, poetry nights - anything to help distract the peasantry from the grind of their daily lives. Theaters are especially common in most villages.&lt;br /&gt;
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Personal computers are a rare sight in the New Kingdom’s homes; only the nobility has enough influence to acquire one. Following the Armistice and further deals with megacorporations, terminals have been shipped to most villages and major cities for general use. These machines are found in the houses and offices of the local governors, which are all usually nobles, for them to decide when it is proper for anyone to use the computer. Owning to this practice, most of the population’s access to this technology is held hostage by the plutocracy.&lt;br /&gt;
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=== Notable Civilian Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;Pryzark-19:&#039;&#039;&#039; a half-track, brougham style automobile designated to be sold to the nobility. Anyone planning to buy a Pryzark-19 will likely have to acquire a loan. As the Kingdom&#039;s economy grows, these cars have become a status symbol. This has led to a subculture of nobility heavily modifying their Pryzark-19’s to suit their tastes and showboat their wealth. Queen Shumaila is known to be an avid admirer of the Pryzark-19; tabloids speculate she owns at least three.&lt;br /&gt;
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*&#039;&#039;&#039;Ha&#039;rron Sled:&#039;&#039;&#039; used since immemorial times by the Tajara, the Ha&#039;rron Sled is now only commonly seen in the northern territories of the New Kingdom. As much of the technology is concentrated in the hands of the nobility, the population in most isolated regions has to rely on the old ways for transport. Trained since birth, the pulling Ha&#039;rron can traverse hundreds of kilometers of snow and ice in a matter of days. Sleds were used to bring supplies to the army during the winter. The Raaki Shariim also make extensive use of them during rural operations. &lt;br /&gt;
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*&#039;&#039;&#039;Icehover:&#039;&#039;&#039; a boat-shaped, amphibian vehicle capable of traveling over ice, land, and water. The Icehover works by blowing air under the hull that is above the atmosphere&#039;s pressure. The difference in pressure causes drift that allows the vehicle to move. The Icehover is favored by fishers for its versatility; it can be used in warmer seasons and when the sea is frozen because of the winter. The Icehover’s appearance among the river pirates of Southern Harr’masir has led to accusations of the NKA government supplying piracy there.&lt;br /&gt;
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== Medical ==&lt;br /&gt;
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Advanced medical treatment in the New Kingdom is typically reserved for the upper class. The landed nobility get to enjoy the most of new advancements in gene therapy, surgery, or cosmetic operations - far beyond what the average peasant can get, thanks to their political status and the privilege that comes with it. Equally, with the New Kingdom currying favor with NanoTrasen, they have access to medical care even on par with what the average Republican citizen may receive in cities like Nal’tor. The same, however, cannot be said of the lower classes. Peasants are often hospitalized for longer periods of time and tend to have higher mortality rates both from increased stressors and dangers from work and insufficient medical care.&lt;br /&gt;
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Traditional remedies, such as the usage of Messa&#039;s Tears or S&#039;rendarr&#039;s Hands, are popular for cuts and burns. Many peasants still practice old methods of curing ailments, like salt-water gargling for strep throat and even in some rural areas bloodletting to ‘cleanse the body of its unnatural vapors’. Poor understanding of medicine amongst the rural population complicates wounds sometimes, but some medical architecture leftover from the Republicans still remains, giving the typical peasant the ability to visit a doctor - if they can afford it. Most cannot, however, and village religious leaders or family elders tend to care the most for their injured. Education and understanding of anatomy is not as advanced, and experience varies wildly from village to village.&lt;br /&gt;
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Infant mortality rates in the New Kingdom tend to be high. While the children of nobility tend to have easier access to life-saving care in the event of abnormal births or defects, peasant families are not nearly so fortunate. The typical New Kingdom family will have many children, but there is a high chance a few may die in the first few months or years of their lives. This has diminished somewhat with the introduction of vaccinations to larger cities in the New Kingdom, but unlike other powers, medical facilities lack the ability to mass-produce these inoculations and the government relies on NanoTrasen to step in, leading to a rise in the cost of drug prices.&lt;br /&gt;
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== Military ==&lt;br /&gt;
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Unlike the People&#039;s Republic or the Democratic Republic, the infantry of the New Kingdom is not as mechanized. While they do have tank corps and technicians, they still maintain the usage of outdated tactics and units like cavalry or grenadiers. Whereas the other powers focused their power on offensive research, the New Kingdom prepped for and successfully waged a defensive war against the invading Republican army. Most branches of their military are aimed towards defending the northern territory - with their most offensive units being their naval forces. Indeed, out of the three powers, the New Kingdom has invested the most into its navy.&lt;br /&gt;
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Some of the Republic’s most brilliant admirals and veteran ship crews seceded with the New Kingdom, a defeat that the Republican navy has not recovered from. While this benefit does not give them much beyond bombardment for land operations, the massive fleet of formidable ships, aircraft carriers, and anti-submarine detectors has kept both other powers on the ropes when it comes to engagements on the seas. Their enemies are wary of engaging the Imperial Navy unless absolutely required - and as such, this reputation equally carries over with privateers or pirates, who scarcely engage with the Imperial Navy as well. &lt;br /&gt;
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The New Kingdom is widely known for having very reliable equipment; military research is less involved in experimental or expensive designs, and instead industrial capacity is devoted towards tried-and-true and traditional weapons, like bolt-action rifles or bayonets. Lacking the intense industrialization of the other nations, artisans of the New Kingdom focus on producing arms and armor that is less prone to failure and requires less maintenance. It takes longer, but the end result typically is the production of high-quality armaments, giving the average Imperial soldier a leg up on the battlefield.&lt;br /&gt;
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=== Weapons ===&lt;br /&gt;
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Due to its prior isolation and economic situation, the New Kingdom of Adhomai relies on more traditional weaponry. Soldiers are usually armed with simple bolt action rifles and bayonets, while sailors and expeditionary marines are given the few available semi-automatic weapons. Officers have more freedom in their gear, as they are allowed to use any personal weapon on the field. Currently, the New Kingdom has no service rifle.&lt;br /&gt;
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Firearms are more common in rural regions than in the few urban centers, owing to the culture of the agrarian nobility and peasantry. Commoners are able to obtain and carry small semi-automatic weapons, such as hunting shotguns and pistols. Nobles have more freedom in acquiring weapons, having been granted the right to acquire automatic weapons.&lt;br /&gt;
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==== Notable Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Hand Cannon:&#039;&#039;&#039; created because of a shortage of weapons that happened in the New Kingdom of Adhomai during the second civil war. Old naval culverins found in museums and forgotten warehouses were adapted into portable weapons, combining modern and ancient Tajaran technology. Usually found in the hands of sailors and marines of the Royal Navy, this fearsome firearm is able to propel small cannonballs with destructive force.&lt;br /&gt;
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*&#039;&#039;&#039;Royal Firearms Service Revolver:&#039;&#039;&#039; a simple and reliable double-action revolver, favored by the nobility, officers, and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom’s markets.&lt;br /&gt;
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*&#039;&#039;&#039;Lawbringer Mk.I:&#039;&#039;&#039; an advanced, rare energy weapon, obtained through a mysterious otherworldly benefactor. The gun has nonlethal, lethal, and explosive firing modes. The presence of the Lawbringer causes awe in the forces of the New Kingdom and their enemies, as the few Imperial Dragoons allowed to wield it are well trained in its use. Due to its highly expensive manufacturing cost, only a few hundred were ever produced.&lt;br /&gt;
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*&#039;&#039;&#039;Frozen Sea Harpoon Gun:&#039;&#039;&#039; adapted from fishing tools, harpoons were found to be useful weapons in the hands of the Royal Navy and Army. Their ammunition can be equipped with all sorts of implements, such as explosives and even grappling hooks. Large guns are usually mounted on warships, serving as a complement to their traditional cannons. Smaller versions are usually carried by sailors and fishermen.&lt;br /&gt;
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==== Notable Experimental Weapons ====&lt;br /&gt;
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*&#039;&#039;&#039;Worm Signal:&#039;&#039;&#039; developed from research made on Hma&#039;trra Zivr&#039;s high-frequency communication, the worm signal is a device capable of luring the aquatic creatures to a certain location to attack ships. Since this weapon requires a radio tower to function, its deployment is limited to the Kingdom&#039;s coastal regions. Because the signal is unable to fully control the Hma&#039;trra, the Royalist navy must vacate any place before it is used to avoid being caught as well.&lt;br /&gt;
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*&#039;&#039;&#039;Big Alzrun:&#039;&#039;&#039;  expanding on the already existing railway gun designs, the New Kingdom&#039;s military recently invested in the development of a massive cannon. The Big Alzrun is a fifty meters long and fifteen meters tall artillery piece. Planned primarily as a siege weapon, the gun is able to fire a large round capable of destroying any known fortification over a distance of kilometers. An entire Train, alongside thousands of workers, is used to transport and deploy the weapon. Big Alzrun also has its own anti-aircraft defenses to reduce its vulnerability to airstrikes. Because of its great cost, only one has been built so far.&lt;br /&gt;
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==== Notable Military Vehicles ====&lt;br /&gt;
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*&#039;&#039;&#039;Zhsram II:&#039;&#039;&#039; a prewar light tank commissioned by the military at the start of the Second Revolution. The tank turned out to be rather unreliable and had limited space for its staff. Due to a shortage of experienced crew, technical issues, and lack of concise doctrine, the Zhsram II saw little use. New tanks continue to be built and provided to the army, but the high command is urgently attempting to find a better replacement for the outdated vehicle.&lt;br /&gt;
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*&#039;&#039;&#039;Railroad Cannon:&#039;&#039;&#039; artillery pieces or naval cannons mounted on train wagons used extensively by the New Kingdom during the Second Revolution. Lacking fast transportation methods, the military made use of the train system to quickly bring artillery to the frontlines. This also allowed them to deploy bigger guns. The railroad cannon was effective when defending and sieging cities, but proved to be vulnerable to airstrikes and rail sabotage.&lt;br /&gt;
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*&#039;&#039;&#039;Armored Aerosled:&#039;&#039;&#039; a propeller-driven sled used for reconnaissance. Introduced throughout the offensive of 2461, the armored aerosled is protected by light metal armor and is usually armed with a machinegun. It is crewed by a driver, which sits closer to the engine, and a gunner at the front. Plans to further develop this vehicle are currently underway; military officers have proposed arming the aerosled with anti-tank guns and grenade launchers for hit-and-run attacks.&lt;br /&gt;
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== Extranet ==&lt;br /&gt;
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The New Kingdom has officially entered the extranet in 2458 after acquiring a contract with frontier providers. Because of this later arrival, most of the websites are government-related or hosted by migrants. The Royalism extranet is atrociously slow due to the outdated and scarce national infrastructure. Censorship is limited to content considered immoral by the general public. &lt;br /&gt;
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=== Notable Websites ===&lt;br /&gt;
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*&#039;&#039;&#039;TheirHeritage:&#039;&#039;&#039; a website destined to cataloging and preserving the history and members of the noble dynasties. Users can create profiles and add themselves to the treelines after confirming their identities through documents and pictures. TheirHeritage is infamous for not allowing non-Njarir and Tajara of mixed background to register.&lt;br /&gt;
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*&#039;&#039;&#039;WorkDay:&#039;&#039;&#039; created to help the growing city business find employees, Workday has grown to become the main Employment website of the New Kingdom. Outside of the popularity with the locals, it has helped the megacorporation in finding willing and skilled labor to ship off the planet. Despite originally being a free service, there is now a premium subscription that allows a user privileged access to megacorporation opportunities.&lt;br /&gt;
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*&#039;&#039;&#039;Miran&#039;mir Archive:&#039;&#039;&#039; the digitalized archive of the Miran’mir Academy of Scientific Pursuits museum. The website was created as part of an initiative to preserve the Tajaran history threatened by the war. The website provides access to digital versions of ancient Adhomian texts, interactive images of artifacts, and academic papers.&lt;br /&gt;
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= Government and Ideology =&lt;br /&gt;
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The New Kingdom of Adhomai is a constitutional monarchy, with the King acting as the head of the judicial and executive system. The Parliament is divided into a chamber of Nobles and a chamber of Commoners. The Chamber of Nobles is constituted by hereditary positions held by the nobility. The representatives in the Chamber of Commoners are elected through elections. The Crown Heir is selected through the appointment of the King, with the approval of the parliamentarians.&lt;br /&gt;
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Because of the intrinsic relationship between the nobility and the public offices in the Kingdom, rivalities between the existing dynasties are common. Many of the positions are used to gain more prestige for one&#039;s family or sabotage a rival&#039;s attempt to secure a post of importance. &lt;br /&gt;
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== Royalism ==&lt;br /&gt;
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Royalism is an ideology characterized by monarchism, a constitution limiting the power of the monarch, the existence of a noble class, and the acceptance of the traditional Tajaran caste system. Its origins can be traced back to the end of the interwar period, where growing discontent with the People’s Republic allowed the return of an old dynasty bearing promises of change. Royalism attempts to reinstate the rule of the nobility over Adhomai while correcting the supposed flaws that caused the First Revolution. Despite not being adverse to progress, this ideology avoids any kind of fast change.&lt;br /&gt;
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The caste system is believed to be an essential and unavoidable element of the Taraja species. However, the active enforcement of those differences is considered detrimental; society will naturally enforce and drift towards them without any kind of interference. Instead of trying to make every Tajara equal, Royalism claims that every ethnicity has its own separated but indispensable function. But ultimately, the Njarir’Akhran are the indisputable masters.&lt;br /&gt;
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Royalism is open to diplomacy with alien powers and is generally welcoming of megacorporations. However, this stance is primarily tolerated due to the necessity of support in the conflict against the other Adhomian powers. &lt;br /&gt;
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=== Schools of Thought ===&lt;br /&gt;
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*&#039;&#039;&#039;Conservative Royalism:&#039;&#039;&#039; supported by the land-owning nobility, Conservative Royalism aims to maintain the political and social status quo while bringing economic prosperity to the Kingdom. A Monarch restricted by a parliament, composed of hereditary titles, and a constitution is seen as the perfect system to guide the Tajara people. Decision-making should remain in the hands of the nobility, while commoners should have their survival and basic rights guaranteed by the state. Megacorporations are welcomed with open arms by Conservative Royalists; they are an opportunity to attract foreign investments and modernize the nation. [[Notable Tajara#Grand Duke Akym Yudenikh|Grand Duke Akym Yudenikh]] is the main proponent of this ideology&lt;br /&gt;
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*&#039;&#039;&#039;Absolute Royalism:&#039;&#039;&#039; supported by the military and the rural population, Absolute Royalism believes that the power should be concentrated in the hands of the Monarch. The parliament and the constitution are obstacles to the progress of the nation. An absolute monarchy backed up by a strong army and navy is deemed as the best alternative to secure the Kingdom against any threats. Due to their might, the Majesty has the right to dictate what is the most adequate alternative to any situation. Absolute Royalists are opposed to diplomacy with alien governments and the presence of megacorporations, for they believe that the nation should not rely on foreigners to stand on its own. [[Notable Tajara#Grand Admiral Mahtra Dynhaas|Grand Admiral Mahtra Dynhaas]] is the main proponent of this ideology&lt;br /&gt;
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*&#039;&#039;&#039;Populist Royalism:&#039;&#039;&#039; supported by intellectuals and the urban working class, Populist Royalism plans to further democratize the New Kingdom. While the banishment of the monarchy is unthinkable, it should instead be delegated to a symbolic role. All of the power should be in the hands of democratically elected officials. The people should take an active part in the politics and their well-being is the main priority to the Kingdom. Nobility should remain a mere cultural formality to preserve the families&#039; heritage. Populist Royalists are not opposed to megacorporations, but their activities should be tightly regulated to prevent abuses and a takeover of the nation. [[Notable Tajara#Prince Serhiy Oliinyk|Prince Serhiy Oliinyk]] is the main proponent of this ideology&lt;br /&gt;
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*&#039;&#039;&#039;Revival Royalism:&#039;&#039;&#039; also called Njarir&#039;Akhran Supremacism by its opponents, this school of thought was formulated by Absolute Royalist extremists. While Revival Royalism shares its parent ideology&#039;s authoritarianism, its main difference lies in its reactionary vision of the Tajaran caste system. Revival Royalism believes that enforcing the traditional roles through the law is necessary; society would soon fall into chaos without the ever guiding hand of the Njarir&#039;Akhran. No Tajara ethnicity is superior, only built for different purposes. Revival Royalism considers individuals of mixed heritage to be an abomination - products of a degeneracy that must be dealt with harshly. The alien and its machinations are seen to be incompatible with the Tajara; ignoring them completely is the best course of action. Its adherents are known for their interest in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric ideas]]. [[Notable Tajara#Count Tscherim Sanguszkho|Count Tscherim Sanguszkho]] is the main proponent of this ideology&lt;br /&gt;
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== Political Parties ==&lt;br /&gt;
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The Parliament is divided into four parties;&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Royal Party:&#039;&#039;&#039; this party encompasses most of the agrarian landowners and high nobility, known to be loyalists to the ruling dynasty. Their main interest lies in protecting the rights of the nobility and strengthening the civil government. Nobles and monarchists usually support this party, as they see it as the one that is fully aligned with the interests of the house of Azunja and the Kingdom. They do not oppose the presence of megacorporations and diplomacy with other galactic states.&lt;br /&gt;
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*&#039;&#039;&#039;Officers Party:&#039;&#039;&#039; this party is composed mostly of army officers, navy captains, and fervorous patriots. They seek to strengthen the importance of the military in the politics and daily life of the Kingdom, usually clashing with the other two parties. Their main platforms include increasing the spending and modernization of the armed forces. Soldiers and sailors usually support this party, as it is one of the few ways they can improve their condition and participate in politics through their superiors. They are staunchly against the presence of megacorporations and have an isolationist instance in regard to galactic diplomacy.&lt;br /&gt;
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*&#039;&#039;&#039;Commoners Party:&#039;&#039;&#039; despite its name, this party is made up of lower-ranking and landless nobles. They aim to increase the rights of the commoners and move the government to a more democratic orientation, reducing the King’s powers and the reliance on the army. Members of this organization are known to hold meetings with the population to gather and understand their concerns, making use of those problems to create their own political agenda. Factory workers, learned professionals, and urban inhabitants usually support this party, as this organization is one of the few ways that their voice can reach the Parliament. While not opposed to the presence of megacorporations, the Commoners Party is against them being allowed into the Kingdom without strict laws to control their expansion. They have an open but cautious approach in regard to diplomacy with other states.&lt;br /&gt;
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*&#039;&#039;&#039;Njarir&#039;Akhran Renewal Fraternity:&#039;&#039;&#039; once a private club exclusive to the nobility, the Njarir&#039;Akhran Renewal Fraternity became the main proponent of the Revival Royalism. Thanks to the support of the most authoritarian elements in the Parliament, it was given official party status in 2463. While the Fraternity is still a minority in the government, they are eager to support the Officers and Royal parties to acquire more influence. Supported by the most radical royalists, the Njarir&#039;Akhran Renewal Fraternity pushes for an even more authoritarian government, alongside spouting a very reactionary view on the Tajaran caste system.&lt;br /&gt;
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== Royal Ministry of Intelligence ==&lt;br /&gt;
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Formed during the early stages of the second revolution, the Royal Ministry of Intelligence, also known as the Office of Ungentlemanly Affairs, can trace its origins to royalist circles that organized their meetings in cellars of Kaltir’s pubs. First serving as the force used to free King Azunja from his prison, the RMI has evolved into an agency tasked with dealing with all kinds of foreign intelligence and threats. Internal matters are handled by the ministry of interior and its subordinated departments.&lt;br /&gt;
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Agents of the Royal Ministry of Intelligence are adept in espionage, reconnaissance, interrogation, and surveillance. Information gathering and counterintelligence are the main tasks of the RMI, as they prefer to work closely with the military in their operations. Several diplomats and consular officials are members of the agency, as their positions allow them more contact with the affairs of other nations. They have added Biesel to their theaters of operations after the armistice.&lt;br /&gt;
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== Law ==&lt;br /&gt;
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The law in the New Kingdom possesses a written code but most of its decisions rely on precedents and local customs. Judges are directly appointed by the Crown to their position. There is no jury in the Kingdom’s courts. Citizens have the right to hire any lawyer they see fit, but the government still offers public defenders for those who can not afford to pay for one. In spite of this provision, there is a distinct shortage of public attorneys. The justice system is biased towards the nobility, offering them greater protection and rights than the ones afforded to the commoners.&lt;br /&gt;
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Law enforcement in the New Kingdom is the responsibility of the Royal Constabulary, an agency under the direct control of each province. The police in urban centers are known to be well equipped and trained. Mounted constables are still extensively used in rural areas.&lt;br /&gt;
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===Royal Peacekeepers===&lt;br /&gt;
&lt;br /&gt;
Formed shortly after the New Kingdom declared its existence, the Royal Peacekeepers (Raakti Shariim in Siik’maas) are a specialized policing force for the Kingdom. As the Royal Constabulary was formed to manage individual provinces, the Peacekeepers exist as a Kingdom-wide force focusing on higher-profile targets such as spies, terrorists, domestic enemies of the Kingdom, and persons of interest. Their origins lie in the old orders of M&#039;sai enforcers who would track criminals roaming from fief to fief or over the borders of Kaltir. While the Peacekeepers remain mostly M&#039;sai, other races of the Tajara can be found in its ranks. &lt;br /&gt;
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Officers of the Peacekeepers are specialized in handling not just investigations and arrests, but also surviving the harsh conditions they may come across while tracking criminals. Rock-climbing, foraging, medical aid, and other skills ensure the Peacekeepers will be able to handle anything the wildness can throw at them. Armored cars are the typical mode of transportation for Peacekeepers in urban areas, but they retain bred Ha&#039;rron steeds for rural operations.&lt;br /&gt;
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== Adhomai Democratic Front ==&lt;br /&gt;
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As unfulfilled promises pile up, income inequality grows, and megacorporation influence expands, some Tajara within the New Kingdom have become disillusioned with Royalism. Founded by radicals from the Commoners Party, the Adhomai Democratic Front is an underground movement that aims to abolish the monarchy and establish a democracy. Unlike the moderates in the parliament, the Front has no interest in taking part in the government and prefers a more partisan approach. Organizing strikes, protesting, and civil disobedience are their main tools. The Crown considers the Democratic Front to be a terrorist organization; its members are actively persecuted by the Royal Peacekeepers. The ongoing repression is quickly radicalizing the group; calls for armed action are becoming increasingly common.&lt;br /&gt;
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Because of the distance from the capital and large working population, the Adhomai Democratic Front found most of its support in the region around Olska. Supporters from the former lands of Kaltir, which stretched from Nusinsk and northwards, are very rare. While the New Kingdom accuses the group of being an Al&#039;mariist and Hadiist puppet, there is no real evidence of this. Its leadership and internal structure are currently unknown to the public.&lt;br /&gt;
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== International Relations ==&lt;br /&gt;
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*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; the New Kingdom of Adhomai was recognized in 2461 as a legitimate state by the Republic of Biesel as part of the Armistice of Shastar. The relation between both nations remains cordial but distant. The Kingdom is attempting to approach the Republic through the further integration of megacorporations in its economy. As part of these attempts, artifacts from the Museum of Miran’mir were borrowed for an exhibition at Mendell’s Museum of Immigration in 2462. Royalist agents operating in Biesel have to take extra precautions to remain undetected; the local authorities are not willing to tolerate their activities.&lt;br /&gt;
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*&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039; the first state to recognize the New Kingdom was the Empire of Dominia in 2461. The recognition came at a time when the Kingdom was desperately looking for allies. However, this support was received with suspicion by the royalist military faction. The relation between both nations is mainly focused on trade and political support. Dominia’s plan for the future is to incorporate the Kingdom into its sphere of influence. The Empire of Dominia does not recognize the other two Adhomian powers.&lt;br /&gt;
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== Flag ==&lt;br /&gt;
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Inspired by the Kingdom of Kaltir&#039;s standard, the New Kingdom of Adhomai flag was created shortly after the rebellion by the Royalist clique who freed King Vahzirthaamro. The flag&#039;s blue color is the one traditionally associated with the nobility, the tree is the symbol of the Azunja&#039;s dynasty, and the Twin Suns Icon represents the New Kingdom&#039;s ambitions of conquering all of Adhomai.&lt;br /&gt;
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= Military Forces =&lt;br /&gt;
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The New Kingdom of Adhomai is composed of the [[Tajaran Military Structures#Imperial Adhomian Army (New Kingdom of Adhomai)|Imperial Adhomian Army]], the [[Tajaran Military Structures#Royal Flying Corps (New Kingdom of Adhomai)|Royal Flying Corps]] and the [[Tajaran Military Structures#The Royal Navy (New Kingdom of Adhomai)|Royal Navy]]. The Imperial Adhomian is the ground army of the NKA, made up mainly of infantry divisions, supported by artillery, cavalry, and the few armored vehicles that the Kingdom is able to bring in service. Despite being poorly equipped by Tajaran standards, they are able to deploy efficient defensive tactics. Each commoner family in the New Kingdom of Adhomai has the duty of offering a single member of their household to serve in the military, while the nobility usually serves in positions of command.&lt;br /&gt;
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During the Second Revolution, the Imperial Adhomian Army was infamous for its mistreatment of war prisoners. The conditions in the prison camps were precarious and food shortages were widespread. Captured soldiers were commonly used as forced laborers in the Kingdom&#039;s mines, plantations, and construction projects. Prisoners were borrowed by the military to work on the properties and companies of the nobility. Roads and military works were also built by the inmates. Prisoners were subject to the most dangerous and unwanted jobs, such as clearing minefields. During her time in the army, Queen Shumaila Azunja was known for being a major proponent of using forced labor. It is estimated that at least 65% of the soldiers captured by the New Kingdom perished while in captivity due to a combination of starvation, overworking, sickness, and mistreatment.&lt;br /&gt;
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The Royal Navy is the powerhouse of the Kingdom military, nearly securing supremacy on the seas. Created through the defection of most officers, alongside their ships and supplies, during the uprising. The New Kingdom’s naval force was able to secure the shores of Northern Harr&#039;masir, but was proven to be less useful in the overall land conflict.&lt;br /&gt;
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[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Tajara&amp;diff=24642</id>
		<title>Notable Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Tajara&amp;diff=24642"/>
		<updated>2022-05-13T02:30:14Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Bakhteiarova Mirzakhani */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
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[[Tajara|Tajaran]] history and society has a long list of notable individuals and heroes that are known across [[Adhomai]]. &lt;br /&gt;
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==People&#039;s Republic==&lt;br /&gt;
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&#039;&#039;&amp;quot;Comrades, in this struggle we fight to protect the progress we have fought so hard to make in the preceding decades. Our march forever onwards for a Hadiist society must not be stopped by the usurpers who would see us become a brutish military dictatorship, nor those fetid imperialists who would restore the atrocities of the old ways.&amp;quot;&#039;&#039;&lt;br /&gt;
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&#039;&#039;- President Njadrasanukii Hadii, in a televised address to the people in 2452.&#039;&#039;&lt;br /&gt;
===President Njadrasanukii Hadii===&lt;br /&gt;
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[[File:Hadii portrait.png|200px|thumb|right|A portrait of the president, done in 2460.]]&lt;br /&gt;
Njadrasanukii Hadii, also known as Malik Hadii, was born in &#039;&#039;&#039;2402&#039;&#039;&#039; to the noble Njarir&#039;Akhran Hadii line. His mother was Rajjurl Hadii, and his father Tajrhalrr Hadii. He got involved with the military at an early age, becoming a cadet for the Royal Navy at 16 and achieving a commission as a Lieutenant-Commander at 22, and leading his own destroyer as a Captain at 29. During the revolution, he briefly fought for the loyalists but was recalled to the Hadii Citadel to help defend his family&#039;s ancestral home. Following the revolution and the Hadii&#039;s rise in the new Federal Republic, Njadrasanukii was given the office of Vice-President under his brother Al&#039;Mari Hadii. &lt;br /&gt;
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Malik assumed the presidency in &#039;&#039;&#039;2451&#039;&#039;&#039; after the assassination of Al&#039;mari. He continued his brother&#039;s early agenda of collaborating with NanoTrasen and other galactic powers. Njadrasanukii purged any suspicious elements from his administration after the Nated&#039;s coup, consolidating his power through the imprisonment and execution of anyone that threatened his regime. Further authoritarian measures were established by him; the expansion of the secret police, the rapid industrialization of the PRA, and further persecution against those who did not conform to his policies. Under Malik Hadii&#039;s control, the current form of Hadiism took shape; an ideology focused on the creation of a monolithic Tajaran culture under the unquestionable guidance of the Hadii political line. The office of the president had its powers largely expanded under his rule, allowing Njadrasanukii to control all aspects of the People&#039;s Republic government. Total loyalty to Njadrasanukii is expected from all Party members.&lt;br /&gt;
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A state-endorsed cult of personality has been established around President Hadii. Through a robust propaganda system, republican citizens are informed daily about Malik&#039;s achievements and how only through his guidance the Republican can prosper. Portraits of President Hadii can be found in most Hadiist homes and government buildings. Njadrasanukii is known for his speeches praising his own administration and the bravery of his people; his voice can be heard frequently on the radio. While many admire him as a strong leader, others fear his ruthless ways of dealing with the opposition.&lt;br /&gt;
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President Hadii is famous for his extreme paranoia. Very few high-ranking members of the Party have direct access to him and little is known about his private life. He is constantly surrounded by hand-picked members of the secret service; those bodyguards are always under the risk of being purged for any reason. It is rumored that he has survived more than three hundred assassination attempts.&lt;br /&gt;
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The few Tajara who had the opportunity to know President Hadii personally, portray him as energetic, charismatic, thoughtful, but deeply paranoid and vindictive. Njadrasanukii cultivates an image of a simple Tajara; he leads a frugal lifestyle with few material needs. Because of the nature of the PRA&#039;s government, President Hadii&#039;s work and private life are deeply entangled. President Hadii&#039;s favorite pastimes are watching movies, playing Farehal, and reading books; rumors claim that Njadrasanukii has at least 20,000 Tajaran and alien books in his private collection.&lt;br /&gt;
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Despite the outcome of the Second revolution, Njadrasanukii continues to rule the People&#039;s Republic with an iron grip. He did not give up his plans of reestablishing Hadiist hegemony over Adhomai.&lt;br /&gt;
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[[File:headmaster portrait.png|200px|thumb|left|A rare picture of the camera shy Tyr&#039;adrr, taken during the closure of an illegal protest, dated to 2459.]]&lt;br /&gt;
===Headmaster Harrrdanim Tyr&#039;adrr===&lt;br /&gt;
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Harrrdanim was born in &#039;&#039;&#039;2425&#039;&#039;&#039; to a M&#039;sai family serving the Hadii during the First Revolution. Wishing to follow in the footsteps of his parents, he joined the Hadiist Party at a young age. He soon caught the attention of the People&#039;s Strategic Intelligence Service due to his craftiness and was given a position in the agency. Despite enjoying moderate success during the late years of Al’mari’s rule, Tyr&#039;adrr rose to prominence after the President’s assassination. Leading several purges within the secret service, he was able to secure a promotion as the Headmaster after the previous head was arrested for suspicious behavior. Under Tyr’addr’s control, the PSIS became the feared terror machine it is today. Heavy investments in surveillance technology, the establishment of a robust web of informants, and the large-scale repression of political opponents greatly weakened the opposition in the People’s Republic. His supposed adventures during this period have spawned an entire &amp;quot;spy thriller&amp;quot; genre in the Republic.&lt;br /&gt;
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After helping secure President Hadii&#039;s rule, Headmaster Harrdanim focused his efforts on fighting the Liberation Army and the New Kingdom. Ruthless anti-partisan campaigns were carried out under his supervision. The displacement of Chaniska’s native population, scorched-earth tactics in Northern Ras&#039;nrr, and the creation of Try&#039;urma Penitentiary were among some of his orders during the conflict. His actions during the Second Revolution earned him the reputation of being merciless and bloodthirsty. In spite of several assassination attempts, ALA agents failed to murder him and he continued his reign of terror unimposed.&lt;br /&gt;
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Even after the Armistice, Headmaster Harrdanim continues to work tirelessly to undermine the enemies of the Republic. He has a large interest in securing the Tajara population living outside of Adhomai and is responsible for the PSIS presence in District Six. He is eager to suggest more authoritarian solutions and believes in increasing, even more, the state’s control over the population. Because of the role of the Strategic Service in the government, Tyr&#039;adrr is one of the most powerful and hated Tajara in the People&#039;s Republic. While seemingly loyal to President Hadii, many in the Party fear where Tyr&#039;adrr&#039;s ambition might lead him.&lt;br /&gt;
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Analytic, controlling, and cold are some of the words frequently used to describe Harrrdanim&#039;s personality. The headmaster is known to calculate every step on his way; he tries his hardest to manipulate the events in his favor. Tyr&#039;adarr is also infamous for never assuming any kind of blame - a scapegoat, willingly or not, always shows up to take the fall. Thanks to his position in the government, little to nothing is known about his personal life.&lt;br /&gt;
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===Party Secretary Yakiv Hadii===&lt;br /&gt;
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Yakiv Hadii was born in &#039;&#039;&#039;2412&#039;&#039;&#039; as the second cousin to President Hadii. While too young to take part in the First Revolution, Yakiv joined the Hadiist Party as soon as he could. During Njadrasanukii’s rule, he excelled as a bureaucrat due to his organizational skills. He managed the distribution of land and the establishment of communal farms during the Republican Agrarian reforms. Through a combination of political maneuvers and nepotism, he quickly climbed the Party&#039;s ranks. Yakiv sought to further the Republican relationship with NanoTrasen, seeking their support for the development of Adhomai. This stance caused him to lose Al’mari’s favor during the years leading to the Second Revolution. He was then demoted to an unimportant position in the Ministry of Agriculture.&lt;br /&gt;
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Yakiv returned to prominence after Rhagrrhuzau’s assassination; he was seen as a way to link Malik’s rule to his now-deceased brother. Following the abolishment of the office of vice-president, Yakiv was promoted as the Party Secretary by Njadrasanukii. He became responsible for the internal organization and reviewing applications to the Party; he was quick to remove many of his political opponents from power using his new powers. Known as unquestionably loyal to President Hadii, he became infamous for being nothing but a yes man. He continued his policy of maintaining good relations with megacorporations, lobbying for more deals with NanoTrasen. Countless Tajara were given the opportunity to leave Adhomai due to his efforts, most sold as cheap labor while some others were able to acquire higher education. During the final stages of the war, he was one of the main proponents of the need for foreign intervention to save the People&#039;s Republic.&lt;br /&gt;
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After the Armistice, Yakiv remained as Party Secretary. He is one of the closest advisors to President Hadii, helping Malik in matters related to internal and external affairs. Despite being an orthodox Hadiist, he is eager to push for changes to appease NanoTrasen and other foreign powers in an attempt to gain their support. Many within the Party see Yakiv as a power-hungry and untrustworthy politician, eager to abuse his power to reach what he wants. Others recognize him as a cunning politician with a rather dangerous influence over President Hadii. More recent stunts such as implementing Father Valyan K’rrirran’s orphanage proposal has proven Yakiv Hadii to be seeking approval in the eyes of the citizenry. &lt;br /&gt;
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Yakiv Hadii is a notorious opportunist and sycophant; he is always trying to acquire any kind of leverage where it might exist. Personally, this means that Yakiv is more than eager to make friends with anyone of any importance. However, the friendship might come with strings attached: a request to repay a favor or take part in a shady business. Yakiv takes full advantage of his position within the Hadiist Party to indulge himself in all luxuries available to the political elite. Because of this lifestyle, Yakiv has become noticeably overweight.&lt;br /&gt;
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===Minister of Defense Irbaykhan Mirarkiizar===&lt;br /&gt;
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Irbaykhan Mirarkiizar was born into a Hharar peasant family in &#039;&#039;&#039;2428&#039;&#039;&#039;. He was raised around veterans of the first revolution and was always interested in their stories. Owing to the new opportunities brought by the People’s Republic, Irbaykhan enrolled in a military academy and joined the Grand People&#039;s Army as an officer. He survived the purges of the early Hadiist government because of his political reliability; as he was one of the first army leaders to support President Hadii during his ascension. This left him in the privileged situation of being one of the few properly trained officers at the dawn of the Nated’s coup.&lt;br /&gt;
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Irbaykhan quickly climbed the ranks of the Republican Army during the Second Revolution. Making extensive use of artillery and motorized troops, he secured early victories that gave much-needed breathing room to the fragile Republic. While in command of the Dymtris Front in &#039;&#039;&#039;2456&#039;&#039;&#039;, he pushed the New Kingdom into the defensive position that they would remain in until the very end of the war. Mirarkiizar’s final promotion during the conflict was to the theater commander of the Rass’nrr Military District. With the help of the alien allies of the Republic, he managed to recapture the main region of the continent. He was given a seat in the Ministry of Defense after the Armistice, working alongside the upper echelons of the Party to refine the Republic’s strategy.&lt;br /&gt;
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Unlike most members of the Ministry of Defense, Irbaykhan has both political connections and practical experience in the field. This combination has made him one of President Hadii’s closest advisors in regard to military matters. Currently, he is responsible for the Hro&#039;zamal campaign. Mirarkiizar sees the Grand People&#039;s Army as an essential component of the Hadiist state; the ever-vigilant guardian of the Republic against its enemies. The Minister believes that strict discipline and union towards a common goal is the best way to safeguard the future of the People’s Republic.&lt;br /&gt;
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Irbaykhan Mirarkiizar is known for his disciplined and simple lifestyle. The Minister is very strict with his routine and commonly scolds Party members, other generals, and his family for being what he would call undisciplined. Irbaykhan is well-known for his unquestionable loyalty; he would prefer death over treason. He is only seen out of uniform when fishing - Irbaykhan&#039;s favorite pastime.&lt;br /&gt;
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===Minister of Technology Zhuldyz Hadii===&lt;br /&gt;
[[File:zhuldyz portrait.png|200px|thumb|right|A picture done of Zhuldyz Hadii in her lab, created in 2462.]]&lt;br /&gt;
Born in &#039;&#039;&#039;2420&#039;&#039;&#039; to the Hadii dynasty, Zhuldyz enjoyed the many privileges granted to her family. She grew up fascinated by the new technologies brought by human contact; she would spend hours tinkering and dismantling electronics during her childhood. Later she was sent to study in prestigious Solarian universities, where she ventured into the field of robotics. Zhuldyz returned to Adhomai in 2449 and was granted a post in the Ministry of Technology.&lt;br /&gt;
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Using the knowledge acquired off-world, Zhuldyz drew plans with the objective of modernizing the Republic through a technological revolution. The rapid industrialization aided by mechatronics would bring prosperity to the Tajara. While many of her initial projects were abruptly interrupted by Rhagrrhuzau&#039;s assassination, she remained in her position due to being a member of the Hadii dynasty. The unstable early years of Njadrasanukii’s presidency were unfavorable towards her dreams; stopping Nated’s coup and the Royalist uprising were top priorities at the time. However, as the frontlines stagnated and a semblance of normalcy returned to the People’s Republic, Zhuldyz had the chance to convince President Hadii of her plans. Knowing that losing the war would put an end to her pursuits, she turned her genius to the military field. Victory could be achieved through technological superiority. She was one of the driving forces behind the establishment of [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]], the expansion of the [[Tajara_Space_Capability#PRA_Army_Wing|Orbital Fleet]], and the creation of the Tesla Brigade. Zhuldyz was promoted to the office of the Minister of Technology shortly before the Armistice.&lt;br /&gt;
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The Adhomian Cold War became the perfect testing ground for Zhuldyz&#039;s projects. She sees the period of peace as an opportunity to turn the People&#039;s Republic into a technological powerhouse. Zhuldyz believes that the future of Hadiism lies in the science and that the Republic must become advanced enough to subjugate its enemies. Minister Hadii is not interested in ethical or safe research; she is eager to pursue dangerous and questionable experiments. No price is too small to pay during the march of progress. President Hadii gave Zhuldyz near uncontested authority to lead the Ministry of Technology. She was the mind behind the creation of the first independent robotic factory on Adhomai.&lt;br /&gt;
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Due to her upbringing, she is a brilliant scientist and a charming conversationalist, but at the same time, she frequently refuses to admit fault and is quick to scrutinize the work of others. Holding them to nearly impossibly high standards. Many scientists have been transferred to less desirable positions due to failing to meet Zhuldyz&#039;s demands. She is a notorious workaholic who only leaves her laboratory to attend political meetings.&lt;br /&gt;
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===Secretary of the Navy Hura&#039;zhi Mira&#039;zkui===&lt;br /&gt;
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Born in &#039;&#039;&#039;2422&#039;&#039;&#039; to an exiled line of minor nobility from the Zatushka Kingdom, Mira’zkui grew up in the chaos of the First Revolution as the armies of the Hadiist rebels marched across Adhomai. When the dust had settled, despite his personal wishes to enter the party itself, his family would convince him to uphold their old traditions and join the forming Republican Navy in &#039;&#039;&#039;2447&#039;&#039;&#039;. It was then that Mira’zkui met Dynhaas and joined the Oceanmasters Lounge.&lt;br /&gt;
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During the chaos of Dynhaas’ defection in &#039;&#039;&#039;2450&#039;&#039;&#039;, Mira’zkui narrowly avoided his own death. Informed early by a loyal lieutenant that his own crew was plotting to kill him, Mira’zkui fled in a lifeboat and watched as his fellow officers were thrown screaming from the decks of their own ships. A few days later, he was found on the shores of Ras’nrr. As the Republic fell into chaos, Mira’zkui returned to the Republican Navy as Secretary, entrusted by Malik Hadii to fight against the pirate flotillas of the ALA and the Royal Navy. However, Mira’zkui’s loyalty was not able to make up for his inexperience. While the last of the Liberation Army’s pirate vessels were sunk, he was unable to contend with the strength of the Royal Navy and unable to achieve his personal desire: Capturing or killing Dynhaas. &lt;br /&gt;
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Post-War, Mira&#039;zkui has largely become reclusive and withdrawn from the public eye. While he continues to try and develop the Republican navy, Mira’zkui is forced to contend with funding going towards the projects of the Orbital Navy and Grand People’s Army. With a relationship of mutual dislike between himself and Zhuldyz Hadii, many within the party believe that Mira’zkui will likely be replaced eventually. How he would react to being denied any chance for revenge against Dynhaas is something no one knows. &lt;br /&gt;
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===Minister of Education Kalim Khazdar===&lt;br /&gt;
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Kalim Khazdar was born in &#039;&#039;&#039;2430&#039;&#039;&#039; to a family of Hharar foremen in the city of Tampiska. Deemed a bright child by his teachers, he was sent to study in Al&#039;marii. Captivated by the tales of progress and prosperity brought by the interwar period, Kalim enrolled at the Al&#039;marii College of Hadiist Sciences. He continued his studies intending to become a college teacher. During his time as a student, he became a good friend and protégé of the rector of the university, Mahir Hadii. His friendship with a member of the political dynasty opened many doors for him.&lt;br /&gt;
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Kalim joined the Hadiist party during the Second Revolution. He later visited Tau Ceti to study the Adhomian community there; his experiences in District Six deeply affected his ideas. He saw all the social problems that those who lived under the megacorporation rule were subject to. Instead of losing faith in Hadiism, he started to believe that reforms were necessary to save the People&#039;s Republic; NanoTrasen should be a means to an end, not the end itself. Kalim returned to Adhomai in 2459 and became a college professor. Thanks to his connections, he soon got involved with the administration and politics of the university. His papers on the subject of Hadiist education were generally well-received by the academia.&lt;br /&gt;
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With the Armistice of Shastar, Kalim Khazdar aligned himself to the Young Hadiist faction; his sympathy towards the movement was largely unknown to the Party. His ascension to the position of Minister of Education in 2463 was the result of a confidential deal between his mentor and President Hadii. Despite being considered a powerless and inexperienced politician by the other members of the Hadiist cabinet, Kalim is not to be underestimated. Cunning will be necessary to avoid the wrath of President Hadii and his lackeys. The path to a truly free People&#039;s Republic will be a long and difficult one. &lt;br /&gt;
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Usually depicted as a wide-eyed idealist, Kalim Khazdar is anything but naive. The few years he spent navigating the political fields of the Al&#039;mari College transformed him into a bright, yet deeply cunning individual. Kalim rarely loses hope; he prefers to spin every defeat into a minor setback to maintain morale. Many wonder how long it will take for Khazdar&#039;s optimism to be crushed by the People&#039;s Republic politics. Besides his academic and political work, Kalim has published  Hadiist realist poems and short stories.&lt;br /&gt;
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===Chief Naval Commander Samirro Qarrarhaz===&lt;br /&gt;
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Born in Northern Ras’nrr in &#039;&#039;&#039;2407&#039;&#039;&#039;, Samirro was the son of a loyal M&#039;sai general in the Hadii Hegemony. Qarrarhaz&#039;s family raised and taught him to follow in his father’s footsteps. He would become an artillery officer in &#039;&#039;&#039;2428&#039;&#039;&#039;, finding great success during combat against monarchist groups through using extensive shelling to force and flush out the enemy. By &#039;&#039;&#039;2431&#039;&#039;&#039; Qarrarhaz was moved into Southern Harr’masir to prepare for an invasion of the Kingdom of Kaltir. His artillery crews were among those who scoured the Kingdom following its surrender, shelling whatever villas, castles, and manors they had found. A staunch ally of Al’mari Hadii and his family, Qarrarhaz has always stood by the Hadii family and the republic they had later built. &lt;br /&gt;
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While also providing training for future artillery commanders in the interwar period, Qarrarhaz became part of a committee formed by President Al’mari Hadii to plan and prepare a space fleet for the PRA. He, along with other committee members, traveled to the Coalition of Colonies&#039; planets of Xanu Prime and Himeo to observe anti-piracy operations in order to better develop the PRA’s own future space warfare doctrine in &#039;&#039;&#039;2452&#039;&#039;&#039;. When the Orbital Fleet was completed by &#039;&#039;&#039;2457&#039;&#039;&#039;, Qarrarhaz was appointed Chief Naval Commander by President Malik Hadii. Since then, he has won numerous victories against piracy, smugglers, and even bested a [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?do=findComment&amp;amp;comment=114422 Sol cruiser]. &lt;br /&gt;
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Post-war, Qarrarhaz continues to lead his spaceships and Kosmostrelki in the defense of the PRA’s claimed space. Comfortable and experienced in his position, Qarrarhaz has begun to speak more on the future of the PRA’s ventures into space. Controversially, the Commander has stated that the PRA must eventually extend its hand to the numerous small colonies and off-worlder communities dotting the frontier around them. Arguing that Hadiism’s light must be spread beyond Tajara, it is his belief that the PRA must one day uplift these groups from their poverty and absorb them into the state.&lt;br /&gt;
&lt;br /&gt;
===Yasmin Piaf===&lt;br /&gt;
&lt;br /&gt;
[[File:Yasmin portrait.png|200px|thumb|right|A piece of a poster, promoting Yasmin Piaf&#039;s concert, 2463.]]&lt;br /&gt;
Yasmina Burokov, aka Yasmin Piaf, was born in 2434 in the suburbs of Nal&#039;tor to a particularly well-off Njarir&#039;Akhran family. Yasmin&#039;s father, Boris Burokov was a low-ranking State department official and devout loyalist of the People&#039;s Republic. She spent her childhood being educated in the best State-run schools their family could afford and enjoyed relative wealth and prosperity far from the poorer outskirts of the city. &lt;br /&gt;
&lt;br /&gt;
Even from a young age, Yasmin was interested in music. She was part of her school&#039;s choir and participated in several nationwide contests for the honor of singing for President Rhagrrhuzau Hadii. The all-female &#039;Band of Njarir Maidens&#039; consisting of Yasmin and her classmates eventually won and sang for the President and other members of his cabinet at the end of the annual military parade held in Nal&#039;tor. Eventually, she graduated and went on to the Academy of Musical Arts with a full scholarship.&lt;br /&gt;
&lt;br /&gt;
Talent scouts pruning the burgeoning academy&#039;s student pool for the next starlet eventually discovered Yasmin during rehearsals for the school&#039;s upcoming musical, and she signed a tentative deal with the small publication Vostak Recordings. Her first record, simply titled The Man in Rouge, was released with minimal fanfare. Given that she had sung a small solo during her performance for the President, some Tajara recalled her name.&lt;br /&gt;
&lt;br /&gt;
Yet her voice, described by some as angelic and innocent, found purchase with an aging generation of Tajara who wished a brief return to peaceful normalcy following the First Revolution. Her dedication to the traditional pop standard and recognition for torch songs eventually elevated her to the status of a household name, with her recording label releasing hit after hit. As a result, Yasmin Piaf has become one of the most famous singers in the modern era - one who has fostered a close relationship with State officials. She is one of the few artists who are approved to be played on State radio KGTW-11.&lt;br /&gt;
&lt;br /&gt;
===Andrey Borisov===&lt;br /&gt;
&lt;br /&gt;
Out of all the Tajara that one could argue embody loyalty to the People’s Republic, perhaps none are more memorable than Andrey Alexander Borisov. In the average Republican household, his name is just as common as President Hadii’s, owing to the fact that he is the face of State propaganda and news network RAFИ. Born in 2416 to a line of M’sai warriors, Andrey was not even two years old before humanity stumbled across Adhomai and lit the flame that ignited the First Revolution.&lt;br /&gt;
&lt;br /&gt;
Andrey’s father and uncle were killed in the uprising, leaving him, his mother, and his sister alone to fend for themselves. His mother curried favor with the local rebel leader when their town fell to the onslaught of war; she became his concubine and, later, his wife. The ever-advancing front saw Andrey moved from home to home, where the young M’sai would often spend time talking to soldiers recovering after harsh fighting. They nourished a sense of patriotism in him, and eventually, he came to see the First Revolution as necessary for the future of the Tajara.&lt;br /&gt;
&lt;br /&gt;
The war ended in 2432, when he was merely 16 years old. As the newly founded People’s Republic began the arduous transition from a movement to a government, Andrey’s connections with the upper echelon of PRA politicians bore fruit. He was taken on as a member of an officer’s general staff, headquartered in Nal’Tor, where he served as little more than a glorified secretary. His position put him in contact with the elite, however, and many found him charming and personable. His silver tongue earned him the interest of Dmitrys Marakov, the owner of the only State-approved television station at that point in time.&lt;br /&gt;
&lt;br /&gt;
His ascension from lowly secretary to the major news anchor for RAFИ was one that involved plenty of political maneuvering, money - and, rumored by some, violence - but ultimately Andrey had proved his loyalty to the political elite of the People&#039;s Republic and he was rewarded with the honor of being their mouthpiece. As a result, no Tajara on Adhomai can go very long without seeing his smiling face on their television set, spinning the next story or cover-up at the behest of the State.&lt;br /&gt;
&lt;br /&gt;
==Democratic People&#039;s Republic==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;We are soldiers. We are fighters. We are war. We have forsaken the corrupt and decaying corpse of the xeno-loving People&#039;s Republic. We have left our homes and our families, but our cause is righteous. The suns are with us! The vile usurper of my friend and comrade Al&#039;mari will have justice delivered to him! We will spill the blood of our enemies until our struggles are seen and heard, and we WILL retake OUR Republic!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Supreme Commander Halkiikijr Nated&#039;Hakhan, the day after the coup de tat began, 2451.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Supreme Commander Halkiikijr Nated&#039;Hakhan===&lt;br /&gt;
[[File:Nateed portrait.png|200px|thumb|right|A surprise picture of Nated, taken in 2458.]]&lt;br /&gt;
Halkiikijr Nated&#039;Hakhan was born in &#039;&#039;&#039;2404&#039;&#039;&#039; to a M&#039;sai family under the service of the Hadii Dynasty. The son of a royal guard, Nated interacted with many Njarir children in his early life. He grew to resent their narcissism but was prepared to inherit his duty nonetheless. When the First Revolution ignited in &#039;&#039;&#039;2421&#039;&#039;&#039;, Halkiikijr fought for the loyalists alongside the Hadii family. Becoming a battle-brother of Rhagrrhuzau Hadii, or better known as Al&#039;Mari Hadii, Nated stood with the Hadii’s decision to abandon their royal roots and join the revolutionaries. When the war ended Al&#039;Mari was sworn into office, Halkiikijr was made a Commander in Chief of the Republican Army in return for his service. &lt;br /&gt;
&lt;br /&gt;
Al&#039;Mari supposedly made promises of swearing-in Halkiikijr as the next president of the People&#039;s Republic once the political climate on Adhomai had stabilized. The legitimacy of this claim is not known, but what is known is that Al&#039;Mari was assassinated during a military parade in &#039;&#039;&#039;2451&#039;&#039;&#039; and Njadrasanukii Hadii, vice president of the People&#039;s Republic, swore himself in as the successor of the presidency. Outraged at the assassination and accusing Njadrasanukii of treachery against the People’s Republic, Nated organized a coup against Malik. Bringing together military commanders dissatisfied with the new Hadiist policies, Halkiikijr created the Adhomai Liberation Army to dethrone the new President. He then took the title of Supreme Commander. &lt;br /&gt;
&lt;br /&gt;
As the putsch attempt was thwarted by the Hadiist forces, Nated fled to Shastar City. The coup then turned into a full-blown civil war between the Liberation Army and the People’s Republic. Without off-world help, Nated called to arms anyone willing to support his cause. His movement became a unifying front to all kinds of elements opposing President Hadii; from democratic reformers to extremists fighting to free Adhomai from alien influence. For a decade, Halkiikijr led the Liberation Army as an effective opposing force against the People’s Republic and the New Kingdom. He favored the extensive use of irregular warfare coupled with the deployment of the army to secure decisive battles. A cult of personality formed around Halkiikijr; extremists claimed that he was a prophet sent by the Gods. The Supreme Commander took advantage of this belief to cultivate undying loyalty and fanaticism among his followers. &lt;br /&gt;
&lt;br /&gt;
Believing that the territories under his control were ready for a democracy modeled after the Al&#039;mariist principles, Nated&#039;s undisputed rule came to an end with the creation of the Democratic People’s Republic of Adhomai. Halkiikijr retired from his position as Supreme Commander to prevent a coup against the newly elected president. His retirement did not last long; he returned to power because of the Amohdan crisis in &#039;&#039;&#039;2462&#039;&#039;&#039;. Nated was given back the control of the Liberation Army and its remaining juntas to retake the Island of Amohda. After this display of weakness, Halkiikijr is unsure if the DPRA is truly ready to rule Adhomai. For him, the ALA is now more essential than before. Nated also faces infighting between his two right-hand men; commander Kahan and Kyff.&lt;br /&gt;
&lt;br /&gt;
While some may call Nated an opportunist or a loyal friend to Al&#039;mari, what is certain is that he is determined. Both in his personal and political life, the Supreme Commander is known to never lose sight of his objectives. This might lead him to make promises that might be hard to fulfill, but Halkiikijr rarely goes back on his word. Because of his association with the most radical elements of the ALA and his tendency of using his position of authority to interfere in disputes, he is a firm believer that the end justifies the means. Because of the utility of his cult of personality, Nated avoids exposing much of his private life.&lt;br /&gt;
&lt;br /&gt;
===Commander Kahan Hro&#039;rammhad===&lt;br /&gt;
[[File:Kahan portrait.png|200px|thumb|left|Commander Hro&#039;rammhad in his summer uniform, taken in 2461.]]&lt;br /&gt;
Kahan Hro&#039;rammhad was born in &#039;&#039;&#039;2412&#039;&#039;&#039; to a Hharar family as their oldest children. A peasant from birth in the region of Southern Harr&#039;masir, he was taught the traditional values of S&#039;rendarr and Messa by his deeply religious parents. His childhood was cut short by the outbreak of the First Revolution; his family was expelled from their lands by the war. Thanks to its flat terrain, Southern Harr’masir saw the first deployment of armored vehicles in the conflict; trains, civilian cars, and trucks were outfitted for warfare by the rebels. Hro’rammhad joined the crew of an armored car as soon he turned 14 years old. Because of the high mortality among the revolutionaries, Kahan quickly found himself in the command of his own brigade. He became famous for his excellent use of the vehicles’ speed to encircle the enemy, and for his merciful nature. Monarchists soldiers were always given the chance of joining his side after capture. Hro’rammhad also forbade unnecessary executions and mistreatment of prisoners among his fighters.&lt;br /&gt;
&lt;br /&gt;
Commander Kahan and his brigade were incorporated into the Hadiist faction shortly before the end of the First Revolution. As a member of the Republican Army, he was a major proponent of the transformation of the People’s Army into a motorized force. Tank brigades and motostrelki units were created under his supervision. Kahan funded the reconstruction of many temples destroyed during the revolution and frequently donated to charity through the interwar period. Hro’rammhad joined Nated’s coup due to his profound disagreement with Malik’s policies; he saw the oppression of the Zhan-Khazan as morally corrupt. Armored units that defected alongside him were organized into the Hro&#039;rammhad Tank Corps under his command.&lt;br /&gt;
&lt;br /&gt;
Hro&#039;rammhad remained a merciful and pious Tajara through the Second Revolution. He rejected the notion of irregular warfare and continued to offer mercy to his enemies. As the leader of the main armored force in the Liberation Army, Kahan played an important role in decisive battles. This position allowed him to become a right-hand man for Nated. As part of his religiousness, Hro&#039;rammhad considered the conflict to be a battle to protect the faith against the innate atheism of Hadiism. Religious imagery and motifs became common among his Tajara. The men under Commander Kahan Hro&#039;rammhad are known to have the utmost respect for his bravery and mercy, most even going so far as to worship him as an embodiment of S&#039;rendarr&#039;s justice. His success during the civil war earned him the nickname of “Undefeated Commander&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Despite the armistice, Commander Kahan remains as one of the second-in-command for Halkiikijr. He is an avid supporter of the transition to democracy, advocating for the dismantlement of the juntas. This position earned him many enemies among the more authoritarian elements within the Liberation Army. He is known to despise Commander Kyff Hotak for his tactics and personality. Both Tajara are currently engaged in an internal struggle to consolidate their influence over the Liberation Army.&lt;br /&gt;
&lt;br /&gt;
Thanks to his religious upbringing, Commander Kahan is a forgiving and honest individual. He may be eager to let bygones be bygones, but he is not easily fooled by malicious intentions; anyone trying to take advantage of him will not have an easy time. Hro&#039;rammhad enjoys spending his free time with his family. His thirty years-long marriage sired nine children - three of whom lost their lives in the Second Revolution.&lt;br /&gt;
&lt;br /&gt;
===Commander Kyff Hotak===&lt;br /&gt;
[[File:hotak portrait.png|200px|thumb|right|A picture of Commander Hotak along with his pet Farwa, taken with flash in 2458.]]&lt;br /&gt;
Born in the year &#039;&#039;&#039;2406&#039;&#039;&#039; to a family of Zhan-Khazan miners in the Trizar, Kyff Hotak was supposedly destined to slave away for his Njarir master as his ancestors did for many generations. To avoid this fate, Hotak fled his home as a young Tajara. He ran into the wilderness until he found a bandit camp. Because of his age, the brigands decided to adopt Kyff as the group’s mascot. The boy grew up witnessing all kinds of crime and violence; later taking part in the band’s activity when old enough. The bandits sided with the rebels during the First Revolution in search of plunder. But their greed was their undoing; the criminals were massacred by the revolutionaries after they were discovered stealing rations. Hotak survived by being the one to report the activities of his previous comrades. As the war dragged on, Kyff became more bold and cruel in his revolutionary activities. He frequently engaged in assassinations, massacres, and false flag operations to crush the monarchists’ morale. Hotak was soon feared by his comrades and hated by his enemies. To him, everything was permissible to achieve victory. Impressed by the victories of the Hadii faction, he joined them as part of the early Ha&#039;narr Corps.&lt;br /&gt;
&lt;br /&gt;
The interwar period was fairly unremarkable for Kyff Hotak; he was given a low-ranking office position in the intelligence department. While Hotak advocated for the recreation of a force similar to the Mountain Ghost Corps, his request was ignored by the Hadiist high command. Memories of his excess in the First Revolution stopped Hotak from receiving any further promotions. He grew discontent with the People’s Republic, believing that he deserved more for his service. Seeing Nated&#039;s coup as an opportunity to rise to power, Kyff defected to the Liberation Army without hesitation.&lt;br /&gt;
&lt;br /&gt;
Hotak organized his own unit of commando early into the war; a battalion trained in stealth operations. As a major proponent of irregular warfare, he also helped organize guerilla cells and coordinate terrorist attacks. The success of these groups granted him enough influence to become one of Nated&#039;s right-hand men. However, Commander Kyff quickly returned to his old ways; he started to wage a campaign of unrestrained terror. The presence of his soldiers became a harbinger of indiscriminate persecution, murder, excessive property requisition, and collective punishment against any community suspected of working with the enemy. Despite the protest of the civilian population and Commander Kahan, Halkiikijr refused to replace Kyff. Taking advantage of his reputation, Hotak ordered his Tajara to spread stories of him being the earthly manifestation of Messa&#039;s wrath. This tactic proved to be effective both among his enemies and allies.&lt;br /&gt;
&lt;br /&gt;
Commander Kyff Hotak remains in service even after the armistice. Many within the army and the civilian administration desire to see Hotak punished for his war crimes, but Supreme Commander Nated continues to protect him. Kyff is a hardline supporter of the more authoritarian elements in the government and desires a strong centralized leadership above all else. He and Commander Hro&#039;rammhad are rivals; both Tajara commonly fight each other over which direction the Liberation Army should go. Hotak is always accompanied by his pet [[Adhomai#Farwa (Tree-Hopper)|Farwa]], Ghiyath.&lt;br /&gt;
&lt;br /&gt;
What little is known from Kyff&#039;s personal life does not paint a picture much different from his time in the army. Cold, ambitious, and cruel are some of the terms commonly used to describe Hotak. For him, other people are merely stepping stones on his path to power. To maintain his mythical image as Messa&#039;s wrath, he avoids any kind of social interaction with anyone outside of his inner circle. Kyff is a famous animal lover - besides his Farwa, he is also the proud owner of several domesticated Ha&#039;rrons.&lt;br /&gt;
&lt;br /&gt;
===President Almrah Harrlala===&lt;br /&gt;
[[File:harrlala portrait.png|200px|thumb|left|A portrait of the president during one of her speeches, done in 2461.]]&lt;br /&gt;
President Almrah Harrlala was born in &#039;&#039;&#039;2426&#039;&#039;&#039; to a family of Hharar factory workers in Shastar City. While her childhood was relatively unaffected by the First Revolution, she enjoyed many of the benefits brought by the People’s Republic during the interwar period. Being the first member of her household to receive a proper education, she became involved in the Party’s politics at a considerable young age. She believed that a stable democracy built upon the will of the people was the best path for Adhomai. She was also wary of the presence of megacorporations on the planet, considering their activities as harmful to the development of the Tajara species She campaigned for more worker’s rights and laws restricting corporation’s activities in the PRA. Almrah held a position within the Party until the ascension of President Njadrasanukii Hadii; he ordered the arrest of Harrlala due to her views.&lt;br /&gt;
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Harrlala was held prisoner in Shastar during the first moments of the Civil war, only the capture of the city by the Liberation Army saved her from being transferred to another location. Hoping to continue her career in politics, she aligned herself with the rebels. Even if the despotic and extremist tendencies of the ALA worried Almrah, she held to Nated&#039;s promise of saving the Republic. She was given the position of Provisional Minister of Civil Rights when the Democratic People’s Republic of Adhomai was established.&lt;br /&gt;
&lt;br /&gt;
As the Minister of Civil Rights, Almrah worked to protect the regional identities present in the DPRA. Her campaign to end military rule over the country while still upholding the principles of Al’mariism made her a popular figure among the moderate sectors of the population. Seeking to expand her political influence, she founded the National Adhomai Worker&#039;s Party. She was one of the candidates in the presidential elections of &#039;&#039;&#039;2460&#039;&#039;&#039;; she won the office of president by a narrow margin. President Harrlala’s ascension to power displeased the authoritarian wing of the Liberation Army, the military then planned a coup to restore their own rule. The putsch was stopped by the intervention of Supreme Commander Nated, who later resigned from his position to grant more powers to the civilian administration.&lt;br /&gt;
&lt;br /&gt;
Following the Armistice, President Almrah Harrlala continued with her internal policies while maintaining a strong stance against foreign dominance. Under her rule, schools to preserve local cultures and languages were established, Gakal’zaal was liberated from the Unathi rule, and the DPRA developed its nuclear program. Her status as one of the first female rulers in modern Tajaran history has inspired many women to engage in DPRA politics. However, her regime is plagued with deep issues. The ghost of separatism lingers over the nation after the Amohdan attempt to secede. Her ability to reconcile the various factions in the government was severely doubted when she failed to draw a plan to handle the rebellious island. Since the return of Halkiikijr to power, the authoritarian elements see this as a moment of weakness in the young Republic. President Harrlala must be ready to face further opposition if she wants to see her vision of Adhomai come to life.&lt;br /&gt;
&lt;br /&gt;
Often described as patient and focused, President Almrah Harrlala is not easily dissuaded from pursuing her objectives. When faced with hardship, she prefers to withstand the storm while continuing to work on her projects. Alongside her hectic political career, Almrah leads a modest life without much excitement or luxuries. In her sparse free time, she enjoys playing Mahmrro and visiting Das&#039;nrra&#039;s countryside.&lt;br /&gt;
&lt;br /&gt;
===Ex-interim President Brajrr Alnadruskiy===&lt;br /&gt;
&lt;br /&gt;
Born in &#039;&#039;&#039;2423&#039;&#039;&#039; in the city of Mztel’mir, Brajjr Alnadruskiy was the youngest child of a family of brewers. He later joined the Republican Army at 17 years old, slowly climbed the ranks through diligent service to the military. Brajrr attributed the prosperity of interwar Adhomai to the strong leadership of President Al’mari; he believed that the Republic always needed a strongman in control to succeed. He severely doubted Malik’s competence because of his decision to undo his brother’s reform. &lt;br /&gt;
&lt;br /&gt;
Brajrr finally rose to prominence with Nated&#039;s coup. Upon hearing of the revolution, he rallied the Liberation Army’s aligned troops in Das’nrra to assault Shastar. Alnadruskiy&#039;s attack was successful and he was named the Rrhaza-Akhran of the city. Shastar became the headquarter of the ALA, giving Brajrr a reasonable amount of influence within the army high command. He was known for his rigorous discipline and unforgiving nature. Many war prisoners were forced into labor by his orders. Brajrr was given the position of Interim President when the Democratic People’s Republic was created.&lt;br /&gt;
&lt;br /&gt;
Alnadruskiy ran for president in the 2460 elections, seeking to centralize the nation and maintain the Army’s sway over the government. He founded the Free Tajaran People’s Party, gathering the most authoritarian elements in the Republic. After Almrah Harrlala’s victory by a narrow margin, he took part in the putsch against the newly elected president. Despite the defeat of the mutiny, Brajrr managed to convince Halkiikijr that he was forced by the extremists to join them. He was released and allowed to return to politics.&lt;br /&gt;
&lt;br /&gt;
Ex-interim President Brajjr Alnadruskiy now leads the opposition to Harrlala’s regime. He continues to support a centralized state under the leadership of Supreme Commander Nated. Even when the successes of the current administration displease him, their latest crisis has given him enough to challenge Almrah. The return of Halkiikijr to the control of the Army is also considered a victory for him and his followers. Alnadruskiy awaits for the right moment of weakness to retake control of the DPRA.&lt;br /&gt;
&lt;br /&gt;
Brajrr Alnadruskiy is notorious for his unforgiving and rigid personality. He never forgets or forgives any wrongdoing, no matter how small. Brajrr has a large collection of grudges - he diligently waits for the opportunity to exact revenge upon those who wronged him. Alnadruskiy is also unreasonably stubborn; he rarely takes other points of view in his decisions. The Ex-interim President is a compulsive and skilled gambler; his favorite game is Suns and Moon.&lt;br /&gt;
&lt;br /&gt;
===Maksym Razin===&lt;br /&gt;
&lt;br /&gt;
Born in 2423 to a family of M&#039;sai foresters in Southern Ras&#039;nrr, Maksym was raised in a deeply religious household. As a follower of Mata&#039;ke, he spent his youth learning the skills necessary to become a hunter. At the age of 25, he joined the Priesthood of Mata&#039;ke after hunting an exceptionally large, Tajara-eating Ha&#039;rron who was terrorizing the region. Maksym became a firebrand priest who preached against the alien presence in Adhomai. He supporter Al&#039;mari late policies as a sign of an inevitable religious revival. Razin&#039;s service was cut short because of the outbreak of the Second Revolution. &lt;br /&gt;
&lt;br /&gt;
Deeming Njadrasanukii&#039;s rule to be an active danger to the Ma&#039;ta&#039;ke faith, Maksym joined the Liberation Army. In Supreme Commander Nated, he saw the very image of Mata&#039;ke - a Tajara sent by the Gods to defeat the enemies of Adhomai despite overwhelming odds. Thanks to the usefulness of his skill as a hunter in guerilla warfare, Razin quickly climbed the ranks; in a matter of time, he became the Rrhaza-Akhran of Mezuma. He was known for making extensive use of ambushes and traps. During his time in the liberation arm, Razin was an avid supporter of Hotak. After the failed putsch of 2461, Maksym followed Nated&#039;s example and stood down as a junta leader.&lt;br /&gt;
&lt;br /&gt;
As a member of the Followers of Nated, Maksym Razin was elected to be a representative in the National Assembly. In his time in politics, Razin became acquit In the 2464 elections, he was chosen to be the candidate for the presidency. With or without the approval of Commander Nated, he now plans to turn the Democratic People&#039;s Republic into a holy realm free of the Alien influence; a nation guided by the wills of the Gods. Maksym is not afraid of doing whatever it might take to ensure the triumph of Theocratic Natediism. He firmly believes that Nated will return to the leadership of the DPRA after his followers have seized the government. &lt;br /&gt;
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Maksym is a notorious thrill seeker; no challenge is too small for him. His trophy wall is covered with all types of Adhomian animals. His bravery is only matched by his zealotry; Razin&#039;s faith plays a central role in his life.  He rarely takes any meaningful decision without consulting the Gods through rituals or before saying a prayer.&lt;br /&gt;
&lt;br /&gt;
===Bakhteiarova Mirzakhani===&lt;br /&gt;
[[File:Bakhteiarova portrait.png|200px|thumb|right|A portrait of Bakhteiarova in her farm, which artistically features Messa and S&#039;rendarr&#039;s light behind her. The portrait was done in 2460.]]&lt;br /&gt;
Born in 2435 on a small farm in Northern Ras&#039;nrr, Bakhteiarova was likely destined to spend her life as a mere farmer. Destiny was abruptly changed with the assassination of President Al&#039;marii. As a Zhan-Khazan, she saw her family join Nated&#039;s side due to the discrimination of her people. While too young to take part in the revolution, she was old enough to understand what was to come. As the war dragged on, she witnessed the death of most of her relatives, the destruction of her land, and the nuclear strike at Quizosa.&lt;br /&gt;
&lt;br /&gt;
Left without anything but scars, Bakhteiarova fled to Southern Ras&#039;nrr as a refugee. There she became involved in the still young Ruralist cause. The memories of Hadiist war machines and the bomb were enough to convince her that the real culprit was modernity itself. Moved by a mixture of nostalgia for better times and a legitimate concern for Adhomai&#039;s environment, she became deeply involved in the movement. Thanks to her background and experiences, she was able to bridge the gap between the Ruralist and Environmentalists of the Adhomian Blue Party. She worked alongside the party&#039;s theorists to make sure that the Ruralist Experimental Farms were viable.&lt;br /&gt;
&lt;br /&gt;
Mirzakhani was chosen as a candidate for the 2464 presidential elections by the Adhomian Blue Party. As a committed Ruralist, she is eager to implement their plan of returning to an idealized pre-industrial society. However, she recognizes that implementing such a project is impossible without reuniting Adhomai. Bakhteiarova may be willing to work with the rest of the DPRA to achieve the Al&#039;mariist victory, but she has no interest in ever giving up her dream - an Adhomai free of the evils of modernity; an idyllic paradise the Tajara once held. Besides the other parties and candidates, her main political enemy is Ahem Kah&#039;nrir, the warlord who continues to strangle her homeland.&lt;br /&gt;
&lt;br /&gt;
Because of her upbringing, Bakhteiarova Mirzakhani enjoys the simple things in life. Listening to the folktales, taking care of her garden, and riding a Zhsram are among her favorite activities. Either because of her duties or some unknown personal reason, Bakhteiarova frequently appears to be tired. Rumors claim she has trouble sleeping and must make use of medicine to rest properly.&lt;br /&gt;
&lt;br /&gt;
===Dr. Aleksandra Hro&#039;makar===&lt;br /&gt;
&lt;br /&gt;
The first and thus far only incident of weapons of mass destruction being employed on Adhomai happened in 2458, when the People’s Republic dropped a four-megaton nuclear bomb on the Liberation Army base in Quizosa. The death toll from the detonation was staggering, but the fallout from the bomb was carried on strong winds, leading to severe cases of radiation poisoning from the neighboring camps.&lt;br /&gt;
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Tajara medical experience with radiation poisoning and the effects of nuclear bombs were practically non-existent. The only species in the galaxy that had the technology long before the Tajara were Xenos, and the Liberation Army did not have the luxury of free contact with extraplanetary forces. With the sick and dying mounting, a call for help was sent out to the surrounding territories. Many physicians and doctors made the long and difficult journey in the winter snows to help - at the forefront of them, Dr. Aleksandra Hro’makar.&lt;br /&gt;
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The effects of the bomb were catastrophic. Survivors were badly burned. Their fur fell out, never to grow back again - leaving them susceptible to Adhomai’s frigid temperatures. Their skin peeled off in sickly ribbons, hanging limply to the ground. Doctors were at a loss, with only a rudimentary understanding of what could have happened. Dr. Aleksandra took a sort of unofficial command of the medical effort, and coordinated efforts to assist the sick and dying.&lt;br /&gt;
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Liberation-sympathetic Tajara, at her prodding, recovered as many documents as they could regarding the atom bomb from PRA-aligned holdings, downloading information from the extranet and thieving textbooks from high-security locations. Thanks to her ingenuity and leadership, the haphazard medical team of doctors saved a great many innocents from a slow, painful death - though they would have to live with the effects of the bomb for the rest of their lives. Dr. Aleksandra is widely known for her opposition to nuclear proliferation, due to her experiences, and has become the face of a growing anti-WMD movement across Ras’narr.&lt;br /&gt;
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===Arzjun Haurjuhrl===&lt;br /&gt;
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Rumors persist that Arzjun Haurjuhrl was sired out of wedlock, a result of an affair between a Zhan-Khazan mistress and a rebel leader. He was born in &#039;&#039;&#039;2427&#039;&#039;&#039; in the warmer regions near the city of Olska, and lived alone with his mother. He was scarcely a child when the war ended and the People’s Republic came to prominence. Both he and his mother suffered much in the way of discrimination - for being Zhan-Khazan as well as having a bastard child. This disconnect between what the People’s Republic promised and the way they were treated caused the young Arzjun to become disillusioned with the Republic.&lt;br /&gt;
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He was further tested when his mother suddenly fell ill and died in the winter of 2445. With nothing left tying him down, abandoned as he had been by Adhomain society, he took what little funds they had been saving and paid a smuggler to carry him off-world. It took every penny but eventually, he found himself in Mendell City, carrying nothing but the clothes on his back. For a time, he lived on the streets, forced to beg to make ends meet. He soon found work at one of the shelters he had often stayed at. The community of Little Adhomai was more welcoming to him than the homeworld had been.&lt;br /&gt;
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Deciding to pay back the kindness he received, he took part in many community outreach programs, including plays and dramas for the children of Little Adhomai. His passion for the arts as a medium of expression took root here, and his name rose to some prominence amongst the local Tajara population thanks to his charity work. He aspired to work on his own big picture and got his chance thanks to the collective donations of many Tajara. Wealthy Xenos also had an interest in seeing what the immigrant could do, though perhaps a few thought it would look good as a public relations move.&lt;br /&gt;
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The script he wrote went through many revisions and sat for a good while before it was picked up by a studio. The community who had helped him before had done it once again; the surprise blockbuster When Summer Came to Nazira was one of the top ten highest-grossing films in Biesel history. Its anti-tyranny message was seen by some as an expression of the director’s own viewpoint on the People’s Republic. In some ways, they were correct - Arzjun is a quiet supporter of the DPRA, which has put him at odds with the Republican government. As a result, his film is banned from showing on Adhomai - though this has not stopped smuggled copies from being distributed amongst DPRA theaters.&lt;br /&gt;
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==New Kingdom==&lt;br /&gt;
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&#039;&#039;&amp;quot;Loyal subjects, countrymen, brothers. It is with a heavy heart that I must announce that we must conscript from the provinces in order to maintain our fight in this war. However, you are not alone. Even as the new compulsory service legislature is passed, the aristocrats across the kingdom are likewise mobilized under a new service gentry system, so that all of the Kingdom is together in this struggle.&amp;quot;&#039;&#039;&lt;br /&gt;
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&#039;&#039;- King Vahzirathaamro Azunja, announcing the beginning of conscription and formalization of the service gentry in 2453.&#039;&#039;&lt;br /&gt;
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=== King Vahzirthaamro Azunja===&lt;br /&gt;
[[File:Azunja portrait.png|200px|thumb|left| A picture taken of King Vahzirthaamro Azunja, presenting his saber, circa 2450. The black ribbon marks his death.]]&lt;br /&gt;
King Azunja was born in 2400 in the city of Kaltir to the noble Njarir’Akhran Azunja line. His father was Farkhanzirhal and his mother Dramahdarmah. Located in the far reaches of Kaltir, the Azunja family line was one of compassion and fair treatment, as only in unity and brotherhood could they hope to survive the harsh far reaches of Northern Adhomai. Their peasants were kept well and treated with dignity, and the nobles, while privileged, never indulged in cruelty. A noble paige since the age of 10, Vahzirthaamro excelled in reading and writing from an early age. He prepared to inherit the family throne as the sole son of his parents until the first civil war of Adhomai ignited in 2421.&lt;br /&gt;
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When war broke out between the nobility and peasants, house Azunja was hesitant to pick sides, as they disagreed with the morals of both sides. Their distant position in the wild made them capable of ignoring the war until its end, as the Hadii family was placed at the head of Adhomai in 2432. Carrying the flags of the newly founded People&#039;s Republic of Adhomai, the Republic&#039;s army demanded the surrender of all nobility in Kaltir. The entire populace requested to be left in peace, as the peasantry and nobility there had never declared war on one another. Believing the peasants were utterly spineless and brainwashed, the People&#039;s Republic executed all current nobles ruthlessly, scattering the royalty of the region. Vahzirthaamro was placed in prison by his father&#039;s retinue of intellectuals, who declared he had to remain hidden amongst the lowest of the low if he wished to stay alive. From that moment on, Vahzirthaamro Azunja knew that peace was impossible so long as a compromise was not made, and a true constitutional monarchy was made the unanimous government on Adhomai.&lt;br /&gt;
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Word passed amongst the Tajara at the work camps about the possibility that Vahzirthaamro still lived as many pre-war intellectuals gathered with him in private. They spun every possibility of a government, even discussing adopting human political systems as they gathered workers, fighters, poets, and philosophers to form an organized nation as they spread their ideas to the guards of the facility, a majority of which who were old peasants under the Azunja family who thought the entirety of the nobility had been executed. Delighted to see his return, they joined his side and swore allegiance to his family once more.&lt;br /&gt;
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In 2449, in the middle of the night, Vahzirthaamro was released in secret along with the entirety of his retinue, as they quickly spread from town to town, asking for assistance from newly appointed officials and workers. Before long, the reminiscent families of the Kaltir region were happy to rejoin their flock. By 2450 his claim to rule had spread to all of Northern Harr&#039;masir, and the New Kingdom of Adhomai officially seceded as an independent nation under the newly declared King Vahzirthaamro Azunja. He then led the Kingdom for the next decade, managing the balance between the different factions within the government and the ongoing war. Vahzirthaamro became a unifying figure for the population. After successfully securing Kaltir&#039;s ancient lands and negotiating the armistice that brought the end to the war, King Vahzirthaamro passed away in 2463. His niece, Shumaila Azunja, inherited his throne.&lt;br /&gt;
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===Queen Shumaila Azunja===&lt;br /&gt;
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[[File:Shumaila portrait.png|200px|thumb|right| A portrait done of Queen Shumaila Azunja, holding the ceremonial orr&#039;bu s&#039;rrendar, circa 2460.]]&lt;br /&gt;
Shumaila Azunja was born in 2431 in Northern Harr’smirr, as the daughter of one of the kingdom’s princes. She survived the Republican slaughter by being hidden away among the peasantry, raised in secret by individuals still loyal to the old ruling dynasty. From a young age, Shumaila began to participate in secretive royalist circles within Kaltir. Here, she began her service to the kingdom by helping distribute leaflets proclaiming the coming of the New Kingdom of Adhomai. When the uprising broke out in 2450, she joined the new Imperial Adhomian Army. Shumaila then rose through the officer ranks quickly, becoming a commander in the Jabrut Almumalik and establishing a name for herself on the front.&lt;br /&gt;
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Many of those who served under Shumaila describe her as being a woman of unbreakable will, never faltering as casualties stacked or as barrages shattered the ground around her. Some even say she wouldn’t even blink at the sight of the PRA’s dreaded tanks rolling towards the lines. For her exploits in the war’s 2459 offensive and the defense of the Vlrralkhzazhul line, Shumaila came to be known as “The Storm of Harr’smir”, matching her iron will with a burning fury to destroy the kingdom’s enemies. &lt;br /&gt;
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In 2460, after meeting with several prospective heirs, King Vahzirthaamro had chosen his niece Shumaila to serve as the Crown Heir. Although the majority supported this decision alongside most of Parliament and the nobility, a large fraction remained wary of the decision of a military leader over other options. However, this opposition has shrunk over the past few years. Shumaila remains strong on her position of expanding the military, but she has also spoken about increasing ties to the galaxy’s Megacorporations to modernize the New Kingdom. Nor has she made any comments regarding changing the democratic systems of Parliament and the Chamber. Coupled with her public appearances and active presence in the newspapers, many woes and worries of her ascension have been dissuaded. &lt;br /&gt;
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Since entering the public eye in 2459, Shumaila enjoys much support from the women of Kaltir. Many look to her as an inspiration, buying “military” style jackets to emulate her look, given that Shumaila became one of the few Tajara women to lead a nation. However, this fame has also led to calls from the nobility and her family to choose a husband. Shumaila retains that her marriage comes after her coronation. She was finally crowned in 2463 after King Azunja passed away. Outside of continuing her uncle&#039;s legacy, her plans to the Kingdom are still unclear to the wide public&lt;br /&gt;
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Often called headstrong, Queen Shumaila&#039;s personality is very different from her predecessor. She appears calm and resolute during her public apparitions, however, rumors claim that she has frequent bouts of rage while in private. During her free time, Shumaila enjoys collecting and riding cars, playing Traiaz, and hunting. She has shown little to no interest in arranging a marriage to secure a direct heir.&lt;br /&gt;
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===Field-Marshal Vyakelas Klyuchevsky===&lt;br /&gt;
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Born in the Rasn’rr Empire in 2423, Vyakelas was just a young child when his family was deposed and removed from power in the First Revolution. Much of his dynasty was killed in the Njarir’akhran massacres and Hadiist purges that followed. But, Vyakelas and his siblings had managed to survive. They hid themselves among priestesses of Marryam that agreed to shelter them in exchange for what little riches they had left. During this time he began to engage with several priests and priestesses of the Mata’ke pantheon and learn more about the faith. Overtime Vyakelas began to develop a devotion to Rrredouane in the hopes of being granted better fortunes. He also grew a bitterness towards Hadiism for its anti-clericalism. His siblings went on to become priests while Vyakelas had managed to enter a military college. He left it a low-ranking infantry officer in the People’s Army and was stationed in Harr’nrr. &lt;br /&gt;
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News of the coming royalist uprising came to him through a close associate who believed Vyakelas to be a sympathizer. While Vyakelas initially sought to report him, he eventually decided to join the rebellion for unclear reasons. Vyakelas has given many claims for why he came to fight for the NKA over the years. At times he has said that he viewed the NKA as the proper form of Tajara governance, or that he left that his association with a conspiractor would get him purged anyways, or that he simply wished to test his skills on the battlefield. Since the armistice Vyakelas sticks to saying that he joined the royalists to reclaim his family’s old prestige. &lt;br /&gt;
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With the outbreak of the uprising in 2450 Vyakelas served as a Jabrut Almumalik for the first two years of the war. But he was promoted to service as a Grand Duke’s replacement for Mrraka’te’almalik when said Duke was told that he would be sent to aid Royalist forces on Amohda. For 8 years Vyakelas fought alongside Amohdan royalists against the ALA and People’s Army on the isle. With the signing of the non-aggression pact between the NKA and DPRA he was moved to Harr’masir with his forces to assist in the 2461 offensive. His knowledge of PRA tactics proved useful on the field but he struggled to achieve victory in Amohda all the same. For this, Vyakelas blames the NKA’s preference towards its navy over its land army. While his failures would be blamed on the lack of attention given to the Imperial Army he was swift to credit his victories to himself and his patron god of Rrredouane. He had also met with Queen Shumaila, then royal heir and a fellow Mrraka’te’almalik, and a friendship formed between the two. &lt;br /&gt;
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With the armistice, Vyakelas was allowed to remain in his position and continue overseeing the operations of the Imperial Army. His growing dislike of the Imperial Navy became clearer overtime as more and more of his reports demanding industrial support be taken from the navy and put into the army became circulated in the government and public. A brewing rivalry between himself and the admiralty has become the subject of much speculation and rumor. Grand Admiral Mahtra Dynhas in particular has had few good words to say about Vyakelas in his interviews, even going as far as to disparage the man for his failures to convince his siblings to immigrate to the New Kingdom. The animosity became mutual quickly. With his ascension to Field-Marshal by Queen Shumaila, Vyakelas has gained the authority he may need to finally institute his dreams of a new model Imperial Army. &lt;br /&gt;
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Vyakelas is a polyglot with an interest in studying Tajaran and alien languages, described by some as even able to speak a few phrases of Sinta’unathi. Though once awkward in the parties and galas of noble life that changed with his marriage to a Amohdan noblewoman in 2456, with whom he has had several children since. Much of his time away from his duties after the war is spent with them at a villa outside of Kaltir. &lt;br /&gt;
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[[File:Marshal portrait.png|200px|thumb|left| A portrait of Rrhazhal Zarkradar&#039;Akhan, circa 2420.]]&lt;br /&gt;
===Rrhazhal Zarkradar&#039;Akhan===&lt;br /&gt;
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Rrhazhal was born in &#039;2380 to the noble Njarir’Akhran Zarkradar&#039;Akhan line, however, he was a legitimized bastard of a Zhan-Kazan maid. As the youngest of his brothers, Rrhazhal was sent into the service of the Azunja family as King Farkhanzirhal Azunja&#039;s servant at the age of 10. King Azunja noticed the young child had a talent for philosophy and strategy. The two had many intellectual discussions together as Rrhazhal quickly became a trusted advisor of King Farkhanzirhal by the time he was 20. At this time, King Azunja decided he trusted Rrhazhal with protecting the life of the newly born Vahzirthaamro. On the eve of the First Civil War, Rrhazhal was tasked with training the peasantry of Kaltir in order to defend their fiefdom and nobility against attackers. When Kaltir was annexed by the People&#039;s Republic of Adhomai in 2432, Farkhanzirhal frenziedly ordered Rrhazhal to hide Vahzirthaamro before People&#039;s Republic soldiers stormed the palace, killing almost everyone. From then on Rrhazhal Zarkradar&#039;Akhan personally accompanied Vahzirthaamro Azunja as his protector and chief advisor.&lt;br /&gt;
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In 2450, once the New Kingdom had officially declared independence from the People&#039;s Republic of Adhomai, Rrhazhal Zarkradar&#039;Akhan was promoted to the rank of Field-Marshal personally by King Azunja, and oversaw all military operations inside of the New Kingdom of Adhomai. Respected for his tactical skill but notorious for his radical belief that a compromise is not possible and a complete return to the old nobility is Adhomai&#039;s only option for peace, Rrhazhal Zarkradar&#039;Akhan is one of the oldest nobles left on Adhomai. After the Second Revolution’s conclusion Rrhazhal Zarkradar’Akhan finally retired in 2464. His replacement took over following a ceremony held in Rrhazhal’s honor. Since then Rrhazhal has lived peacefully and privately in a manse owned by his lineage in Kaltir. It is believed his lineage is working towards cataloging his long life for a memoir. &lt;br /&gt;
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Rrhazhal is old-fashioned, methodic, and extremely loyal. Accustomed to the strict military life, he rarely deviates from his routine. Zarkradar&#039;Akhan is notorious for his lack of sense of humor. Rrhazhal&#039;s sharp mind began to show the signs of his age after the death of King Azunja; he sometimes forgets details and has trouble remembering previous days. His status as a mixed Tajara who held such a high position has made him a significant figure for those who advocate for the Kingdom’s mixed citizens. In his sparse free time, Rrhazhal enjoys practicing wood carving. &lt;br /&gt;
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===Grand Admiral Mahtra Dynhaas===&lt;br /&gt;
[[File:dynhaas portrait.png|200px|thumb|right|A commissioned portrait of Grand Admiral Mahtra Dynhaas from his book cover, done in 2463.]]&lt;br /&gt;
Hailing from a royal cadet line and born in 2402, Dynhaas followed his father and brothers to join the Das’nrra Empire’s navy at a young age. When the First Revolution came, naval losses coupled with the rebel conquest of Das’nnra resulted in Dynhaas, the last man left of his line, surrendering and being imprisoned. With the war’s end in 2432, Dynhaas was offered a pardon by the Party in exchange for developing the Republican Navy. He would come to accept this over the alternative of death. &lt;br /&gt;
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Accepting his defeat and believing that the age of nobility came to an end, Dynhaas came to view the Republican Navy as his new purpose in life. He worked to advance it alongside other pardoned nobles and founded the Oceanmasters Lounge, a private club within the naval officer corps. This path in life would change with the announcement of the New Kingdom of Adhomai. Believing that a way to restore the old glory days of kingdoms laid with the NKA, Dynhaas began to plan a revolt. Partnering with other sympathetic admirals, he had the Republican Navy’s Grand Admiral and several other loyalists killed on a fateful night at the Shastar Naval Base before fleeing eastwards in 2450. In the same year that the New Kingdom was declared, Dynhaas delivered them the strongest naval force Adhomai had ever seen. King Azunja had declared him the Kingdom’s Grand Admiral shortly after meeting with Dynhaas in Miran’mir. &lt;br /&gt;
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With the Republican Navy&#039;s command almost crippled and the ALA unable to compete with their dominance of the sea, Dynhaas used his fleets during the war to support and supply the Royal Army while helping smash the enemies of the New Kingdom. The artillery barrages of his ships were important in coastal battles during the NKA&#039;s offensives while their supremacy saved the Royal Marines from certain destruction following the failed Ras&#039;nrr expedition. The prestige of his position made Dynhaas an instant celebrity in the NKA as well. Many propaganda reels and photos showed him as a majestic lord of the sea, something he capitalized on heavily to present himself as the very pinnacle of noble glory. Always well-groomed, well-dressed, and impeccable at talking despite whatever circumstances he was in, Dynhaas never passed the opportunity to host an interview. Most notable was Dynhaas&#039; interview on his opinions of xenos of the S&#039;rand’marr coalition, conducted on his capital vessel while it sieged Nal&#039;tor in the final stages of the war. His statements on Unathi and Skrell were less than positive. After the expulsion of the People&#039;s Republic from Harr&#039;masir in 2461, Admiral Mahtra infamously ordered the Royal Navy to engage in an unrestricted bombardment campaign of the eastern Hadiist coast. Cities and villages were targets of frequent naval artillery strikes; the battleships shelled military and civilian targets indiscriminately. The Navy infamously used incendiary shells during these attacks, causing entire neighborhoods to be engulfed in firestorms.&lt;br /&gt;
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Post-war, Dynhaas went on several speaking tours in the first year of the armistice. Traveling from city to city, his public events were used to promote his upcoming biography and drew crowds in the tens of thousands. Politically, he maintains that the future of the NKA always lies within the navy, and that the industry of the New Kingdom must always retain a heavy focus on their shipyards. Dynhaas has also been vocal in his beliefs of a stronger monarch, often using the emergency powers King Azunja had as an example of the strong benefits that could come with such. He is yet to comment at all on his supposed rival, Mira&#039;zkui, at all. Vyakelas Klyuchevsky’s promotion to Field-Marshal has brought their grudge to the forefront of the New Kingdom’s tabloids and gossip. &lt;br /&gt;
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Mahtra is an infamous glory hound; his boisterous and prideful personality is often the source of much interpersonal conflict. Dynhaas can not go long without telling war stories or exalting his actions during the previous conflict. Among the Royalists circles, the Grand Admiral is either loved or hated. Mahtra is never seen out of his fancy dress uniform adorned by a large roll of medals.&lt;br /&gt;
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===Grand Duke Akym Yudenikh===&lt;br /&gt;
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Born in the Das&#039;nrra Empire to a noble family in 2412, Akym Yudenikh survived the First Revolution by escaping to Northern Harr&#039;masir and hiding his identity. After the Hadiist occupation of the Kingdom of Kaltir, Yudenikh joined the People&#039;s Republic bureaucracy; he became responsible for the administration of the local rail system. Akym was infamous for his corruption; he frequently sold permits, disregarded contraband reports, and accepted bribes. &lt;br /&gt;
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Because of his background, Akym was contacted by the underground royalist movement. He quickly became one of the main supporters of the group; he used his position within the Hadiist government to secure supplies and funding for the incoming uprising. Weapons, machinery, and ammunition were diverted to the Royalist cells. Akym was awarded the title of baron, a seat in the parliament, and some land confiscated from the People&#039;s Republic when Vahzirthaamro returned. However, his ambitions did not stop there. Using the money made from his time as a Republican bureaucracy, alongside whatever profit he could extract from his new holdings, Yudenikh continued to acquire more estate. Newly liberated farms were sold to him at a meager price thanks to his connections within the government. In a question of years, he became a Grand Duke and one of the major landowners of the New Kingdom. Akym controversially used prisoners of war as workers in his plantations during the Second Revolution as part of deals with the military.&lt;br /&gt;
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Following the Armistice, Akym Yudenikh now leads the Royalist Party; his main mission is to maintain the status quo. The continuation of the constitutional monarchy and the privileges of the nobility align perfectly with his interests. He is one of the major supporters of further deals with megacorporations. Grand Duke Akym is not afraid to use his position to protect his interest in the parliament. Under his vision, prosperity for the New Kingdom means more power and wealth to its elite.&lt;br /&gt;
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While Akym might appear friendly and easygoing at the first sight, this facade hides treacherous tendencies. The Grand Duke only keeps a secret if it benefits him directly; anything else is fair game in the social game of the New Kingdom&#039;s nobility. Thanks to this behavior, Yudenikh has his clique of noble friends who frequently support each other in political and personal affairs. As a lover of the finer things in life, the Grand Duke likes to hold feasts, bet on Zhsram races, and collect bottles of Nm&#039;shaan Liquor.&lt;br /&gt;
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===Prince Serhiy Oliinyk===&lt;br /&gt;
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Born as the third son to a family of Njarir&#039;Akhran in 2434, Serhiy Oliinyk&#039;s life was profoundly affected by events over which he had no control. Raised in a household of avid royalists supporters, Serhiy was exposed to his parents&#039; ideology since his youth. However, the boy had his reservations in regards to the possible return of the monarchy; he doubted that they could truly avoid the mistakes of the past. For his support during the uprising in Northern Harr&#039;masir, the patriarchy of the Oliinyk family was given a seat in the parliament, a title of nobility, and a modest tract of land. Serhiy mistakenly believed that he could escape his bloodline&#039;s obligation thanks to his status as the third child. He already had a passion in his life: playing the P&#039;rrama.&lt;br /&gt;
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The war was cruel to the Oliinyk. Serhiy&#039;s brothers were killed while serving the army. This put him in an uneasy position as the heir of a parliamentary seat. The growing debt forced his father to sell whatever land they had left; the Oliinyk had officially joined the ranks of landless nobility. The final blow came in 2459 with the bombing of the Parliament; Serhiy inherited his progenitor&#039;s seat after his demise in the attack. The young musician was thrown into the midst of the New Kingdom&#039;s politics. Influenced by his social status and beliefs, he aligned himself to the Commoners Party.&lt;br /&gt;
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If he is truly unable to escape his fate, Prince Serhiy decided to make the best out of it.  Because of his age and a family full of martyrs, Serhiy became the Commoners Party&#039;s main spokesperson. Convincing the Queen to support the Populists will not be easy; the Conservatives and Absolutists are far more powerful and influential. A powerful strategy is necessary to guarantee the Commoners Party triumph in the parliament. Serhiy plans to retire from politics after the hereditary parliamentary positions are abolished and the Kingdom is fairer to its population. He hopes to return to his greatest passion: music.&lt;br /&gt;
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Prince Oliinyk is a reserved person who prefers the company of his few trusted friends to the parties and neverending social schemes of the New Kingdom. Serhiy tries his hardest to separate his role in the parliament from his private life; he relies mostly on political alliances instead of his friendships to gather support. Besides his passion for music, Oliinyk enjoys frequenting Kaltir&#039;s theaters.&lt;br /&gt;
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===Count Tscherim Sanguszkho===&lt;br /&gt;
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Hailing from a cadet house of the Rrhakaslov dynasty, Tscherim Sanguszkho was born in 2433 shortly after his family escaped to Kaltir to avoid the First Revolution&#039;s massacres. He was raised on a small farm frequented by disposed nobles and royalist sympathizers. Sheltered from the rest of Adhomai, he grew only knowing the world only through the nostalgic tales of pre-contact Njarir&#039;Akhran, The Sanguszkho family was quick to offer their support to King Azunja when he returned; the Tscherim&#039;s father was given a seat in the parliament. Tscherim became a low-ranking officer in the army.&lt;br /&gt;
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Tscherim Sanguszkho&#039;s military career came to an end in 2460 when he was gravely wounded in combat. Taking advantage of his pension and family&#039;s position, Tscherim spent the next years in gentlemen&#039;s clubs. In these places, he entered into contact with radical Absolute Royalists and became deeply interested in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric beliefs]]. Tscherim founded his organization in 2462: the Njarir&#039;Akhran Renewal Fraternity. Drawing inspiration from the stories of an idealized pre-First Contact society, the ideology known as Revival Royalism was born from the Fraternity&#039;s meetings. Posing as a regular club, Tscherim was able to introduce other nobles to his ideals. Knowing that the task of enforcing the old order was not an easy one, Sanguszkho chose a common enemy to unite the kingdom against: the Tajara of mixed heritage.&lt;br /&gt;
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Tscherim&#039;s plan came to fruition when his father died in a car accident in 2463; he inherited a landed title, a state, and a seat in the Parliament. Shortly after, the Njarir&#039;Akhran Renewal Fraternity opened its membership to the public and made its intentions clear. Thanks to a deal with the Officers and Royal parties, the Fraternity became the fourth faction in the Parliament. Despite being the leader of the smallest Party, Count Tscherim has already begun to plot to slowly introduce his ideology into the New Kingdom.&lt;br /&gt;
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Tscherim is commonly described as eccentric, volatile, and intelligent. The Count is prone to descend into long, grandstanding rants - for every subject, he has a strong opinion that is bound to divide the room he is in. Sanguszkho&#039;s demagogic tendencies have earned him a fair share of allies and enemies. Aside from his interest in esoteric ideas, Tscherim is a heavy drinker who frequently visits all kinds of pubs.&lt;br /&gt;
&lt;br /&gt;
===Ser Mrakhanjurl Ii&#039;rka===&lt;br /&gt;
&lt;br /&gt;
Mrakhanjurl was born in 2422 in a Zhan-Khazan family in a small village outside Olska. He received little education nor traveled far outside his village. As soon as he came of age at 16 he joined the rest of the village mining bauxite ore to be shipped to Olska to make aluminum. He eventually lost both parents to lung cancer from the mine&#039;s poor ventilation before he was 23. In 2452, when he was 29, he traveled with a dozen other Zhan-Khazan miners several miles to Olska to join a protest against the new legislation of President Hadii that was meant to crack down &#039;subversive elements&#039; that many felt were unfair to Zhan-Khazan. The army was called in and brutally repressed the demonstration, which saw Mrakhanjurl narrowly escape with his life. He returned to his village to find that it had been torched by the republican army for housing subversive agitators.&lt;br /&gt;
&lt;br /&gt;
Mrakhanjurl mourned the loss of his village and was picked up by rebel militia, who revealed that they had managed to provide early warning to the village and evacuate over a dozen people, but the army had managed to find and kill all but a handful of survivors. In gratitude for the rebels dying for his village, and to avenge the deaths, Mrakhanjurl joined the armed resistance that eventually joined itself under the New Kingdom of Adhomai. In a very short few years became a remarkable marksman, gaining the most recorded kills of any Tajara sniper. Current New Kingdom estimates put Mrakhanjurl&#039;s kill count at 285, 32 of those enemy PRA snipers.&lt;br /&gt;
&lt;br /&gt;
Mrakhanjurl also managed to evacuate countless civilians from Republic territory to northern New Kingdom holdings. During the famous &#039;&#039;Rout of the 2nd Battalion&#039;&#039;, in which New Kingdom defenders unsuccessfully attempted to prevent Republican forces from capturing Baltor, Mrakhanjurl assumed command of the 4th Company after both its leading officers had been killed by sniper fire. Despite a serious gunshot wound to the leg Mrakhanjurl began shouting orders and rallied the shattered defenders, who were the last line of defense between the advancing Republic forces and thousands of refugees attempting to flee the city. The &#039;&#039;Rally of the 4th Company&#039;&#039; on 2456 successfully managed to delay advancing Republic troops long enough for thousands of more refugees to escape into New Kingdom territory who would otherwise face atrocity.&lt;br /&gt;
&lt;br /&gt;
For his bravery and growing fame (which was now considered too important to risk in the war effort), Mrakhanjurl was given the Order of the Victorious Sun, the highest honor in the New Kingdom, as well as being the first Zhan-Khazan in history to be given the noble rank of Ser. He remains a hero to the Zhan-Khazan and the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
===King of the Mountains Rustam Harmaliik===&lt;br /&gt;
[[File:harmaliik portrait.png|200px|thumb|right|A portrait of the king in his riding regalia, done in 2454.]]&lt;br /&gt;
Rustam Harmaliik was born in 2427 as the son of a deposed Njarir&#039;Akhran noble family. He spent most of his youth in the rural region of Harr&#039;masir, where he had contact with some groups of Rhazar&#039;Hrujmagh that inhabited the region. As an adult, he found employment in law enforcement and was sent by the People’s Republic to support the efforts to settle the rock nomads of the Harr’masir region in 2448 as a Republican official.&lt;br /&gt;
&lt;br /&gt;
While working alongside the authorities to make sure that the nomadic Zhan would accept and adopt a sedentary lifestyle, Rustam grew more interested in their culture and became skeptical of the Hadii’s regime and how they were treating the Rock Nomads. Unrest among the Rhazar&#039;Hrujmagh soon followed, and Rustam would try to offer his support in any way possible, such as sabotaging equipment shipment or relaying misleading intelligence. The government soon realized his treason, forcing Rustam to abandon his post and escape into the wilderness.&lt;br /&gt;
&lt;br /&gt;
Rustam found shelter among a caravan of the Rhazar&#039;Hrujmagh, and soon adopted their way of life. Unrest and resistance continued among the rock nomads, and Harmaliik joined their struggle against the People’s Republic. With the New Kingdom’s rebellion, the control of the region waned and the Republican efforts shifted to other problems, which allowed the nomad resistance to blossom into guerrilla warfare. Rustam climbed the ranks of his caravan’s forces, winning prestige and favor by leading them against the Republican forces.&lt;br /&gt;
&lt;br /&gt;
The second revolution happened, and the Rhazar&#039;Hrujmagh resistance continued. Rustam assumed the leadership of his adopted caravan and aimed to acquire more support among the other Rock Nomads. Through the years of the conflict, he gathered more men and wagons under his command, through diplomacy or conquest, but limiting himself to defensive tactics, ambushes, and raids. The political stance of Harmaliik has always been one of neutrality in the conflict, never compromising fully with the Adhomai Liberation army, due to his Njarir’Akhran origins and monarchist sentiments, and never declaring any support to the New Kingdom, in fear of losing the trust of his fellow nomads, &lt;br /&gt;
&lt;br /&gt;
Due to a republican offensive against the nomadic guerrillas in 2461, Rustam decided to declare himself the Almalik’Rhazar, a word roughly translated as &amp;quot;leader of the mountains&amp;quot;, following an ancient nomadic tradition that allows the largely independent Rock Nomad caravans to elect a ruler among themselves. This decision alienated him from his ALA allies and the other nomads, forcing him to side with the New Kingdom of Adhomai. Harmaliik and his caravans have joined the kingdom war effort. He and his people were later granted the southeast territories of the New Kingdom for their support during the conflict.&lt;br /&gt;
&lt;br /&gt;
===Brother Mikhail Ordau===&lt;br /&gt;
Little is known about Mikhail Oradu’s parentage. He was given to the Parivara at a very young age, left on the doorstep of Miran&#039;mir&#039;s abbey. Thus the Family took him in as they do many small children, teaching him and educating him about S’rendarr and Messa. Mikhail was an accomplished writer for his age, but a speech impediment left him at a disadvantage when it came to oral presentations. The boy was known to be bookish, and spent much of his free time in the abbey’s library as well as its restricted section, thanks to his close friendship with the abbot.&lt;br /&gt;
&lt;br /&gt;
He had an unusual interest in the sciences for a clergyman. As the Second Revolution loomed ahead, and whispers of splitting from the Republic crept into the local city, he busied himself with reading and tending to the monastery’s garden. Eventually, Miran’mir and all of northern Harr’masir split from the Republic to form the New Kingdom. With the war came plenty of hardship, and the Priests of S’rendarr did their best to help alleviate the tragedy amongst the peasants.&lt;br /&gt;
&lt;br /&gt;
With little farmable land and a severe manpower disadvantage, the New Kingdom struggled to provide for its people. Starvation was a very real threat, and the abbey’s garden was not sufficient. A conflicted Mikhail turned once again to the abbey’s library and science for an answer; and, as though a miracle from the Suns themselves, one came. He discovered an ancient text detailing breeding methods for slaves, from long before the First Revolution. Suggestions on how to pass on desirable traits and mannerisms; to breed subservience. Controversial, but an unknowing descriptor of genetics and hereditary traits.&lt;br /&gt;
&lt;br /&gt;
It was armed with this knowledge that Mikhail set about breeding new plants. Earthen roots, dirt berries, and more were cultivated for generations by Mikhail, aiming to pass on traits like hardiness and vitality. The plants became much more accustomed to growing in harsh conditions thanks to his work, and as the New Kingdom pushed back the Republicans and gained more territory, these hardier plants were easier to grow in the shell-shocked muddy battlefields. The threat of starvation became less and less pressing as more and more farms could deal with the way the war affected the terrain. For his efforts, Brother Mikhail was afforded a personal audience with the King.&lt;br /&gt;
&lt;br /&gt;
===Oleg Al&#039;Mor===&lt;br /&gt;
Born Oleg Murkov Al-Al’Mori in 2400, Oleg was a teenager when humanity stumbled upon the Tajara. His simple life of working and indentured servitude was suddenly upended with the influx of new ideals; he and his family, along with a contingent of other refugees of war avoided the conflicts erupting across the planet by staying in the mountains of Northern Harr’masir. To pass the time and keep themselves entertained, the telling of fireside epics became common. Oleg was noted to be imaginative with his tales even then, regaling other Tajara with stories of war and love.&lt;br /&gt;
&lt;br /&gt;
Eventually, however, the nomadic hunter-gatherer life in the mountains could no longer support their numbers, and Oleg’s group descended from their hiding place. By this point, rebel armies had mostly taken hold of Kal’tir and the surrounding areas, giving Oleg relative freedom. When the war finally came to an end in 2432, Oleg was well known as a traveling bard and performer who earned his living using his creative skills entertaining war-weary soldiers and newly freed slaves. The stability that came with the formation of the People’s Republic afforded Oleg the opportunity to settle down in Kal’tir once again, where he took an interest in the local theater scene.&lt;br /&gt;
&lt;br /&gt;
His first play, The Jester’s End, pioneered the form of black comedy and was a throwback to the days of servitude. Over the course of his career in Kal’tir, Oleg penned many more plays under his pseudonym Oleg Al’Mor, out of fear of inviting reprisals from the People’s Republic. Oleg’s plays were often scandalous or controversial for challenging the traditional morality held by Tajara. However, as time went on, his works became formulaic and much less shocking, and thus by extension more palatable to the average Tajara. Black comedy found a good home amongst the countless war veterans of the First Revolution.&lt;br /&gt;
&lt;br /&gt;
Oleg considered himself an intellectual, and when the New Kingdom of Adhomai split from the People’s Republic he was an outspoken supporter. He and his family had experienced the benefits of the old ways, and with his considerable wealth from play royalties, he financed the New Kingdom with donations. Sadly, Oleg Al’Mor passed away in December of 2460 after completing his final work. The play, titled A Maiden’s Voyage, was particularly well-received, with even the King himself getting a private showing. Many of his works are still performed in theaters all over the New Kingdom’s territory.&lt;br /&gt;
&lt;br /&gt;
==Others==&lt;br /&gt;
&lt;br /&gt;
===Father Valyan K&#039;rrirran===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;From the stars, he saw Adhomai&#039;s cities and mountains become nothing more than specks. When he beheld the planet from far away, he realized that it was a small dot within this vast new galaxy. It was then he saw how truly special our homeland and our people are.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Father Valyan K&#039;rrirran, written as the ending to the prologue in his novel &amp;quot;An Introduction to The Twin Suns&amp;quot;, 2430.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born in 2406 to a family of merchants in Dras’nrra, Valyan chose to join the faith at a young age, and became a fully-fledged Priest of S&#039;rendarr in the midst of the First Revolution. It was during this time that Valyan had also become one of the first few Tajara to leave Adhomai. Settling on Xanu Prime in 2426 and remaining there until the war’s end in 2431, Valyan provided much of the first glimpses into the theology of the Tajara during this time. He, later on, returned home after publishing his novel written in Tau Ceti Basic on the history of the S’rendarr and Messa. Following the Second Revolution, he had replaced Walid Al’qat as The Father of the Parivara after Al’qat died of heart failure. Since gaining his position in 2462 the new Father has already demonstrated to Adhomai that he is able to rise to the task of leading the Parivara. Alongside his archivers, he had revealed misinterpretations in the vows of the Suns Sisters and amended the Vow of Silence to the original Vow of Whispers. &lt;br /&gt;
&lt;br /&gt;
The Father has kept this momentum of progress going forward. In the same year, he began to assist with several archeological digs across Adhomai to gather more information on not just the history of the Suns faith, but also of the Tajara people. Much of this collection is digitalized and shared through a newly developed site (Simply dubbed “Parivara and Tajara History.pra”.) made by an influx of well-educated acolytes. Now, any curious Tajara or alien can find a trove of information on the Parivara and new details on the species’ history. This mix of preserving old traditions alongside progressing aspects of the church has made Valyan popular among the younger generations of Tajara, kindling their interest in the faith. K’rrirran once again made a historical change as he became the first Father to leave Sana Sahira. He embarked on a journey to each country’s capital to petition their governments for support for Parivara orphanages. K’rrirran returned largely successful and with his standing among the faithful of Adhomai heightened. &lt;br /&gt;
&lt;br /&gt;
However, Valyan is not free of any controversy. Some conspiracy theorists believe that he could have had a hand in the death of the previous Father, citing the lack of provided medical care and the quick selection of Valyan as the new Father. Others point to his connection to the revitalized Kin of S’rendarr and believe him to be funding the Kin, supplying them with off-world equipment and arms to continue their war against whoever is deemed the faith’s enemy. Nonetheless, these are regarded as little more than baseless rumors by much of the population. K’rriran’s PRA leg of his 2464 journey was also plagued by local disinterest in Nal’tor and an inability to dissuade anti-religious sentiments.&lt;br /&gt;
&lt;br /&gt;
===Tufir Nazzirai===&lt;br /&gt;
&lt;br /&gt;
Tufir Nazzirai forever changed Adhomai with six laser pistol shots in 2451. Very few details are known about the Zhan-Khazan. It is known that he was a member of the People&#039;s Strategic Intelligence Services where he served as a field agent. It is known that he was 26 when he carried out the assassination of Al&#039;marii Hadii. It is known that he had used an energy pistol, an advanced and rare weapon for a Tajara on Adhomai. Any other records of him have been removed from archives in the PRA by the PSIS. Many believe that only the upper party will know the full truth of Tufir Nazzirai. Theories abound about the Tajara and his motives. Some think that he was a double agent working for the Sol SIIB, received his pistol from them, and killed Al&#039;marii Hadii on their orders. Some think him to be a Crevan who killed Hadii for clamping down on his city&#039;s businesses and causing economic turmoil. Some point to him as a Zhan-Khazan frustrated with his people&#039;s suppression who had decided to take revenge on the man behind it all. If one was to ask a dozen Tajara about it they could receive a dozen different answers. The lack of clarity about Tufir, his motives, and swift hidden trial and execution opens itself to boundless theorization and propaganda usage.  &lt;br /&gt;
&lt;br /&gt;
Tufir&#039;s legacy is one that cannot be avoided. His name is associated with betrayal and disaster of the highest scale. The PRA maintains that he was a monstrous reactionary who had done the murder to try and end the dream of Hadiism and that his Zhan-Khazan genetics&#039; contributed to his desire for murder. The Al&#039;mariists see him as a corporate agent who killed Hadii for NanoTrasen after Al’marii pulled back on deals with the shadowy corporation. But, for some, Tufir Nazzirai became a martyr. Citizens of the NKA point to him as a hero, despite his position, for killing the man that founded the PRA. Conservatives in the DPRA hold similar views as Al&#039;marii Hadii was the one who began the suppression of local cultures and religions. Zhan-Khazan groups will also claim him to be a hero of their people. But, no idols or statues for him exist anywhere on Adhomai and beyond. Every day Tufir as a person slips away further and further into legend and infamy. &lt;br /&gt;
&lt;br /&gt;
===Crown Voices===&lt;br /&gt;
Crown Voices are an all-female Tajara singing group hailing from the NKA, they specialize in vocal jazz and classical performances. Due to this, they have performed alongside a variety of bands providing musical accompaniment with the longest-lasting being a Zhan group called &amp;quot;The Underclass Brass&amp;quot;. While relatively unknown, the three members were lifted from the edge of poverty by Prince Serhiy Oliinyk, who saw potential in them. Their biggest performance was at the Kaltir Royal Theater, where they performed an album titled &amp;quot;Northern Frost&amp;quot;, written by an anonymous writer.&lt;br /&gt;
&lt;br /&gt;
The song was panned by royalist critics, accusing him of attempting to push &amp;quot;misguided Nateedist ideas calling them unity.&amp;quot; Yasmin Piaf surprisingly also spoke out against the group, accusing them of being an obvious and cheap copy.&lt;br /&gt;
&lt;br /&gt;
Still, the group reaped applause and general positivity from lower nobles and peasantry, establishing them as a popular band among the lower social strata.&lt;br /&gt;
&lt;br /&gt;
====Masha Il-Azura====&lt;br /&gt;
Masha is a Hharar, born during the later inter-war era she was only a child when the war began. She, however, lived a relatively well-off life as her father was a lawyer, allowing her to get proper musical education and graduate with honors. She and her family funded the band&#039;s early endeavors and with her help, they were noticed by prince Oliinyk. She is very quiet off-stage and prefers to avoid any interviews or conferences, many question why she even decided to become a celebrity. She does, however, seem very at ease with the other band members and when performing.&lt;br /&gt;
&lt;br /&gt;
====Ilvya  Kolovova====&lt;br /&gt;
Ilvya is a Zhan-khazan, born during the middle of the inter-war period making her the oldest member of the band. She is also the shortest of the three, despite being a Zhan-khazan, making her quite an oddity. She makes up for this with her forward and aggressive personality, as she was raised alongside 6 brothers on the streets of Kaltir. She is also the only member of the group with performing experience, as she provided musical accompaniment in multiple late-night bars. Due to her small size, she has the highest-pitched voice of the trio.&lt;br /&gt;
&lt;br /&gt;
====I’sha S’rremich====&lt;br /&gt;
I&#039;sha is an oddity even in the band, born during the late inter-war period she is only slightly older than Il-Azura. Born to a dockworker, she spent most of her youth doing hard labor, the sea shanties she&#039;d sing with her father are what eventually got her a well-off spot in a local bar. In this bar she would meet with Kolovova and eventually Il-Azura. She is cool, levelheaded, and slow to agitate, serving as the spokesperson and centerpiece of the trio. Her critics also describe her as ugly and boyish, as she refuses to wear a dress, on or off-stage, due to her rough upbringing.&lt;br /&gt;
&lt;br /&gt;
===Rikdar Al&#039;Manq===&lt;br /&gt;
&lt;br /&gt;
Rikdar was born on &#039;&#039;&#039;2429&#039;&#039;&#039; the noble Njarir’Akhran Bayan line in Nal&#039;Tor, with Bayan being his birth name. However, his parents were disappeared by Republic secret police in one of the frequent purges of Njarir’Akhran and he was put into state-run foster care.  He has raised in the &#039;&#039;House Of Young Patriots&#039;&#039; orphanage until he was adopted at 14 to Hharar parents and took their last name of Al&#039;Manq. As he was going to school his parents and teachers immediately took notice of his artistic abilities and interest in painting, which the orphanage had initially tried to discourage. In 2446, when he was 18, Rikdar won an art contest where he submitted a portrait of his Environmental Geology teacher and gained a prestigious scholarship in the Nal&#039;Tor University of The Arts, a state-funded institution.&lt;br /&gt;
&lt;br /&gt;
Rikdar attended the university for several years, though his studies were sometimes interrupted or delayed by the periodic waves of anti-Njarir’Akhran demonstrations and violence that gripped the campus. However, he quickly became a prodigy amongst his peers. Al&#039;Manq&#039;s style of oil painting and doing portraits became a sensation in the capital, with the mayor and several city officials requesting their portraits done.  Rikdar graduated from university at 20 years old in &#039;&#039;&#039;2450&#039;&#039;&#039; with a Bachelor of Arts. Having already received several high-profile commissions, including the then-President Al&#039;Mari Hadii, whose portrait was done a week before his death. Al&#039;Manq managed to survive the resulting chaos across Adhomai following the assassination of Al&#039;Mari Hadii by the nature of his celebrity status, but his popularity remains confined within the major cities.&lt;br /&gt;
&lt;br /&gt;
At only 29 years old in &#039;&#039;&#039;2458&#039;&#039;&#039; the &#039;&#039;Al&#039;Manq Style&#039;&#039; has already become a famous style of painting across Adhomai. The Al&#039;Manq Style is noted for its use of rich oil-based paint that focuses on portraits and profiles. The colors are often bold or show rich texture and color. The hands of Tajara are painted without being anatomically correct. Critics blast Al&#039;Manq&#039;s apparent inability to draw hands correctly but Rikdar has stated that it&#039;s his personal style. This has influenced other artists, and many attempting to pay homage to Al&#039;Manq draw hands as stubby. Rikdar remains extremely popular on Adhomai. The People&#039;s Republic remains a quiet supporter of his work, and state officials pay him handsome commissions for their portraits to be done, though they frown on him taking commissions from New Kingdom officials as well. The Adhomai Liberation Army has painted Rikdar as just another nobleman and several members of the Liberation Army have given open contempt for his work.&lt;br /&gt;
&lt;br /&gt;
===Bloodstorm===&lt;br /&gt;
&lt;br /&gt;
Bloodstorm is a famous and infamous DPRA Heavy Metal Band that has surged in popularity with the younger “denier” generation. Those in this generation are categorized not only by refusing the current status quo, but also have a general disdain towards a complete return to Tajara roots or liberalization through corporations. Fans of this band are usually punks, anarchists,s and jaywalkers. While the band mostly operated inside the DPRA, during one of their galactic tours their citizenships were revoked, making it impossible for them to return to Adhomai. They currently preside in Mendell City.&lt;br /&gt;
&lt;br /&gt;
====Vargir Stenovich “Godslayer”====&lt;br /&gt;
&lt;br /&gt;
The lead guitarist of the group, Vargir Stenovich is known as the spokesperson of the band and the most controversial figures. Admitting to being a Raskara cultist in public and calling out the Parivara on their “bedding with the government”. Vargir has been involved in numerous scandals including protesting military parades, playing one of his songs next to a work camp without permission, and lastly ingesting drugs on live television and proceeding to slander the ALA for bombing the NKA parliament.&lt;br /&gt;
[[File:Bloodstorm.png|200px|thumb|right|Photo of Al-Atil at the Mztel&#039;Mir concert, &amp;quot;War Is Fuck, Let&#039;s Do It&amp;quot;, circa 2459.]]&lt;br /&gt;
&lt;br /&gt;
====Janos Al-Lung “Drowner”====&lt;br /&gt;
&lt;br /&gt;
Janos is the bassist of Bloodstorm and the only band member without a criminal record. He has frequently butted heads with Stenovich over the political extremities the band goes through to discredit not only PRA and NKA but also DPRA. Janos Al-Lung is currently the only member of Bloodstorm that is trying to re-apply for a DPRA citizenship.&lt;br /&gt;
&lt;br /&gt;
====Al-Atil Csihar “Nightmaster”====&lt;br /&gt;
&lt;br /&gt;
The vocalist, Al-Atil, is known for his “mrowl”, a high, long, yelp that is recorded as the loudest sound produced by a Tajara. He loves to interact with the public and often stays behind on the podium to sign autographs and fans using black or red spray paint.&lt;br /&gt;
&lt;br /&gt;
====Cecil Kernov “Bloodletter”====&lt;br /&gt;
&lt;br /&gt;
Cecil is the Drummer and has actually served time, unlike the other band members. Kernov has his nickname for a reason as he’s been charged with armed assault during his youth, which is how he met with Vargir. Later in life, he was arrested again, after he had brutally assaulted a fan who had climbed on stage with a drum, getting it stuck on said Tajara’s head and pushing him off the stage with a dropkick. This led to multiple fractures and long-term disabilities for the fan.&lt;br /&gt;
&lt;br /&gt;
====The Mist “Mih”====&lt;br /&gt;
&lt;br /&gt;
A yet unknown band member by the public, “Mih” remains anonymous always wearing a mask in public and never speaking. He plays the P&#039;rrama, an old Tajara string instrument, with 8 strings mirrored in a long horn-like pipe that extends to the ground which emits a loud, brass twanging noise described as an over-amped guitar. &amp;quot;Mih&amp;quot; has been under investigation multiple times, however, the enigmatic member always manages to avoid the authorities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Most Notable Albums Include:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Freezing Blizzard&#039;&#039; - An early, human metal-inspired album. &amp;quot;The Mih&amp;quot; was not a member at this time and the music avoids political messaging, mostly focused on heavy guitar riffs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War Is Fuck, Let&#039;s Do It&#039;&#039; - The &amp;quot;central&amp;quot; album of the band that rocketed them to popularity. Its anti-war messages resonated with a lot of the younger audiences who were tired of the usual acoustic and traditional sorrowful performances, preferring this new aggressive style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If Messa Was Here She&#039;d Be a Whore&#039;&#039; - A distinctly anti-Parivara album, attacking their behavior towards women and female priests. The Mih joins the band around this time, employing the now-iconic P&#039;rrama. While initially released to negative reviews, it slowly became a fan favorite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We Live in a Society&#039;&#039; - A very hateful album, attacking every faction on Adhomai, including the human Sol and Nanotrasen and their presence there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shell In, Spine Out&#039;&#039; - Another anti-war album, the band&#039;s first attempt to create a narrative album describing the life of a dying soldier. Received both negatively and positively by the fans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;rrendar Loves You Except He Doesn&#039;t&#039;&#039; - The critique of Parivara escalates in this album, would remain unnotable if it wasn&#039;t for the recording of Cecil attacking a fan with the drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If You&#039;re Old You Should Die&#039;&#039; - A call to arms, actively encouraging the younger generations to overthrow the current system and drag all the politicians down. For many, this was a return to form, but also most likely the album that led to Bloodstorm&#039;s exile from the DPRA.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Tajara&amp;diff=24641</id>
		<title>Notable Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Tajara&amp;diff=24641"/>
		<updated>2022-05-12T20:45:40Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Democratic People&amp;#039;s Republic */ Adds a portrait for Bakhteiarova Mirzakhani done by Coalf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Tajara|Tajaran]] history and society has a long list of notable individuals and heroes that are known across [[Adhomai]]. &lt;br /&gt;
&lt;br /&gt;
==People&#039;s Republic==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Comrades, in this struggle we fight to protect the progress we have fought so hard to make in the preceding decades. Our march forever onwards for a Hadiist society must not be stopped by the usurpers who would see us become a brutish military dictatorship, nor those fetid imperialists who would restore the atrocities of the old ways.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- President Njadrasanukii Hadii, in a televised address to the people in 2452.&#039;&#039;&lt;br /&gt;
===President Njadrasanukii Hadii===&lt;br /&gt;
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[[File:Hadii portrait.png|200px|thumb|right|A portrait of the president, done in 2460.]]&lt;br /&gt;
Njadrasanukii Hadii, also known as Malik Hadii, was born in &#039;&#039;&#039;2402&#039;&#039;&#039; to the noble Njarir&#039;Akhran Hadii line. His mother was Rajjurl Hadii, and his father Tajrhalrr Hadii. He got involved with the military at an early age, becoming a cadet for the Royal Navy at 16 and achieving a commission as a Lieutenant-Commander at 22, and leading his own destroyer as a Captain at 29. During the revolution, he briefly fought for the loyalists but was recalled to the Hadii Citadel to help defend his family&#039;s ancestral home. Following the revolution and the Hadii&#039;s rise in the new Federal Republic, Njadrasanukii was given the office of Vice-President under his brother Al&#039;Mari Hadii. &lt;br /&gt;
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Malik assumed the presidency in &#039;&#039;&#039;2451&#039;&#039;&#039; after the assassination of Al&#039;mari. He continued his brother&#039;s early agenda of collaborating with NanoTrasen and other galactic powers. Njadrasanukii purged any suspicious elements from his administration after the Nated&#039;s coup, consolidating his power through the imprisonment and execution of anyone that threatened his regime. Further authoritarian measures were established by him; the expansion of the secret police, the rapid industrialization of the PRA, and further persecution against those who did not conform to his policies. Under Malik Hadii&#039;s control, the current form of Hadiism took shape; an ideology focused on the creation of a monolithic Tajaran culture under the unquestionable guidance of the Hadii political line. The office of the president had its powers largely expanded under his rule, allowing Njadrasanukii to control all aspects of the People&#039;s Republic government. Total loyalty to Njadrasanukii is expected from all Party members.&lt;br /&gt;
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A state-endorsed cult of personality has been established around President Hadii. Through a robust propaganda system, republican citizens are informed daily about Malik&#039;s achievements and how only through his guidance the Republican can prosper. Portraits of President Hadii can be found in most Hadiist homes and government buildings. Njadrasanukii is known for his speeches praising his own administration and the bravery of his people; his voice can be heard frequently on the radio. While many admire him as a strong leader, others fear his ruthless ways of dealing with the opposition.&lt;br /&gt;
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President Hadii is famous for his extreme paranoia. Very few high-ranking members of the Party have direct access to him and little is known about his private life. He is constantly surrounded by hand-picked members of the secret service; those bodyguards are always under the risk of being purged for any reason. It is rumored that he has survived more than three hundred assassination attempts.&lt;br /&gt;
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The few Tajara who had the opportunity to know President Hadii personally, portray him as energetic, charismatic, thoughtful, but deeply paranoid and vindictive. Njadrasanukii cultivates an image of a simple Tajara; he leads a frugal lifestyle with few material needs. Because of the nature of the PRA&#039;s government, President Hadii&#039;s work and private life are deeply entangled. President Hadii&#039;s favorite pastimes are watching movies, playing Farehal, and reading books; rumors claim that Njadrasanukii has at least 20,000 Tajaran and alien books in his private collection.&lt;br /&gt;
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Despite the outcome of the Second revolution, Njadrasanukii continues to rule the People&#039;s Republic with an iron grip. He did not give up his plans of reestablishing Hadiist hegemony over Adhomai.&lt;br /&gt;
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[[File:headmaster portrait.png|200px|thumb|left|A rare picture of the camera shy Tyr&#039;adrr, taken during the closure of an illegal protest, dated to 2459.]]&lt;br /&gt;
===Headmaster Harrrdanim Tyr&#039;adrr===&lt;br /&gt;
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Harrrdanim was born in &#039;&#039;&#039;2425&#039;&#039;&#039; to a M&#039;sai family serving the Hadii during the First Revolution. Wishing to follow in the footsteps of his parents, he joined the Hadiist Party at a young age. He soon caught the attention of the People&#039;s Strategic Intelligence Service due to his craftiness and was given a position in the agency. Despite enjoying moderate success during the late years of Al’mari’s rule, Tyr&#039;adrr rose to prominence after the President’s assassination. Leading several purges within the secret service, he was able to secure a promotion as the Headmaster after the previous head was arrested for suspicious behavior. Under Tyr’addr’s control, the PSIS became the feared terror machine it is today. Heavy investments in surveillance technology, the establishment of a robust web of informants, and the large-scale repression of political opponents greatly weakened the opposition in the People’s Republic. His supposed adventures during this period have spawned an entire &amp;quot;spy thriller&amp;quot; genre in the Republic.&lt;br /&gt;
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After helping secure President Hadii&#039;s rule, Headmaster Harrdanim focused his efforts on fighting the Liberation Army and the New Kingdom. Ruthless anti-partisan campaigns were carried out under his supervision. The displacement of Chaniska’s native population, scorched-earth tactics in Northern Ras&#039;nrr, and the creation of Try&#039;urma Penitentiary were among some of his orders during the conflict. His actions during the Second Revolution earned him the reputation of being merciless and bloodthirsty. In spite of several assassination attempts, ALA agents failed to murder him and he continued his reign of terror unimposed.&lt;br /&gt;
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Even after the Armistice, Headmaster Harrdanim continues to work tirelessly to undermine the enemies of the Republic. He has a large interest in securing the Tajara population living outside of Adhomai and is responsible for the PSIS presence in District Six. He is eager to suggest more authoritarian solutions and believes in increasing, even more, the state’s control over the population. Because of the role of the Strategic Service in the government, Tyr&#039;adrr is one of the most powerful and hated Tajara in the People&#039;s Republic. While seemingly loyal to President Hadii, many in the Party fear where Tyr&#039;adrr&#039;s ambition might lead him.&lt;br /&gt;
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Analytic, controlling, and cold are some of the words frequently used to describe Harrrdanim&#039;s personality. The headmaster is known to calculate every step on his way; he tries his hardest to manipulate the events in his favor. Tyr&#039;adarr is also infamous for never assuming any kind of blame - a scapegoat, willingly or not, always shows up to take the fall. Thanks to his position in the government, little to nothing is known about his personal life.&lt;br /&gt;
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===Party Secretary Yakiv Hadii===&lt;br /&gt;
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Yakiv Hadii was born in &#039;&#039;&#039;2412&#039;&#039;&#039; as the second cousin to President Hadii. While too young to take part in the First Revolution, Yakiv joined the Hadiist Party as soon as he could. During Njadrasanukii’s rule, he excelled as a bureaucrat due to his organizational skills. He managed the distribution of land and the establishment of communal farms during the Republican Agrarian reforms. Through a combination of political maneuvers and nepotism, he quickly climbed the Party&#039;s ranks. Yakiv sought to further the Republican relationship with NanoTrasen, seeking their support for the development of Adhomai. This stance caused him to lose Al’mari’s favor during the years leading to the Second Revolution. He was then demoted to an unimportant position in the Ministry of Agriculture.&lt;br /&gt;
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Yakiv returned to prominence after Rhagrrhuzau’s assassination; he was seen as a way to link Malik’s rule to his now-deceased brother. Following the abolishment of the office of vice-president, Yakiv was promoted as the Party Secretary by Njadrasanukii. He became responsible for the internal organization and reviewing applications to the Party; he was quick to remove many of his political opponents from power using his new powers. Known as unquestionably loyal to President Hadii, he became infamous for being nothing but a yes man. He continued his policy of maintaining good relations with megacorporations, lobbying for more deals with NanoTrasen. Countless Tajara were given the opportunity to leave Adhomai due to his efforts, most sold as cheap labor while some others were able to acquire higher education. During the final stages of the war, he was one of the main proponents of the need for foreign intervention to save the People&#039;s Republic.&lt;br /&gt;
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After the Armistice, Yakiv remained as Party Secretary. He is one of the closest advisors to President Hadii, helping Malik in matters related to internal and external affairs. Despite being an orthodox Hadiist, he is eager to push for changes to appease NanoTrasen and other foreign powers in an attempt to gain their support. Many within the Party see Yakiv as a power-hungry and untrustworthy politician, eager to abuse his power to reach what he wants. Others recognize him as a cunning politician with a rather dangerous influence over President Hadii. More recent stunts such as implementing Father Valyan K’rrirran’s orphanage proposal has proven Yakiv Hadii to be seeking approval in the eyes of the citizenry. &lt;br /&gt;
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Yakiv Hadii is a notorious opportunist and sycophant; he is always trying to acquire any kind of leverage where it might exist. Personally, this means that Yakiv is more than eager to make friends with anyone of any importance. However, the friendship might come with strings attached: a request to repay a favor or take part in a shady business. Yakiv takes full advantage of his position within the Hadiist Party to indulge himself in all luxuries available to the political elite. Because of this lifestyle, Yakiv has become noticeably overweight.&lt;br /&gt;
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===Minister of Defense Irbaykhan Mirarkiizar===&lt;br /&gt;
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Irbaykhan Mirarkiizar was born into a Hharar peasant family in &#039;&#039;&#039;2428&#039;&#039;&#039;. He was raised around veterans of the first revolution and was always interested in their stories. Owing to the new opportunities brought by the People’s Republic, Irbaykhan enrolled in a military academy and joined the Grand People&#039;s Army as an officer. He survived the purges of the early Hadiist government because of his political reliability; as he was one of the first army leaders to support President Hadii during his ascension. This left him in the privileged situation of being one of the few properly trained officers at the dawn of the Nated’s coup.&lt;br /&gt;
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Irbaykhan quickly climbed the ranks of the Republican Army during the Second Revolution. Making extensive use of artillery and motorized troops, he secured early victories that gave much-needed breathing room to the fragile Republic. While in command of the Dymtris Front in &#039;&#039;&#039;2456&#039;&#039;&#039;, he pushed the New Kingdom into the defensive position that they would remain in until the very end of the war. Mirarkiizar’s final promotion during the conflict was to the theater commander of the Rass’nrr Military District. With the help of the alien allies of the Republic, he managed to recapture the main region of the continent. He was given a seat in the Ministry of Defense after the Armistice, working alongside the upper echelons of the Party to refine the Republic’s strategy.&lt;br /&gt;
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Unlike most members of the Ministry of Defense, Irbaykhan has both political connections and practical experience in the field. This combination has made him one of President Hadii’s closest advisors in regard to military matters. Currently, he is responsible for the Hro&#039;zamal campaign. Mirarkiizar sees the Grand People&#039;s Army as an essential component of the Hadiist state; the ever-vigilant guardian of the Republic against its enemies. The Minister believes that strict discipline and union towards a common goal is the best way to safeguard the future of the People’s Republic.&lt;br /&gt;
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Irbaykhan Mirarkiizar is known for his disciplined and simple lifestyle. The Minister is very strict with his routine and commonly scolds Party members, other generals, and his family for being what he would call undisciplined. Irbaykhan is well-known for his unquestionable loyalty; he would prefer death over treason. He is only seen out of uniform when fishing - Irbaykhan&#039;s favorite pastime.&lt;br /&gt;
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===Minister of Technology Zhuldyz Hadii===&lt;br /&gt;
[[File:zhuldyz portrait.png|200px|thumb|right|A picture done of Zhuldyz Hadii in her lab, created in 2462.]]&lt;br /&gt;
Born in &#039;&#039;&#039;2420&#039;&#039;&#039; to the Hadii dynasty, Zhuldyz enjoyed the many privileges granted to her family. She grew up fascinated by the new technologies brought by human contact; she would spend hours tinkering and dismantling electronics during her childhood. Later she was sent to study in prestigious Solarian universities, where she ventured into the field of robotics. Zhuldyz returned to Adhomai in 2449 and was granted a post in the Ministry of Technology.&lt;br /&gt;
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Using the knowledge acquired off-world, Zhuldyz drew plans with the objective of modernizing the Republic through a technological revolution. The rapid industrialization aided by mechatronics would bring prosperity to the Tajara. While many of her initial projects were abruptly interrupted by Rhagrrhuzau&#039;s assassination, she remained in her position due to being a member of the Hadii dynasty. The unstable early years of Njadrasanukii’s presidency were unfavorable towards her dreams; stopping Nated’s coup and the Royalist uprising were top priorities at the time. However, as the frontlines stagnated and a semblance of normalcy returned to the People’s Republic, Zhuldyz had the chance to convince President Hadii of her plans. Knowing that losing the war would put an end to her pursuits, she turned her genius to the military field. Victory could be achieved through technological superiority. She was one of the driving forces behind the establishment of [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]], the expansion of the [[Tajara_Space_Capability#PRA_Army_Wing|Orbital Fleet]], and the creation of the Tesla Brigade. Zhuldyz was promoted to the office of the Minister of Technology shortly before the Armistice.&lt;br /&gt;
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The Adhomian Cold War became the perfect testing ground for Zhuldyz&#039;s projects. She sees the period of peace as an opportunity to turn the People&#039;s Republic into a technological powerhouse. Zhuldyz believes that the future of Hadiism lies in the science and that the Republic must become advanced enough to subjugate its enemies. Minister Hadii is not interested in ethical or safe research; she is eager to pursue dangerous and questionable experiments. No price is too small to pay during the march of progress. President Hadii gave Zhuldyz near uncontested authority to lead the Ministry of Technology. She was the mind behind the creation of the first independent robotic factory on Adhomai.&lt;br /&gt;
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Due to her upbringing, she is a brilliant scientist and a charming conversationalist, but at the same time, she frequently refuses to admit fault and is quick to scrutinize the work of others. Holding them to nearly impossibly high standards. Many scientists have been transferred to less desirable positions due to failing to meet Zhuldyz&#039;s demands. She is a notorious workaholic who only leaves her laboratory to attend political meetings.&lt;br /&gt;
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===Secretary of the Navy Hura&#039;zhi Mira&#039;zkui===&lt;br /&gt;
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Born in &#039;&#039;&#039;2422&#039;&#039;&#039; to an exiled line of minor nobility from the Zatushka Kingdom, Mira’zkui grew up in the chaos of the First Revolution as the armies of the Hadiist rebels marched across Adhomai. When the dust had settled, despite his personal wishes to enter the party itself, his family would convince him to uphold their old traditions and join the forming Republican Navy in &#039;&#039;&#039;2447&#039;&#039;&#039;. It was then that Mira’zkui met Dynhaas and joined the Oceanmasters Lounge.&lt;br /&gt;
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During the chaos of Dynhaas’ defection in &#039;&#039;&#039;2450&#039;&#039;&#039;, Mira’zkui narrowly avoided his own death. Informed early by a loyal lieutenant that his own crew was plotting to kill him, Mira’zkui fled in a lifeboat and watched as his fellow officers were thrown screaming from the decks of their own ships. A few days later, he was found on the shores of Ras’nrr. As the Republic fell into chaos, Mira’zkui returned to the Republican Navy as Secretary, entrusted by Malik Hadii to fight against the pirate flotillas of the ALA and the Royal Navy. However, Mira’zkui’s loyalty was not able to make up for his inexperience. While the last of the Liberation Army’s pirate vessels were sunk, he was unable to contend with the strength of the Royal Navy and unable to achieve his personal desire: Capturing or killing Dynhaas. &lt;br /&gt;
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Post-War, Mira&#039;zkui has largely become reclusive and withdrawn from the public eye. While he continues to try and develop the Republican navy, Mira’zkui is forced to contend with funding going towards the projects of the Orbital Navy and Grand People’s Army. With a relationship of mutual dislike between himself and Zhuldyz Hadii, many within the party believe that Mira’zkui will likely be replaced eventually. How he would react to being denied any chance for revenge against Dynhaas is something no one knows. &lt;br /&gt;
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===Minister of Education Kalim Khazdar===&lt;br /&gt;
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Kalim Khazdar was born in &#039;&#039;&#039;2430&#039;&#039;&#039; to a family of Hharar foremen in the city of Tampiska. Deemed a bright child by his teachers, he was sent to study in Al&#039;marii. Captivated by the tales of progress and prosperity brought by the interwar period, Kalim enrolled at the Al&#039;marii College of Hadiist Sciences. He continued his studies intending to become a college teacher. During his time as a student, he became a good friend and protégé of the rector of the university, Mahir Hadii. His friendship with a member of the political dynasty opened many doors for him.&lt;br /&gt;
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Kalim joined the Hadiist party during the Second Revolution. He later visited Tau Ceti to study the Adhomian community there; his experiences in District Six deeply affected his ideas. He saw all the social problems that those who lived under the megacorporation rule were subject to. Instead of losing faith in Hadiism, he started to believe that reforms were necessary to save the People&#039;s Republic; NanoTrasen should be a means to an end, not the end itself. Kalim returned to Adhomai in 2459 and became a college professor. Thanks to his connections, he soon got involved with the administration and politics of the university. His papers on the subject of Hadiist education were generally well-received by the academia.&lt;br /&gt;
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With the Armistice of Shastar, Kalim Khazdar aligned himself to the Young Hadiist faction; his sympathy towards the movement was largely unknown to the Party. His ascension to the position of Minister of Education in 2463 was the result of a confidential deal between his mentor and President Hadii. Despite being considered a powerless and inexperienced politician by the other members of the Hadiist cabinet, Kalim is not to be underestimated. Cunning will be necessary to avoid the wrath of President Hadii and his lackeys. The path to a truly free People&#039;s Republic will be a long and difficult one. &lt;br /&gt;
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Usually depicted as a wide-eyed idealist, Kalim Khazdar is anything but naive. The few years he spent navigating the political fields of the Al&#039;mari College transformed him into a bright, yet deeply cunning individual. Kalim rarely loses hope; he prefers to spin every defeat into a minor setback to maintain morale. Many wonder how long it will take for Khazdar&#039;s optimism to be crushed by the People&#039;s Republic politics. Besides his academic and political work, Kalim has published  Hadiist realist poems and short stories.&lt;br /&gt;
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===Chief Naval Commander Samirro Qarrarhaz===&lt;br /&gt;
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Born in Northern Ras’nrr in &#039;&#039;&#039;2407&#039;&#039;&#039;, Samirro was the son of a loyal M&#039;sai general in the Hadii Hegemony. Qarrarhaz&#039;s family raised and taught him to follow in his father’s footsteps. He would become an artillery officer in &#039;&#039;&#039;2428&#039;&#039;&#039;, finding great success during combat against monarchist groups through using extensive shelling to force and flush out the enemy. By &#039;&#039;&#039;2431&#039;&#039;&#039; Qarrarhaz was moved into Southern Harr’masir to prepare for an invasion of the Kingdom of Kaltir. His artillery crews were among those who scoured the Kingdom following its surrender, shelling whatever villas, castles, and manors they had found. A staunch ally of Al’mari Hadii and his family, Qarrarhaz has always stood by the Hadii family and the republic they had later built. &lt;br /&gt;
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While also providing training for future artillery commanders in the interwar period, Qarrarhaz became part of a committee formed by President Al’mari Hadii to plan and prepare a space fleet for the PRA. He, along with other committee members, traveled to the Coalition of Colonies&#039; planets of Xanu Prime and Himeo to observe anti-piracy operations in order to better develop the PRA’s own future space warfare doctrine in &#039;&#039;&#039;2452&#039;&#039;&#039;. When the Orbital Fleet was completed by &#039;&#039;&#039;2457&#039;&#039;&#039;, Qarrarhaz was appointed Chief Naval Commander by President Malik Hadii. Since then, he has won numerous victories against piracy, smugglers, and even bested a [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?do=findComment&amp;amp;comment=114422 Sol cruiser]. &lt;br /&gt;
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Post-war, Qarrarhaz continues to lead his spaceships and Kosmostrelki in the defense of the PRA’s claimed space. Comfortable and experienced in his position, Qarrarhaz has begun to speak more on the future of the PRA’s ventures into space. Controversially, the Commander has stated that the PRA must eventually extend its hand to the numerous small colonies and off-worlder communities dotting the frontier around them. Arguing that Hadiism’s light must be spread beyond Tajara, it is his belief that the PRA must one day uplift these groups from their poverty and absorb them into the state.&lt;br /&gt;
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===Yasmin Piaf===&lt;br /&gt;
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[[File:Yasmin portrait.png|200px|thumb|right|A piece of a poster, promoting Yasmin Piaf&#039;s concert, 2463.]]&lt;br /&gt;
Yasmina Burokov, aka Yasmin Piaf, was born in 2434 in the suburbs of Nal&#039;tor to a particularly well-off Njarir&#039;Akhran family. Yasmin&#039;s father, Boris Burokov was a low-ranking State department official and devout loyalist of the People&#039;s Republic. She spent her childhood being educated in the best State-run schools their family could afford and enjoyed relative wealth and prosperity far from the poorer outskirts of the city. &lt;br /&gt;
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Even from a young age, Yasmin was interested in music. She was part of her school&#039;s choir and participated in several nationwide contests for the honor of singing for President Rhagrrhuzau Hadii. The all-female &#039;Band of Njarir Maidens&#039; consisting of Yasmin and her classmates eventually won and sang for the President and other members of his cabinet at the end of the annual military parade held in Nal&#039;tor. Eventually, she graduated and went on to the Academy of Musical Arts with a full scholarship.&lt;br /&gt;
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Talent scouts pruning the burgeoning academy&#039;s student pool for the next starlet eventually discovered Yasmin during rehearsals for the school&#039;s upcoming musical, and she signed a tentative deal with the small publication Vostak Recordings. Her first record, simply titled The Man in Rouge, was released with minimal fanfare. Given that she had sung a small solo during her performance for the President, some Tajara recalled her name.&lt;br /&gt;
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Yet her voice, described by some as angelic and innocent, found purchase with an aging generation of Tajara who wished a brief return to peaceful normalcy following the First Revolution. Her dedication to the traditional pop standard and recognition for torch songs eventually elevated her to the status of a household name, with her recording label releasing hit after hit. As a result, Yasmin Piaf has become one of the most famous singers in the modern era - one who has fostered a close relationship with State officials. She is one of the few artists who are approved to be played on State radio KGTW-11.&lt;br /&gt;
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===Andrey Borisov===&lt;br /&gt;
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Out of all the Tajara that one could argue embody loyalty to the People’s Republic, perhaps none are more memorable than Andrey Alexander Borisov. In the average Republican household, his name is just as common as President Hadii’s, owing to the fact that he is the face of State propaganda and news network RAFИ. Born in 2416 to a line of M’sai warriors, Andrey was not even two years old before humanity stumbled across Adhomai and lit the flame that ignited the First Revolution.&lt;br /&gt;
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Andrey’s father and uncle were killed in the uprising, leaving him, his mother, and his sister alone to fend for themselves. His mother curried favor with the local rebel leader when their town fell to the onslaught of war; she became his concubine and, later, his wife. The ever-advancing front saw Andrey moved from home to home, where the young M’sai would often spend time talking to soldiers recovering after harsh fighting. They nourished a sense of patriotism in him, and eventually, he came to see the First Revolution as necessary for the future of the Tajara.&lt;br /&gt;
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The war ended in 2432, when he was merely 16 years old. As the newly founded People’s Republic began the arduous transition from a movement to a government, Andrey’s connections with the upper echelon of PRA politicians bore fruit. He was taken on as a member of an officer’s general staff, headquartered in Nal’Tor, where he served as little more than a glorified secretary. His position put him in contact with the elite, however, and many found him charming and personable. His silver tongue earned him the interest of Dmitrys Marakov, the owner of the only State-approved television station at that point in time.&lt;br /&gt;
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His ascension from lowly secretary to the major news anchor for RAFИ was one that involved plenty of political maneuvering, money - and, rumored by some, violence - but ultimately Andrey had proved his loyalty to the political elite of the People&#039;s Republic and he was rewarded with the honor of being their mouthpiece. As a result, no Tajara on Adhomai can go very long without seeing his smiling face on their television set, spinning the next story or cover-up at the behest of the State.&lt;br /&gt;
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==Democratic People&#039;s Republic==&lt;br /&gt;
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&#039;&#039;&amp;quot;We are soldiers. We are fighters. We are war. We have forsaken the corrupt and decaying corpse of the xeno-loving People&#039;s Republic. We have left our homes and our families, but our cause is righteous. The suns are with us! The vile usurper of my friend and comrade Al&#039;mari will have justice delivered to him! We will spill the blood of our enemies until our struggles are seen and heard, and we WILL retake OUR Republic!&amp;quot;&lt;br /&gt;
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&#039;&#039;- Supreme Commander Halkiikijr Nated&#039;Hakhan, the day after the coup de tat began, 2451.&#039;&#039;&lt;br /&gt;
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===Supreme Commander Halkiikijr Nated&#039;Hakhan===&lt;br /&gt;
[[File:Nateed portrait.png|200px|thumb|right|A surprise picture of Nated, taken in 2458.]]&lt;br /&gt;
Halkiikijr Nated&#039;Hakhan was born in &#039;&#039;&#039;2404&#039;&#039;&#039; to a M&#039;sai family under the service of the Hadii Dynasty. The son of a royal guard, Nated interacted with many Njarir children in his early life. He grew to resent their narcissism but was prepared to inherit his duty nonetheless. When the First Revolution ignited in &#039;&#039;&#039;2421&#039;&#039;&#039;, Halkiikijr fought for the loyalists alongside the Hadii family. Becoming a battle-brother of Rhagrrhuzau Hadii, or better known as Al&#039;Mari Hadii, Nated stood with the Hadii’s decision to abandon their royal roots and join the revolutionaries. When the war ended Al&#039;Mari was sworn into office, Halkiikijr was made a Commander in Chief of the Republican Army in return for his service. &lt;br /&gt;
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Al&#039;Mari supposedly made promises of swearing-in Halkiikijr as the next president of the People&#039;s Republic once the political climate on Adhomai had stabilized. The legitimacy of this claim is not known, but what is known is that Al&#039;Mari was assassinated during a military parade in &#039;&#039;&#039;2451&#039;&#039;&#039; and Njadrasanukii Hadii, vice president of the People&#039;s Republic, swore himself in as the successor of the presidency. Outraged at the assassination and accusing Njadrasanukii of treachery against the People’s Republic, Nated organized a coup against Malik. Bringing together military commanders dissatisfied with the new Hadiist policies, Halkiikijr created the Adhomai Liberation Army to dethrone the new President. He then took the title of Supreme Commander. &lt;br /&gt;
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As the putsch attempt was thwarted by the Hadiist forces, Nated fled to Shastar City. The coup then turned into a full-blown civil war between the Liberation Army and the People’s Republic. Without off-world help, Nated called to arms anyone willing to support his cause. His movement became a unifying front to all kinds of elements opposing President Hadii; from democratic reformers to extremists fighting to free Adhomai from alien influence. For a decade, Halkiikijr led the Liberation Army as an effective opposing force against the People’s Republic and the New Kingdom. He favored the extensive use of irregular warfare coupled with the deployment of the army to secure decisive battles. A cult of personality formed around Halkiikijr; extremists claimed that he was a prophet sent by the Gods. The Supreme Commander took advantage of this belief to cultivate undying loyalty and fanaticism among his followers. &lt;br /&gt;
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Believing that the territories under his control were ready for a democracy modeled after the Al&#039;mariist principles, Nated&#039;s undisputed rule came to an end with the creation of the Democratic People’s Republic of Adhomai. Halkiikijr retired from his position as Supreme Commander to prevent a coup against the newly elected president. His retirement did not last long; he returned to power because of the Amohdan crisis in &#039;&#039;&#039;2462&#039;&#039;&#039;. Nated was given back the control of the Liberation Army and its remaining juntas to retake the Island of Amohda. After this display of weakness, Halkiikijr is unsure if the DPRA is truly ready to rule Adhomai. For him, the ALA is now more essential than before. Nated also faces infighting between his two right-hand men; commander Kahan and Kyff.&lt;br /&gt;
&lt;br /&gt;
While some may call Nated an opportunist or a loyal friend to Al&#039;mari, what is certain is that he is determined. Both in his personal and political life, the Supreme Commander is known to never lose sight of his objectives. This might lead him to make promises that might be hard to fulfill, but Halkiikijr rarely goes back on his word. Because of his association with the most radical elements of the ALA and his tendency of using his position of authority to interfere in disputes, he is a firm believer that the end justifies the means. Because of the utility of his cult of personality, Nated avoids exposing much of his private life.&lt;br /&gt;
&lt;br /&gt;
===Commander Kahan Hro&#039;rammhad===&lt;br /&gt;
[[File:Kahan portrait.png|200px|thumb|left|Commander Hro&#039;rammhad in his summer uniform, taken in 2461.]]&lt;br /&gt;
Kahan Hro&#039;rammhad was born in &#039;&#039;&#039;2412&#039;&#039;&#039; to a Hharar family as their oldest children. A peasant from birth in the region of Southern Harr&#039;masir, he was taught the traditional values of S&#039;rendarr and Messa by his deeply religious parents. His childhood was cut short by the outbreak of the First Revolution; his family was expelled from their lands by the war. Thanks to its flat terrain, Southern Harr’masir saw the first deployment of armored vehicles in the conflict; trains, civilian cars, and trucks were outfitted for warfare by the rebels. Hro’rammhad joined the crew of an armored car as soon he turned 14 years old. Because of the high mortality among the revolutionaries, Kahan quickly found himself in the command of his own brigade. He became famous for his excellent use of the vehicles’ speed to encircle the enemy, and for his merciful nature. Monarchists soldiers were always given the chance of joining his side after capture. Hro’rammhad also forbade unnecessary executions and mistreatment of prisoners among his fighters.&lt;br /&gt;
&lt;br /&gt;
Commander Kahan and his brigade were incorporated into the Hadiist faction shortly before the end of the First Revolution. As a member of the Republican Army, he was a major proponent of the transformation of the People’s Army into a motorized force. Tank brigades and motostrelki units were created under his supervision. Kahan funded the reconstruction of many temples destroyed during the revolution and frequently donated to charity through the interwar period. Hro’rammhad joined Nated’s coup due to his profound disagreement with Malik’s policies; he saw the oppression of the Zhan-Khazan as morally corrupt. Armored units that defected alongside him were organized into the Hro&#039;rammhad Tank Corps under his command.&lt;br /&gt;
&lt;br /&gt;
Hro&#039;rammhad remained a merciful and pious Tajara through the Second Revolution. He rejected the notion of irregular warfare and continued to offer mercy to his enemies. As the leader of the main armored force in the Liberation Army, Kahan played an important role in decisive battles. This position allowed him to become a right-hand man for Nated. As part of his religiousness, Hro&#039;rammhad considered the conflict to be a battle to protect the faith against the innate atheism of Hadiism. Religious imagery and motifs became common among his Tajara. The men under Commander Kahan Hro&#039;rammhad are known to have the utmost respect for his bravery and mercy, most even going so far as to worship him as an embodiment of S&#039;rendarr&#039;s justice. His success during the civil war earned him the nickname of “Undefeated Commander&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Despite the armistice, Commander Kahan remains as one of the second-in-command for Halkiikijr. He is an avid supporter of the transition to democracy, advocating for the dismantlement of the juntas. This position earned him many enemies among the more authoritarian elements within the Liberation Army. He is known to despise Commander Kyff Hotak for his tactics and personality. Both Tajara are currently engaged in an internal struggle to consolidate their influence over the Liberation Army.&lt;br /&gt;
&lt;br /&gt;
Thanks to his religious upbringing, Commander Kahan is a forgiving and honest individual. He may be eager to let bygones be bygones, but he is not easily fooled by malicious intentions; anyone trying to take advantage of him will not have an easy time. Hro&#039;rammhad enjoys spending his free time with his family. His thirty years-long marriage sired nine children - three of whom lost their lives in the Second Revolution.&lt;br /&gt;
&lt;br /&gt;
===Commander Kyff Hotak===&lt;br /&gt;
[[File:hotak portrait.png|200px|thumb|right|A picture of Commander Hotak along with his pet Farwa, taken with flash in 2458.]]&lt;br /&gt;
Born in the year &#039;&#039;&#039;2406&#039;&#039;&#039; to a family of Zhan-Khazan miners in the Trizar, Kyff Hotak was supposedly destined to slave away for his Njarir master as his ancestors did for many generations. To avoid this fate, Hotak fled his home as a young Tajara. He ran into the wilderness until he found a bandit camp. Because of his age, the brigands decided to adopt Kyff as the group’s mascot. The boy grew up witnessing all kinds of crime and violence; later taking part in the band’s activity when old enough. The bandits sided with the rebels during the First Revolution in search of plunder. But their greed was their undoing; the criminals were massacred by the revolutionaries after they were discovered stealing rations. Hotak survived by being the one to report the activities of his previous comrades. As the war dragged on, Kyff became more bold and cruel in his revolutionary activities. He frequently engaged in assassinations, massacres, and false flag operations to crush the monarchists’ morale. Hotak was soon feared by his comrades and hated by his enemies. To him, everything was permissible to achieve victory. Impressed by the victories of the Hadii faction, he joined them as part of the early Ha&#039;narr Corps.&lt;br /&gt;
&lt;br /&gt;
The interwar period was fairly unremarkable for Kyff Hotak; he was given a low-ranking office position in the intelligence department. While Hotak advocated for the recreation of a force similar to the Mountain Ghost Corps, his request was ignored by the Hadiist high command. Memories of his excess in the First Revolution stopped Hotak from receiving any further promotions. He grew discontent with the People’s Republic, believing that he deserved more for his service. Seeing Nated&#039;s coup as an opportunity to rise to power, Kyff defected to the Liberation Army without hesitation.&lt;br /&gt;
&lt;br /&gt;
Hotak organized his own unit of commando early into the war; a battalion trained in stealth operations. As a major proponent of irregular warfare, he also helped organize guerilla cells and coordinate terrorist attacks. The success of these groups granted him enough influence to become one of Nated&#039;s right-hand men. However, Commander Kyff quickly returned to his old ways; he started to wage a campaign of unrestrained terror. The presence of his soldiers became a harbinger of indiscriminate persecution, murder, excessive property requisition, and collective punishment against any community suspected of working with the enemy. Despite the protest of the civilian population and Commander Kahan, Halkiikijr refused to replace Kyff. Taking advantage of his reputation, Hotak ordered his Tajara to spread stories of him being the earthly manifestation of Messa&#039;s wrath. This tactic proved to be effective both among his enemies and allies.&lt;br /&gt;
&lt;br /&gt;
Commander Kyff Hotak remains in service even after the armistice. Many within the army and the civilian administration desire to see Hotak punished for his war crimes, but Supreme Commander Nated continues to protect him. Kyff is a hardline supporter of the more authoritarian elements in the government and desires a strong centralized leadership above all else. He and Commander Hro&#039;rammhad are rivals; both Tajara commonly fight each other over which direction the Liberation Army should go. Hotak is always accompanied by his pet [[Adhomai#Farwa (Tree-Hopper)|Farwa]], Ghiyath.&lt;br /&gt;
&lt;br /&gt;
What little is known from Kyff&#039;s personal life does not paint a picture much different from his time in the army. Cold, ambitious, and cruel are some of the terms commonly used to describe Hotak. For him, other people are merely stepping stones on his path to power. To maintain his mythical image as Messa&#039;s wrath, he avoids any kind of social interaction with anyone outside of his inner circle. Kyff is a famous animal lover - besides his Farwa, he is also the proud owner of several domesticated Ha&#039;rrons.&lt;br /&gt;
&lt;br /&gt;
===President Almrah Harrlala===&lt;br /&gt;
[[File:harrlala portrait.png|200px|thumb|left|A portrait of the president during one of her speeches, done in 2461.]]&lt;br /&gt;
President Almrah Harrlala was born in &#039;&#039;&#039;2426&#039;&#039;&#039; to a family of Hharar factory workers in Shastar City. While her childhood was relatively unaffected by the First Revolution, she enjoyed many of the benefits brought by the People’s Republic during the interwar period. Being the first member of her household to receive a proper education, she became involved in the Party’s politics at a considerable young age. She believed that a stable democracy built upon the will of the people was the best path for Adhomai. She was also wary of the presence of megacorporations on the planet, considering their activities as harmful to the development of the Tajara species She campaigned for more worker’s rights and laws restricting corporation’s activities in the PRA. Almrah held a position within the Party until the ascension of President Njadrasanukii Hadii; he ordered the arrest of Harrlala due to her views.&lt;br /&gt;
&lt;br /&gt;
Harrlala was held prisoner in Shastar during the first moments of the Civil war, only the capture of the city by the Liberation Army saved her from being transferred to another location. Hoping to continue her career in politics, she aligned herself with the rebels. Even if the despotic and extremist tendencies of the ALA worried Almrah, she held to Nated&#039;s promise of saving the Republic. She was given the position of Provisional Minister of Civil Rights when the Democratic People’s Republic of Adhomai was established.&lt;br /&gt;
&lt;br /&gt;
As the Minister of Civil Rights, Almrah worked to protect the regional identities present in the DPRA. Her campaign to end military rule over the country while still upholding the principles of Al’mariism made her a popular figure among the moderate sectors of the population. Seeking to expand her political influence, she founded the National Adhomai Worker&#039;s Party. She was one of the candidates in the presidential elections of &#039;&#039;&#039;2460&#039;&#039;&#039;; she won the office of president by a narrow margin. President Harrlala’s ascension to power displeased the authoritarian wing of the Liberation Army, the military then planned a coup to restore their own rule. The putsch was stopped by the intervention of Supreme Commander Nated, who later resigned from his position to grant more powers to the civilian administration.&lt;br /&gt;
&lt;br /&gt;
Following the Armistice, President Almrah Harrlala continued with her internal policies while maintaining a strong stance against foreign dominance. Under her rule, schools to preserve local cultures and languages were established, Gakal’zaal was liberated from the Unathi rule, and the DPRA developed its nuclear program. Her status as one of the first female rulers in modern Tajaran history has inspired many women to engage in DPRA politics. However, her regime is plagued with deep issues. The ghost of separatism lingers over the nation after the Amohdan attempt to secede. Her ability to reconcile the various factions in the government was severely doubted when she failed to draw a plan to handle the rebellious island. Since the return of Halkiikijr to power, the authoritarian elements see this as a moment of weakness in the young Republic. President Harrlala must be ready to face further opposition if she wants to see her vision of Adhomai come to life.&lt;br /&gt;
&lt;br /&gt;
Often described as patient and focused, President Almrah Harrlala is not easily dissuaded from pursuing her objectives. When faced with hardship, she prefers to withstand the storm while continuing to work on her projects. Alongside her hectic political career, Almrah leads a modest life without much excitement or luxuries. In her sparse free time, she enjoys playing Mahmrro and visiting Das&#039;nrra&#039;s countryside.&lt;br /&gt;
&lt;br /&gt;
===Ex-interim President Brajrr Alnadruskiy===&lt;br /&gt;
&lt;br /&gt;
Born in &#039;&#039;&#039;2423&#039;&#039;&#039; in the city of Mztel’mir, Brajjr Alnadruskiy was the youngest child of a family of brewers. He later joined the Republican Army at 17 years old, slowly climbed the ranks through diligent service to the military. Brajrr attributed the prosperity of interwar Adhomai to the strong leadership of President Al’mari; he believed that the Republic always needed a strongman in control to succeed. He severely doubted Malik’s competence because of his decision to undo his brother’s reform. &lt;br /&gt;
&lt;br /&gt;
Brajrr finally rose to prominence with Nated&#039;s coup. Upon hearing of the revolution, he rallied the Liberation Army’s aligned troops in Das’nrra to assault Shastar. Alnadruskiy&#039;s attack was successful and he was named the Rrhaza-Akhran of the city. Shastar became the headquarter of the ALA, giving Brajrr a reasonable amount of influence within the army high command. He was known for his rigorous discipline and unforgiving nature. Many war prisoners were forced into labor by his orders. Brajrr was given the position of Interim President when the Democratic People’s Republic was created.&lt;br /&gt;
&lt;br /&gt;
Alnadruskiy ran for president in the 2460 elections, seeking to centralize the nation and maintain the Army’s sway over the government. He founded the Free Tajaran People’s Party, gathering the most authoritarian elements in the Republic. After Almrah Harrlala’s victory by a narrow margin, he took part in the putsch against the newly elected president. Despite the defeat of the mutiny, Brajrr managed to convince Halkiikijr that he was forced by the extremists to join them. He was released and allowed to return to politics.&lt;br /&gt;
&lt;br /&gt;
Ex-interim President Brajjr Alnadruskiy now leads the opposition to Harrlala’s regime. He continues to support a centralized state under the leadership of Supreme Commander Nated. Even when the successes of the current administration displease him, their latest crisis has given him enough to challenge Almrah. The return of Halkiikijr to the control of the Army is also considered a victory for him and his followers. Alnadruskiy awaits for the right moment of weakness to retake control of the DPRA.&lt;br /&gt;
&lt;br /&gt;
Brajrr Alnadruskiy is notorious for his unforgiving and rigid personality. He never forgets or forgives any wrongdoing, no matter how small. Brajrr has a large collection of grudges - he diligently waits for the opportunity to exact revenge upon those who wronged him. Alnadruskiy is also unreasonably stubborn; he rarely takes other points of view in his decisions. The Ex-interim President is a compulsive and skilled gambler; his favorite game is Suns and Moon.&lt;br /&gt;
&lt;br /&gt;
===Maksym Razin===&lt;br /&gt;
&lt;br /&gt;
Born in 2423 to a family of M&#039;sai foresters in Southern Ras&#039;nrr, Maksym was raised in a deeply religious household. As a follower of Mata&#039;ke, he spent his youth learning the skills necessary to become a hunter. At the age of 25, he joined the Priesthood of Mata&#039;ke after hunting an exceptionally large, Tajara-eating Ha&#039;rron who was terrorizing the region. Maksym became a firebrand priest who preached against the alien presence in Adhomai. He supporter Al&#039;mari late policies as a sign of an inevitable religious revival. Razin&#039;s service was cut short because of the outbreak of the Second Revolution. &lt;br /&gt;
&lt;br /&gt;
Deeming Njadrasanukii&#039;s rule to be an active danger to the Ma&#039;ta&#039;ke faith, Maksym joined the Liberation Army. In Supreme Commander Nated, he saw the very image of Mata&#039;ke - a Tajara sent by the Gods to defeat the enemies of Adhomai despite overwhelming odds. Thanks to the usefulness of his skill as a hunter in guerilla warfare, Razin quickly climbed the ranks; in a matter of time, he became the Rrhaza-Akhran of Mezuma. He was known for making extensive use of ambushes and traps. During his time in the liberation arm, Razin was an avid supporter of Hotak. After the failed putsch of 2461, Maksym followed Nated&#039;s example and stood down as a junta leader.&lt;br /&gt;
&lt;br /&gt;
As a member of the Followers of Nated, Maksym Razin was elected to be a representative in the National Assembly. In his time in politics, Razin became acquit In the 2464 elections, he was chosen to be the candidate for the presidency. With or without the approval of Commander Nated, he now plans to turn the Democratic People&#039;s Republic into a holy realm free of the Alien influence; a nation guided by the wills of the Gods. Maksym is not afraid of doing whatever it might take to ensure the triumph of Theocratic Natediism. He firmly believes that Nated will return to the leadership of the DPRA after his followers have seized the government. &lt;br /&gt;
&lt;br /&gt;
Maksym is a notorious thrill seeker; no challenge is too small for him. His trophy wall is covered with all types of Adhomian animals. His bravery is only matched by his zealotry; Razin&#039;s faith plays a central role in his life.  He rarely takes any meaningful decision without consulting the Gods through rituals or before saying a prayer.&lt;br /&gt;
&lt;br /&gt;
===Bakhteiarova Mirzakhani===&lt;br /&gt;
[[File:Bakhteiarova portrait.png|200px|thumb|right|A portrait of Bakhteiarova in her farm, which artistically features Messa and S&#039;rendarr&#039;s light behind her. The portrait was done in 2460.]]&lt;br /&gt;
Born in 2435 on a small farm in Northern Ras&#039;nrr, Bakhteiarova was likely destined to spend her life as a mere farmer. Destiny was abruptly changed with the assassination of President Al&#039;marii. As a Zhan-Khazan, she saw her family join Nated&#039;s side due to the discrimination of her people. While too young to take part in the revolution, she was old enough to understand what was to come. As the war dragged on, she witnessed the death of most of her relatives, the destruction of her land, and the nuclear strike at Quizosa.&lt;br /&gt;
&lt;br /&gt;
Left without anything but scars, Bakhteiarova fled to Southern Ras&#039;nrr as a refugee. There she became involved in the still young Ruralist cause. The memories of Hadiist war machines and the bomb were enough to convince her that the real culprit was modernity itself. Moved by a mixture of nostalgia for better times and a legit concern for Adhomai&#039;s environment, she became deeply involved in the movement. Thanks to her background and experiences, she was able to bridge the gap between the Ruralist and Environmentalists of the Adhomian Blue Party. She worked alongside the party&#039;s theorists to make sure that the Ruralist Experimental Farms were viable.&lt;br /&gt;
&lt;br /&gt;
Mirzakhani was chosen as a candidate for the 2464 presidential elections by the Adhomian Blue Party. As a committed Ruralist, she is eager to implement their plan of returning to an idealized pre-industrial society. However, she recognizes that implementing such a project is impossible without reuniting Adhomai. Bakhteiarova may be willing to work with the rest of the DPRA to achieve the Al&#039;mariist victory, but she has no interest in ever giving up her dream - an Adhomai free of the evils of modernity; an idyllic paradise the Tajara once held. Besides the other parties and candidates, her main political enemy is Ahem Kah&#039;nrir, the warlord who continues to strangle her homeland.&lt;br /&gt;
&lt;br /&gt;
Because of her upbringing, Bakhteiarova Mirzakhani enjoys the simple things in life. Listening to the folktales, taking care of her garden, and riding a Zhsram are among her favorite activities. Either because of her duties or some unknown personal reason, Bakhteiarova frequently appears to be tired. Rumors claim she has trouble sleeping and must make use of medicine to rest properly.&lt;br /&gt;
&lt;br /&gt;
===Dr. Aleksandra Hro&#039;makar===&lt;br /&gt;
&lt;br /&gt;
The first and thus far only incident of weapons of mass destruction being employed on Adhomai happened in 2458, when the People’s Republic dropped a four-megaton nuclear bomb on the Liberation Army base in Quizosa. The death toll from the detonation was staggering, but the fallout from the bomb was carried on strong winds, leading to severe cases of radiation poisoning from the neighboring camps.&lt;br /&gt;
&lt;br /&gt;
Tajara medical experience with radiation poisoning and the effects of nuclear bombs were practically non-existent. The only species in the galaxy that had the technology long before the Tajara were Xenos, and the Liberation Army did not have the luxury of free contact with extraplanetary forces. With the sick and dying mounting, a call for help was sent out to the surrounding territories. Many physicians and doctors made the long and difficult journey in the winter snows to help - at the forefront of them, Dr. Aleksandra Hro’makar.&lt;br /&gt;
&lt;br /&gt;
The effects of the bomb were catastrophic. Survivors were badly burned. Their fur fell out, never to grow back again - leaving them susceptible to Adhomai’s frigid temperatures. Their skin peeled off in sickly ribbons, hanging limply to the ground. Doctors were at a loss, with only a rudimentary understanding of what could have happened. Dr. Aleksandra took a sort of unofficial command of the medical effort, and coordinated efforts to assist the sick and dying.&lt;br /&gt;
&lt;br /&gt;
Liberation-sympathetic Tajara, at her prodding, recovered as many documents as they could regarding the atom bomb from PRA-aligned holdings, downloading information from the extranet and thieving textbooks from high-security locations. Thanks to her ingenuity and leadership, the haphazard medical team of doctors saved a great many innocents from a slow, painful death - though they would have to live with the effects of the bomb for the rest of their lives. Dr. Aleksandra is widely known for her opposition to nuclear proliferation, due to her experiences, and has become the face of a growing anti-WMD movement across Ras’narr.&lt;br /&gt;
&lt;br /&gt;
===Arzjun Haurjuhrl===&lt;br /&gt;
&lt;br /&gt;
Rumors persist that Arzjun Haurjuhrl was sired out of wedlock, a result of an affair between a Zhan-Khazan mistress and a rebel leader. He was born in &#039;&#039;&#039;2427&#039;&#039;&#039; in the warmer regions near the city of Olska, and lived alone with his mother. He was scarcely a child when the war ended and the People’s Republic came to prominence. Both he and his mother suffered much in the way of discrimination - for being Zhan-Khazan as well as having a bastard child. This disconnect between what the People’s Republic promised and the way they were treated caused the young Arzjun to become disillusioned with the Republic.&lt;br /&gt;
&lt;br /&gt;
He was further tested when his mother suddenly fell ill and died in the winter of 2445. With nothing left tying him down, abandoned as he had been by Adhomain society, he took what little funds they had been saving and paid a smuggler to carry him off-world. It took every penny but eventually, he found himself in Mendell City, carrying nothing but the clothes on his back. For a time, he lived on the streets, forced to beg to make ends meet. He soon found work at one of the shelters he had often stayed at. The community of Little Adhomai was more welcoming to him than the homeworld had been.&lt;br /&gt;
&lt;br /&gt;
Deciding to pay back the kindness he received, he took part in many community outreach programs, including plays and dramas for the children of Little Adhomai. His passion for the arts as a medium of expression took root here, and his name rose to some prominence amongst the local Tajara population thanks to his charity work. He aspired to work on his own big picture and got his chance thanks to the collective donations of many Tajara. Wealthy Xenos also had an interest in seeing what the immigrant could do, though perhaps a few thought it would look good as a public relations move.&lt;br /&gt;
&lt;br /&gt;
The script he wrote went through many revisions and sat for a good while before it was picked up by a studio. The community who had helped him before had done it once again; the surprise blockbuster When Summer Came to Nazira was one of the top ten highest-grossing films in Biesel history. Its anti-tyranny message was seen by some as an expression of the director’s own viewpoint on the People’s Republic. In some ways, they were correct - Arzjun is a quiet supporter of the DPRA, which has put him at odds with the Republican government. As a result, his film is banned from showing on Adhomai - though this has not stopped smuggled copies from being distributed amongst DPRA theaters.&lt;br /&gt;
&lt;br /&gt;
==New Kingdom==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Loyal subjects, countrymen, brothers. It is with a heavy heart that I must announce that we must conscript from the provinces in order to maintain our fight in this war. However, you are not alone. Even as the new compulsory service legislature is passed, the aristocrats across the kingdom are likewise mobilized under a new service gentry system, so that all of the Kingdom is together in this struggle.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- King Vahzirathaamro Azunja, announcing the beginning of conscription and formalization of the service gentry in 2453.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== King Vahzirthaamro Azunja===&lt;br /&gt;
[[File:Azunja portrait.png|200px|thumb|left| A picture taken of King Vahzirthaamro Azunja, presenting his saber, circa 2450. The black ribbon marks his death.]]&lt;br /&gt;
King Azunja was born in 2400 in the city of Kaltir to the noble Njarir’Akhran Azunja line. His father was Farkhanzirhal and his mother Dramahdarmah. Located in the far reaches of Kaltir, the Azunja family line was one of compassion and fair treatment, as only in unity and brotherhood could they hope to survive the harsh far reaches of Northern Adhomai. Their peasants were kept well and treated with dignity, and the nobles, while privileged, never indulged in cruelty. A noble paige since the age of 10, Vahzirthaamro excelled in reading and writing from an early age. He prepared to inherit the family throne as the sole son of his parents until the first civil war of Adhomai ignited in 2421.&lt;br /&gt;
&lt;br /&gt;
When war broke out between the nobility and peasants, house Azunja was hesitant to pick sides, as they disagreed with the morals of both sides. Their distant position in the wild made them capable of ignoring the war until its end, as the Hadii family was placed at the head of Adhomai in 2432. Carrying the flags of the newly founded People&#039;s Republic of Adhomai, the Republic&#039;s army demanded the surrender of all nobility in Kaltir. The entire populace requested to be left in peace, as the peasantry and nobility there had never declared war on one another. Believing the peasants were utterly spineless and brainwashed, the People&#039;s Republic executed all current nobles ruthlessly, scattering the royalty of the region. Vahzirthaamro was placed in prison by his father&#039;s retinue of intellectuals, who declared he had to remain hidden amongst the lowest of the low if he wished to stay alive. From that moment on, Vahzirthaamro Azunja knew that peace was impossible so long as a compromise was not made, and a true constitutional monarchy was made the unanimous government on Adhomai.&lt;br /&gt;
&lt;br /&gt;
Word passed amongst the Tajara at the work camps about the possibility that Vahzirthaamro still lived as many pre-war intellectuals gathered with him in private. They spun every possibility of a government, even discussing adopting human political systems as they gathered workers, fighters, poets, and philosophers to form an organized nation as they spread their ideas to the guards of the facility, a majority of which who were old peasants under the Azunja family who thought the entirety of the nobility had been executed. Delighted to see his return, they joined his side and swore allegiance to his family once more.&lt;br /&gt;
&lt;br /&gt;
In 2449, in the middle of the night, Vahzirthaamro was released in secret along with the entirety of his retinue, as they quickly spread from town to town, asking for assistance from newly appointed officials and workers. Before long, the reminiscent families of the Kaltir region were happy to rejoin their flock. By 2450 his claim to rule had spread to all of Northern Harr&#039;masir, and the New Kingdom of Adhomai officially seceded as an independent nation under the newly declared King Vahzirthaamro Azunja. He then led the Kingdom for the next decade, managing the balance between the different factions within the government and the ongoing war. Vahzirthaamro became a unifying figure for the population. After successfully securing Kaltir&#039;s ancient lands and negotiating the armistice that brought the end to the war, King Vahzirthaamro passed away in 2463. His niece, Shumaila Azunja, inherited his throne.&lt;br /&gt;
&lt;br /&gt;
===Queen Shumaila Azunja===&lt;br /&gt;
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[[File:Shumaila portrait.png|200px|thumb|right| A portrait done of Queen Shumaila Azunja, holding the ceremonial orr&#039;bu s&#039;rrendar, circa 2460.]]&lt;br /&gt;
Shumaila Azunja was born in 2431 in Northern Harr’smirr, as the daughter of one of the kingdom’s princes. She survived the Republican slaughter by being hidden away among the peasantry, raised in secret by individuals still loyal to the old ruling dynasty. From a young age, Shumaila began to participate in secretive royalist circles within Kaltir. Here, she began her service to the kingdom by helping distribute leaflets proclaiming the coming of the New Kingdom of Adhomai. When the uprising broke out in 2450, she joined the new Imperial Adhomian Army. Shumaila then rose through the officer ranks quickly, becoming a commander in the Jabrut Almumalik and establishing a name for herself on the front.&lt;br /&gt;
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Many of those who served under Shumaila describe her as being a woman of unbreakable will, never faltering as casualties stacked or as barrages shattered the ground around her. Some even say she wouldn’t even blink at the sight of the PRA’s dreaded tanks rolling towards the lines. For her exploits in the war’s 2459 offensive and the defense of the Vlrralkhzazhul line, Shumaila came to be known as “The Storm of Harr’smir”, matching her iron will with a burning fury to destroy the kingdom’s enemies. &lt;br /&gt;
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In 2460, after meeting with several prospective heirs, King Vahzirthaamro had chosen his niece Shumaila to serve as the Crown Heir. Although the majority supported this decision alongside most of Parliament and the nobility, a large fraction remained wary of the decision of a military leader over other options. However, this opposition has shrunk over the past few years. Shumaila remains strong on her position of expanding the military, but she has also spoken about increasing ties to the galaxy’s Megacorporations to modernize the New Kingdom. Nor has she made any comments regarding changing the democratic systems of Parliament and the Chamber. Coupled with her public appearances and active presence in the newspapers, many woes and worries of her ascension have been dissuaded. &lt;br /&gt;
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Since entering the public eye in 2459, Shumaila enjoys much support from the women of Kaltir. Many look to her as an inspiration, buying “military” style jackets to emulate her look, given that Shumaila became one of the few Tajara women to lead a nation. However, this fame has also led to calls from the nobility and her family to choose a husband. Shumaila retains that her marriage comes after her coronation. She was finally crowned in 2463 after King Azunja passed away. Outside of continuing her uncle&#039;s legacy, her plans to the Kingdom are still unclear to the wide public&lt;br /&gt;
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Often called headstrong, Queen Shumaila&#039;s personality is very different from her predecessor. She appears calm and resolute during her public apparitions, however, rumors claim that she has frequent bouts of rage while in private. During her free time, Shumaila enjoys collecting and riding cars, playing Traiaz, and hunting. She has shown little to no interest in arranging a marriage to secure a direct heir.&lt;br /&gt;
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===Field-Marshal Vyakelas Klyuchevsky===&lt;br /&gt;
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Born in the Rasn’rr Empire in 2423, Vyakelas was just a young child when his family was deposed and removed from power in the First Revolution. Much of his dynasty was killed in the Njarir’akhran massacres and Hadiist purges that followed. But, Vyakelas and his siblings had managed to survive. They hid themselves among priestesses of Marryam that agreed to shelter them in exchange for what little riches they had left. During this time he began to engage with several priests and priestesses of the Mata’ke pantheon and learn more about the faith. Overtime Vyakelas began to develop a devotion to Rrredouane in the hopes of being granted better fortunes. He also grew a bitterness towards Hadiism for its anti-clericalism. His siblings went on to become priests while Vyakelas had managed to enter a military college. He left it a low-ranking infantry officer in the People’s Army and was stationed in Harr’nrr. &lt;br /&gt;
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News of the coming royalist uprising came to him through a close associate who believed Vyakelas to be a sympathizer. While Vyakelas initially sought to report him, he eventually decided to join the rebellion for unclear reasons. Vyakelas has given many claims for why he came to fight for the NKA over the years. At times he has said that he viewed the NKA as the proper form of Tajara governance, or that he left that his association with a conspiractor would get him purged anyways, or that he simply wished to test his skills on the battlefield. Since the armistice Vyakelas sticks to saying that he joined the royalists to reclaim his family’s old prestige. &lt;br /&gt;
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With the outbreak of the uprising in 2450 Vyakelas served as a Jabrut Almumalik for the first two years of the war. But he was promoted to service as a Grand Duke’s replacement for Mrraka’te’almalik when said Duke was told that he would be sent to aid Royalist forces on Amohda. For 8 years Vyakelas fought alongside Amohdan royalists against the ALA and People’s Army on the isle. With the signing of the non-aggression pact between the NKA and DPRA he was moved to Harr’masir with his forces to assist in the 2461 offensive. His knowledge of PRA tactics proved useful on the field but he struggled to achieve victory in Amohda all the same. For this, Vyakelas blames the NKA’s preference towards its navy over its land army. While his failures would be blamed on the lack of attention given to the Imperial Army he was swift to credit his victories to himself and his patron god of Rrredouane. He had also met with Queen Shumaila, then royal heir and a fellow Mrraka’te’almalik, and a friendship formed between the two. &lt;br /&gt;
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With the armistice, Vyakelas was allowed to remain in his position and continue overseeing the operations of the Imperial Army. His growing dislike of the Imperial Navy became clearer overtime as more and more of his reports demanding industrial support be taken from the navy and put into the army became circulated in the government and public. A brewing rivalry between himself and the admiralty has become the subject of much speculation and rumor. Grand Admiral Mahtra Dynhas in particular has had few good words to say about Vyakelas in his interviews, even going as far as to disparage the man for his failures to convince his siblings to immigrate to the New Kingdom. The animosity became mutual quickly. With his ascension to Field-Marshal by Queen Shumaila, Vyakelas has gained the authority he may need to finally institute his dreams of a new model Imperial Army. &lt;br /&gt;
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Vyakelas is a polyglot with an interest in studying Tajaran and alien languages, described by some as even able to speak a few phrases of Sinta’unathi. Though once awkward in the parties and galas of noble life that changed with his marriage to a Amohdan noblewoman in 2456, with whom he has had several children since. Much of his time away from his duties after the war is spent with them at a villa outside of Kaltir. &lt;br /&gt;
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[[File:Marshal portrait.png|200px|thumb|left| A portrait of Rrhazhal Zarkradar&#039;Akhan, circa 2420.]]&lt;br /&gt;
===Rrhazhal Zarkradar&#039;Akhan===&lt;br /&gt;
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Rrhazhal was born in &#039;2380 to the noble Njarir’Akhran Zarkradar&#039;Akhan line, however, he was a legitimized bastard of a Zhan-Kazan maid. As the youngest of his brothers, Rrhazhal was sent into the service of the Azunja family as King Farkhanzirhal Azunja&#039;s servant at the age of 10. King Azunja noticed the young child had a talent for philosophy and strategy. The two had many intellectual discussions together as Rrhazhal quickly became a trusted advisor of King Farkhanzirhal by the time he was 20. At this time, King Azunja decided he trusted Rrhazhal with protecting the life of the newly born Vahzirthaamro. On the eve of the First Civil War, Rrhazhal was tasked with training the peasantry of Kaltir in order to defend their fiefdom and nobility against attackers. When Kaltir was annexed by the People&#039;s Republic of Adhomai in 2432, Farkhanzirhal frenziedly ordered Rrhazhal to hide Vahzirthaamro before People&#039;s Republic soldiers stormed the palace, killing almost everyone. From then on Rrhazhal Zarkradar&#039;Akhan personally accompanied Vahzirthaamro Azunja as his protector and chief advisor.&lt;br /&gt;
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In 2450, once the New Kingdom had officially declared independence from the People&#039;s Republic of Adhomai, Rrhazhal Zarkradar&#039;Akhan was promoted to the rank of Field-Marshal personally by King Azunja, and oversaw all military operations inside of the New Kingdom of Adhomai. Respected for his tactical skill but notorious for his radical belief that a compromise is not possible and a complete return to the old nobility is Adhomai&#039;s only option for peace, Rrhazhal Zarkradar&#039;Akhan is one of the oldest nobles left on Adhomai. After the Second Revolution’s conclusion Rrhazhal Zarkradar’Akhan finally retired in 2464. His replacement took over following a ceremony held in Rrhazhal’s honor. Since then Rrhazhal has lived peacefully and privately in a manse owned by his lineage in Kaltir. It is believed his lineage is working towards cataloging his long life for a memoir. &lt;br /&gt;
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Rrhazhal is old-fashioned, methodic, and extremely loyal. Accustomed to the strict military life, he rarely deviates from his routine. Zarkradar&#039;Akhan is notorious for his lack of sense of humor. Rrhazhal&#039;s sharp mind began to show the signs of his age after the death of King Azunja; he sometimes forgets details and has trouble remembering previous days. His status as a mixed Tajara who held such a high position has made him a significant figure for those who advocate for the Kingdom’s mixed citizens. In his sparse free time, Rrhazhal enjoys practicing wood carving. &lt;br /&gt;
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===Grand Admiral Mahtra Dynhaas===&lt;br /&gt;
[[File:dynhaas portrait.png|200px|thumb|right|A commissioned portrait of Grand Admiral Mahtra Dynhaas from his book cover, done in 2463.]]&lt;br /&gt;
Hailing from a royal cadet line and born in 2402, Dynhaas followed his father and brothers to join the Das’nrra Empire’s navy at a young age. When the First Revolution came, naval losses coupled with the rebel conquest of Das’nnra resulted in Dynhaas, the last man left of his line, surrendering and being imprisoned. With the war’s end in 2432, Dynhaas was offered a pardon by the Party in exchange for developing the Republican Navy. He would come to accept this over the alternative of death. &lt;br /&gt;
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Accepting his defeat and believing that the age of nobility came to an end, Dynhaas came to view the Republican Navy as his new purpose in life. He worked to advance it alongside other pardoned nobles and founded the Oceanmasters Lounge, a private club within the naval officer corps. This path in life would change with the announcement of the New Kingdom of Adhomai. Believing that a way to restore the old glory days of kingdoms laid with the NKA, Dynhaas began to plan a revolt. Partnering with other sympathetic admirals, he had the Republican Navy’s Grand Admiral and several other loyalists killed on a fateful night at the Shastar Naval Base before fleeing eastwards in 2450. In the same year that the New Kingdom was declared, Dynhaas delivered them the strongest naval force Adhomai had ever seen. King Azunja had declared him the Kingdom’s Grand Admiral shortly after meeting with Dynhaas in Miran’mir. &lt;br /&gt;
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With the Republican Navy&#039;s command almost crippled and the ALA unable to compete with their dominance of the sea, Dynhaas used his fleets during the war to support and supply the Royal Army while helping smash the enemies of the New Kingdom. The artillery barrages of his ships were important in coastal battles during the NKA&#039;s offensives while their supremacy saved the Royal Marines from certain destruction following the failed Ras&#039;nrr expedition. The prestige of his position made Dynhaas an instant celebrity in the NKA as well. Many propaganda reels and photos showed him as a majestic lord of the sea, something he capitalized on heavily to present himself as the very pinnacle of noble glory. Always well-groomed, well-dressed, and impeccable at talking despite whatever circumstances he was in, Dynhaas never passed the opportunity to host an interview. Most notable was Dynhaas&#039; interview on his opinions of xenos of the S&#039;rand’marr coalition, conducted on his capital vessel while it sieged Nal&#039;tor in the final stages of the war. His statements on Unathi and Skrell were less than positive. After the expulsion of the People&#039;s Republic from Harr&#039;masir in 2461, Admiral Mahtra infamously ordered the Royal Navy to engage in an unrestricted bombardment campaign of the eastern Hadiist coast. Cities and villages were targets of frequent naval artillery strikes; the battleships shelled military and civilian targets indiscriminately. The Navy infamously used incendiary shells during these attacks, causing entire neighborhoods to be engulfed in firestorms.&lt;br /&gt;
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Post-war, Dynhaas went on several speaking tours in the first year of the armistice. Traveling from city to city, his public events were used to promote his upcoming biography and drew crowds in the tens of thousands. Politically, he maintains that the future of the NKA always lies within the navy, and that the industry of the New Kingdom must always retain a heavy focus on their shipyards. Dynhaas has also been vocal in his beliefs of a stronger monarch, often using the emergency powers King Azunja had as an example of the strong benefits that could come with such. He is yet to comment at all on his supposed rival, Mira&#039;zkui, at all. Vyakelas Klyuchevsky’s promotion to Field-Marshal has brought their grudge to the forefront of the New Kingdom’s tabloids and gossip. &lt;br /&gt;
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Mahtra is an infamous glory hound; his boisterous and prideful personality is often the source of much interpersonal conflict. Dynhaas can not go long without telling war stories or exalting his actions during the previous conflict. Among the Royalists circles, the Grand Admiral is either loved or hated. Mahtra is never seen out of his fancy dress uniform adorned by a large roll of medals.&lt;br /&gt;
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===Grand Duke Akym Yudenikh===&lt;br /&gt;
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Born in the Das&#039;nrra Empire to a noble family in 2412, Akym Yudenikh survived the First Revolution by escaping to Northern Harr&#039;masir and hiding his identity. After the Hadiist occupation of the Kingdom of Kaltir, Yudenikh joined the People&#039;s Republic bureaucracy; he became responsible for the administration of the local rail system. Akym was infamous for his corruption; he frequently sold permits, disregarded contraband reports, and accepted bribes. &lt;br /&gt;
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Because of his background, Akym was contacted by the underground royalist movement. He quickly became one of the main supporters of the group; he used his position within the Hadiist government to secure supplies and funding for the incoming uprising. Weapons, machinery, and ammunition were diverted to the Royalist cells. Akym was awarded the title of baron, a seat in the parliament, and some land confiscated from the People&#039;s Republic when Vahzirthaamro returned. However, his ambitions did not stop there. Using the money made from his time as a Republican bureaucracy, alongside whatever profit he could extract from his new holdings, Yudenikh continued to acquire more estate. Newly liberated farms were sold to him at a meager price thanks to his connections within the government. In a question of years, he became a Grand Duke and one of the major landowners of the New Kingdom. Akym controversially used prisoners of war as workers in his plantations during the Second Revolution as part of deals with the military.&lt;br /&gt;
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Following the Armistice, Akym Yudenikh now leads the Royalist Party; his main mission is to maintain the status quo. The continuation of the constitutional monarchy and the privileges of the nobility align perfectly with his interests. He is one of the major supporters of further deals with megacorporations. Grand Duke Akym is not afraid to use his position to protect his interest in the parliament. Under his vision, prosperity for the New Kingdom means more power and wealth to its elite.&lt;br /&gt;
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While Akym might appear friendly and easygoing at the first sight, this facade hides treacherous tendencies. The Grand Duke only keeps a secret if it benefits him directly; anything else is fair game in the social game of the New Kingdom&#039;s nobility. Thanks to this behavior, Yudenikh has his clique of noble friends who frequently support each other in political and personal affairs. As a lover of the finer things in life, the Grand Duke likes to hold feasts, bet on Zhsram races, and collect bottles of Nm&#039;shaan Liquor.&lt;br /&gt;
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===Prince Serhiy Oliinyk===&lt;br /&gt;
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Born as the third son to a family of Njarir&#039;Akhran in 2434, Serhiy Oliinyk&#039;s life was profoundly affected by events over which he had no control. Raised in a household of avid royalists supporters, Serhiy was exposed to his parents&#039; ideology since his youth. However, the boy had his reservations in regards to the possible return of the monarchy; he doubted that they could truly avoid the mistakes of the past. For his support during the uprising in Northern Harr&#039;masir, the patriarchy of the Oliinyk family was given a seat in the parliament, a title of nobility, and a modest tract of land. Serhiy mistakenly believed that he could escape his bloodline&#039;s obligation thanks to his status as the third child. He already had a passion in his life: playing the P&#039;rrama.&lt;br /&gt;
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The war was cruel to the Oliinyk. Serhiy&#039;s brothers were killed while serving the army. This put him in an uneasy position as the heir of a parliamentary seat. The growing debt forced his father to sell whatever land they had left; the Oliinyk had officially joined the ranks of landless nobility. The final blow came in 2459 with the bombing of the Parliament; Serhiy inherited his progenitor&#039;s seat after his demise in the attack. The young musician was thrown into the midst of the New Kingdom&#039;s politics. Influenced by his social status and beliefs, he aligned himself to the Commoners Party.&lt;br /&gt;
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If he is truly unable to escape his fate, Prince Serhiy decided to make the best out of it.  Because of his age and a family full of martyrs, Serhiy became the Commoners Party&#039;s main spokesperson. Convincing the Queen to support the Populists will not be easy; the Conservatives and Absolutists are far more powerful and influential. A powerful strategy is necessary to guarantee the Commoners Party triumph in the parliament. Serhiy plans to retire from politics after the hereditary parliamentary positions are abolished and the Kingdom is fairer to its population. He hopes to return to his greatest passion: music.&lt;br /&gt;
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Prince Oliinyk is a reserved person who prefers the company of his few trusted friends to the parties and neverending social schemes of the New Kingdom. Serhiy tries his hardest to separate his role in the parliament from his private life; he relies mostly on political alliances instead of his friendships to gather support. Besides his passion for music, Oliinyk enjoys frequenting Kaltir&#039;s theaters.&lt;br /&gt;
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===Count Tscherim Sanguszkho===&lt;br /&gt;
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Hailing from a cadet house of the Rrhakaslov dynasty, Tscherim Sanguszkho was born in 2433 shortly after his family escaped to Kaltir to avoid the First Revolution&#039;s massacres. He was raised on a small farm frequented by disposed nobles and royalist sympathizers. Sheltered from the rest of Adhomai, he grew only knowing the world only through the nostalgic tales of pre-contact Njarir&#039;Akhran, The Sanguszkho family was quick to offer their support to King Azunja when he returned; the Tscherim&#039;s father was given a seat in the parliament. Tscherim became a low-ranking officer in the army.&lt;br /&gt;
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Tscherim Sanguszkho&#039;s military career came to an end in 2460 when he was gravely wounded in combat. Taking advantage of his pension and family&#039;s position, Tscherim spent the next years in gentlemen&#039;s clubs. In these places, he entered into contact with radical Absolute Royalists and became deeply interested in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric beliefs]]. Tscherim founded his organization in 2462: the Njarir&#039;Akhran Renewal Fraternity. Drawing inspiration from the stories of an idealized pre-First Contact society, the ideology known as Revival Royalism was born from the Fraternity&#039;s meetings. Posing as a regular club, Tscherim was able to introduce other nobles to his ideals. Knowing that the task of enforcing the old order was not an easy one, Sanguszkho chose a common enemy to unite the kingdom against: the Tajara of mixed heritage.&lt;br /&gt;
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Tscherim&#039;s plan came to fruition when his father died in a car accident in 2463; he inherited a landed title, a state, and a seat in the Parliament. Shortly after, the Njarir&#039;Akhran Renewal Fraternity opened its membership to the public and made its intentions clear. Thanks to a deal with the Officers and Royal parties, the Fraternity became the fourth faction in the Parliament. Despite being the leader of the smallest Party, Count Tscherim has already begun to plot to slowly introduce his ideology into the New Kingdom.&lt;br /&gt;
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Tscherim is commonly described as eccentric, volatile, and intelligent. The Count is prone to descend into long, grandstanding rants - for every subject, he has a strong opinion that is bound to divide the room he is in. Sanguszkho&#039;s demagogic tendencies have earned him a fair share of allies and enemies. Aside from his interest in esoteric ideas, Tscherim is a heavy drinker who frequently visits all kinds of pubs.&lt;br /&gt;
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===Ser Mrakhanjurl Ii&#039;rka===&lt;br /&gt;
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Mrakhanjurl was born in 2422 in a Zhan-Khazan family in a small village outside Olska. He received little education nor traveled far outside his village. As soon as he came of age at 16 he joined the rest of the village mining bauxite ore to be shipped to Olska to make aluminum. He eventually lost both parents to lung cancer from the mine&#039;s poor ventilation before he was 23. In 2452, when he was 29, he traveled with a dozen other Zhan-Khazan miners several miles to Olska to join a protest against the new legislation of President Hadii that was meant to crack down &#039;subversive elements&#039; that many felt were unfair to Zhan-Khazan. The army was called in and brutally repressed the demonstration, which saw Mrakhanjurl narrowly escape with his life. He returned to his village to find that it had been torched by the republican army for housing subversive agitators.&lt;br /&gt;
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Mrakhanjurl mourned the loss of his village and was picked up by rebel militia, who revealed that they had managed to provide early warning to the village and evacuate over a dozen people, but the army had managed to find and kill all but a handful of survivors. In gratitude for the rebels dying for his village, and to avenge the deaths, Mrakhanjurl joined the armed resistance that eventually joined itself under the New Kingdom of Adhomai. In a very short few years became a remarkable marksman, gaining the most recorded kills of any Tajara sniper. Current New Kingdom estimates put Mrakhanjurl&#039;s kill count at 285, 32 of those enemy PRA snipers.&lt;br /&gt;
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Mrakhanjurl also managed to evacuate countless civilians from Republic territory to northern New Kingdom holdings. During the famous &#039;&#039;Rout of the 2nd Battalion&#039;&#039;, in which New Kingdom defenders unsuccessfully attempted to prevent Republican forces from capturing Baltor, Mrakhanjurl assumed command of the 4th Company after both its leading officers had been killed by sniper fire. Despite a serious gunshot wound to the leg Mrakhanjurl began shouting orders and rallied the shattered defenders, who were the last line of defense between the advancing Republic forces and thousands of refugees attempting to flee the city. The &#039;&#039;Rally of the 4th Company&#039;&#039; on 2456 successfully managed to delay advancing Republic troops long enough for thousands of more refugees to escape into New Kingdom territory who would otherwise face atrocity.&lt;br /&gt;
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For his bravery and growing fame (which was now considered too important to risk in the war effort), Mrakhanjurl was given the Order of the Victorious Sun, the highest honor in the New Kingdom, as well as being the first Zhan-Khazan in history to be given the noble rank of Ser. He remains a hero to the Zhan-Khazan and the New Kingdom.&lt;br /&gt;
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===King of the Mountains Rustam Harmaliik===&lt;br /&gt;
[[File:harmaliik portrait.png|200px|thumb|right|A portrait of the king in his riding regalia, done in 2454.]]&lt;br /&gt;
Rustam Harmaliik was born in 2427 as the son of a deposed Njarir&#039;Akhran noble family. He spent most of his youth in the rural region of Harr&#039;masir, where he had contact with some groups of Rhazar&#039;Hrujmagh that inhabited the region. As an adult, he found employment in law enforcement and was sent by the People’s Republic to support the efforts to settle the rock nomads of the Harr’masir region in 2448 as a Republican official.&lt;br /&gt;
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While working alongside the authorities to make sure that the nomadic Zhan would accept and adopt a sedentary lifestyle, Rustam grew more interested in their culture and became skeptical of the Hadii’s regime and how they were treating the Rock Nomads. Unrest among the Rhazar&#039;Hrujmagh soon followed, and Rustam would try to offer his support in any way possible, such as sabotaging equipment shipment or relaying misleading intelligence. The government soon realized his treason, forcing Rustam to abandon his post and escape into the wilderness.&lt;br /&gt;
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Rustam found shelter among a caravan of the Rhazar&#039;Hrujmagh, and soon adopted their way of life. Unrest and resistance continued among the rock nomads, and Harmaliik joined their struggle against the People’s Republic. With the New Kingdom’s rebellion, the control of the region waned and the Republican efforts shifted to other problems, which allowed the nomad resistance to blossom into guerrilla warfare. Rustam climbed the ranks of his caravan’s forces, winning prestige and favor by leading them against the Republican forces.&lt;br /&gt;
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The second revolution happened, and the Rhazar&#039;Hrujmagh resistance continued. Rustam assumed the leadership of his adopted caravan and aimed to acquire more support among the other Rock Nomads. Through the years of the conflict, he gathered more men and wagons under his command, through diplomacy or conquest, but limiting himself to defensive tactics, ambushes, and raids. The political stance of Harmaliik has always been one of neutrality in the conflict, never compromising fully with the Adhomai Liberation army, due to his Njarir’Akhran origins and monarchist sentiments, and never declaring any support to the New Kingdom, in fear of losing the trust of his fellow nomads, &lt;br /&gt;
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Due to a republican offensive against the nomadic guerrillas in 2461, Rustam decided to declare himself the Almalik’Rhazar, a word roughly translated as &amp;quot;leader of the mountains&amp;quot;, following an ancient nomadic tradition that allows the largely independent Rock Nomad caravans to elect a ruler among themselves. This decision alienated him from his ALA allies and the other nomads, forcing him to side with the New Kingdom of Adhomai. Harmaliik and his caravans have joined the kingdom war effort. He and his people were later granted the southeast territories of the New Kingdom for their support during the conflict.&lt;br /&gt;
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===Brother Mikhail Ordau===&lt;br /&gt;
Little is known about Mikhail Oradu’s parentage. He was given to the Parivara at a very young age, left on the doorstep of Miran&#039;mir&#039;s abbey. Thus the Family took him in as they do many small children, teaching him and educating him about S’rendarr and Messa. Mikhail was an accomplished writer for his age, but a speech impediment left him at a disadvantage when it came to oral presentations. The boy was known to be bookish, and spent much of his free time in the abbey’s library as well as its restricted section, thanks to his close friendship with the abbot.&lt;br /&gt;
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He had an unusual interest in the sciences for a clergyman. As the Second Revolution loomed ahead, and whispers of splitting from the Republic crept into the local city, he busied himself with reading and tending to the monastery’s garden. Eventually, Miran’mir and all of northern Harr’masir split from the Republic to form the New Kingdom. With the war came plenty of hardship, and the Priests of S’rendarr did their best to help alleviate the tragedy amongst the peasants.&lt;br /&gt;
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With little farmable land and a severe manpower disadvantage, the New Kingdom struggled to provide for its people. Starvation was a very real threat, and the abbey’s garden was not sufficient. A conflicted Mikhail turned once again to the abbey’s library and science for an answer; and, as though a miracle from the Suns themselves, one came. He discovered an ancient text detailing breeding methods for slaves, from long before the First Revolution. Suggestions on how to pass on desirable traits and mannerisms; to breed subservience. Controversial, but an unknowing descriptor of genetics and hereditary traits.&lt;br /&gt;
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It was armed with this knowledge that Mikhail set about breeding new plants. Earthen roots, dirt berries, and more were cultivated for generations by Mikhail, aiming to pass on traits like hardiness and vitality. The plants became much more accustomed to growing in harsh conditions thanks to his work, and as the New Kingdom pushed back the Republicans and gained more territory, these hardier plants were easier to grow in the shell-shocked muddy battlefields. The threat of starvation became less and less pressing as more and more farms could deal with the way the war affected the terrain. For his efforts, Brother Mikhail was afforded a personal audience with the King.&lt;br /&gt;
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===Oleg Al&#039;Mor===&lt;br /&gt;
Born Oleg Murkov Al-Al’Mori in 2400, Oleg was a teenager when humanity stumbled upon the Tajara. His simple life of working and indentured servitude was suddenly upended with the influx of new ideals; he and his family, along with a contingent of other refugees of war avoided the conflicts erupting across the planet by staying in the mountains of Northern Harr’masir. To pass the time and keep themselves entertained, the telling of fireside epics became common. Oleg was noted to be imaginative with his tales even then, regaling other Tajara with stories of war and love.&lt;br /&gt;
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Eventually, however, the nomadic hunter-gatherer life in the mountains could no longer support their numbers, and Oleg’s group descended from their hiding place. By this point, rebel armies had mostly taken hold of Kal’tir and the surrounding areas, giving Oleg relative freedom. When the war finally came to an end in 2432, Oleg was well known as a traveling bard and performer who earned his living using his creative skills entertaining war-weary soldiers and newly freed slaves. The stability that came with the formation of the People’s Republic afforded Oleg the opportunity to settle down in Kal’tir once again, where he took an interest in the local theater scene.&lt;br /&gt;
&lt;br /&gt;
His first play, The Jester’s End, pioneered the form of black comedy and was a throwback to the days of servitude. Over the course of his career in Kal’tir, Oleg penned many more plays under his pseudonym Oleg Al’Mor, out of fear of inviting reprisals from the People’s Republic. Oleg’s plays were often scandalous or controversial for challenging the traditional morality held by Tajara. However, as time went on, his works became formulaic and much less shocking, and thus by extension more palatable to the average Tajara. Black comedy found a good home amongst the countless war veterans of the First Revolution.&lt;br /&gt;
&lt;br /&gt;
Oleg considered himself an intellectual, and when the New Kingdom of Adhomai split from the People’s Republic he was an outspoken supporter. He and his family had experienced the benefits of the old ways, and with his considerable wealth from play royalties, he financed the New Kingdom with donations. Sadly, Oleg Al’Mor passed away in December of 2460 after completing his final work. The play, titled A Maiden’s Voyage, was particularly well-received, with even the King himself getting a private showing. Many of his works are still performed in theaters all over the New Kingdom’s territory.&lt;br /&gt;
&lt;br /&gt;
==Others==&lt;br /&gt;
&lt;br /&gt;
===Father Valyan K&#039;rrirran===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;From the stars, he saw Adhomai&#039;s cities and mountains become nothing more than specks. When he beheld the planet from far away, he realized that it was a small dot within this vast new galaxy. It was then he saw how truly special our homeland and our people are.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Father Valyan K&#039;rrirran, written as the ending to the prologue in his novel &amp;quot;An Introduction to The Twin Suns&amp;quot;, 2430.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born in 2406 to a family of merchants in Dras’nrra, Valyan chose to join the faith at a young age, and became a fully-fledged Priest of S&#039;rendarr in the midst of the First Revolution. It was during this time that Valyan had also become one of the first few Tajara to leave Adhomai. Settling on Xanu Prime in 2426 and remaining there until the war’s end in 2431, Valyan provided much of the first glimpses into the theology of the Tajara during this time. He, later on, returned home after publishing his novel written in Tau Ceti Basic on the history of the S’rendarr and Messa. Following the Second Revolution, he had replaced Walid Al’qat as The Father of the Parivara after Al’qat died of heart failure. Since gaining his position in 2462 the new Father has already demonstrated to Adhomai that he is able to rise to the task of leading the Parivara. Alongside his archivers, he had revealed misinterpretations in the vows of the Suns Sisters and amended the Vow of Silence to the original Vow of Whispers. &lt;br /&gt;
&lt;br /&gt;
The Father has kept this momentum of progress going forward. In the same year, he began to assist with several archeological digs across Adhomai to gather more information on not just the history of the Suns faith, but also of the Tajara people. Much of this collection is digitalized and shared through a newly developed site (Simply dubbed “Parivara and Tajara History.pra”.) made by an influx of well-educated acolytes. Now, any curious Tajara or alien can find a trove of information on the Parivara and new details on the species’ history. This mix of preserving old traditions alongside progressing aspects of the church has made Valyan popular among the younger generations of Tajara, kindling their interest in the faith. K’rrirran once again made a historical change as he became the first Father to leave Sana Sahira. He embarked on a journey to each country’s capital to petition their governments for support for Parivara orphanages. K’rrirran returned largely successful and with his standing among the faithful of Adhomai heightened. &lt;br /&gt;
&lt;br /&gt;
However, Valyan is not free of any controversy. Some conspiracy theorists believe that he could have had a hand in the death of the previous Father, citing the lack of provided medical care and the quick selection of Valyan as the new Father. Others point to his connection to the revitalized Kin of S’rendarr and believe him to be funding the Kin, supplying them with off-world equipment and arms to continue their war against whoever is deemed the faith’s enemy. Nonetheless, these are regarded as little more than baseless rumors by much of the population. K’rriran’s PRA leg of his 2464 journey was also plagued by local disinterest in Nal’tor and an inability to dissuade anti-religious sentiments.&lt;br /&gt;
&lt;br /&gt;
===Tufir Nazzirai===&lt;br /&gt;
&lt;br /&gt;
Tufir Nazzirai forever changed Adhomai with six laser pistol shots in 2451. Very few details are known about the Zhan-Khazan. It is known that he was a member of the People&#039;s Strategic Intelligence Services where he served as a field agent. It is known that he was 26 when he carried out the assassination of Al&#039;marii Hadii. It is known that he had used an energy pistol, an advanced and rare weapon for a Tajara on Adhomai. Any other records of him have been removed from archives in the PRA by the PSIS. Many believe that only the upper party will know the full truth of Tufir Nazzirai. Theories abound about the Tajara and his motives. Some think that he was a double agent working for the Sol SIIB, received his pistol from them, and killed Al&#039;marii Hadii on their orders. Some think him to be a Crevan who killed Hadii for clamping down on his city&#039;s businesses and causing economic turmoil. Some point to him as a Zhan-Khazan frustrated with his people&#039;s suppression who had decided to take revenge on the man behind it all. If one was to ask a dozen Tajara about it they could receive a dozen different answers. The lack of clarity about Tufir, his motives, and swift hidden trial and execution opens itself to boundless theorization and propaganda usage.  &lt;br /&gt;
&lt;br /&gt;
Tufir&#039;s legacy is one that cannot be avoided. His name is associated with betrayal and disaster of the highest scale. The PRA maintains that he was a monstrous reactionary who had done the murder to try and end the dream of Hadiism and that his Zhan-Khazan genetics&#039; contributed to his desire for murder. The Al&#039;mariists see him as a corporate agent who killed Hadii for NanoTrasen after Al’marii pulled back on deals with the shadowy corporation. But, for some, Tufir Nazzirai became a martyr. Citizens of the NKA point to him as a hero, despite his position, for killing the man that founded the PRA. Conservatives in the DPRA hold similar views as Al&#039;marii Hadii was the one who began the suppression of local cultures and religions. Zhan-Khazan groups will also claim him to be a hero of their people. But, no idols or statues for him exist anywhere on Adhomai and beyond. Every day Tufir as a person slips away further and further into legend and infamy. &lt;br /&gt;
&lt;br /&gt;
===Crown Voices===&lt;br /&gt;
Crown Voices are an all-female Tajara singing group hailing from the NKA, they specialize in vocal jazz and classical performances. Due to this, they have performed alongside a variety of bands providing musical accompaniment with the longest-lasting being a Zhan group called &amp;quot;The Underclass Brass&amp;quot;. While relatively unknown, the three members were lifted from the edge of poverty by Prince Serhiy Oliinyk, who saw potential in them. Their biggest performance was at the Kaltir Royal Theater, where they performed an album titled &amp;quot;Northern Frost&amp;quot;, written by an anonymous writer.&lt;br /&gt;
&lt;br /&gt;
The song was panned by royalist critics, accusing him of attempting to push &amp;quot;misguided Nateedist ideas calling them unity.&amp;quot; Yasmin Piaf surprisingly also spoke out against the group, accusing them of being an obvious and cheap copy.&lt;br /&gt;
&lt;br /&gt;
Still, the group reaped applause and general positivity from lower nobles and peasantry, establishing them as a popular band among the lower social strata.&lt;br /&gt;
&lt;br /&gt;
====Masha Il-Azura====&lt;br /&gt;
Masha is a Hharar, born during the later inter-war era she was only a child when the war began. She, however, lived a relatively well-off life as her father was a lawyer, allowing her to get proper musical education and graduate with honors. She and her family funded the band&#039;s early endeavors and with her help, they were noticed by prince Oliinyk. She is very quiet off-stage and prefers to avoid any interviews or conferences, many question why she even decided to become a celebrity. She does, however, seem very at ease with the other band members and when performing.&lt;br /&gt;
&lt;br /&gt;
====Ilvya  Kolovova====&lt;br /&gt;
Ilvya is a Zhan-khazan, born during the middle of the inter-war period making her the oldest member of the band. She is also the shortest of the three, despite being a Zhan-khazan, making her quite an oddity. She makes up for this with her forward and aggressive personality, as she was raised alongside 6 brothers on the streets of Kaltir. She is also the only member of the group with performing experience, as she provided musical accompaniment in multiple late-night bars. Due to her small size, she has the highest-pitched voice of the trio.&lt;br /&gt;
&lt;br /&gt;
====I’sha S’rremich====&lt;br /&gt;
I&#039;sha is an oddity even in the band, born during the late inter-war period she is only slightly older than Il-Azura. Born to a dockworker, she spent most of her youth doing hard labor, the sea shanties she&#039;d sing with her father are what eventually got her a well-off spot in a local bar. In this bar she would meet with Kolovova and eventually Il-Azura. She is cool, levelheaded, and slow to agitate, serving as the spokesperson and centerpiece of the trio. Her critics also describe her as ugly and boyish, as she refuses to wear a dress, on or off-stage, due to her rough upbringing.&lt;br /&gt;
&lt;br /&gt;
===Rikdar Al&#039;Manq===&lt;br /&gt;
&lt;br /&gt;
Rikdar was born on &#039;&#039;&#039;2429&#039;&#039;&#039; the noble Njarir’Akhran Bayan line in Nal&#039;Tor, with Bayan being his birth name. However, his parents were disappeared by Republic secret police in one of the frequent purges of Njarir’Akhran and he was put into state-run foster care.  He has raised in the &#039;&#039;House Of Young Patriots&#039;&#039; orphanage until he was adopted at 14 to Hharar parents and took their last name of Al&#039;Manq. As he was going to school his parents and teachers immediately took notice of his artistic abilities and interest in painting, which the orphanage had initially tried to discourage. In 2446, when he was 18, Rikdar won an art contest where he submitted a portrait of his Environmental Geology teacher and gained a prestigious scholarship in the Nal&#039;Tor University of The Arts, a state-funded institution.&lt;br /&gt;
&lt;br /&gt;
Rikdar attended the university for several years, though his studies were sometimes interrupted or delayed by the periodic waves of anti-Njarir’Akhran demonstrations and violence that gripped the campus. However, he quickly became a prodigy amongst his peers. Al&#039;Manq&#039;s style of oil painting and doing portraits became a sensation in the capital, with the mayor and several city officials requesting their portraits done.  Rikdar graduated from university at 20 years old in &#039;&#039;&#039;2450&#039;&#039;&#039; with a Bachelor of Arts. Having already received several high-profile commissions, including the then-President Al&#039;Mari Hadii, whose portrait was done a week before his death. Al&#039;Manq managed to survive the resulting chaos across Adhomai following the assassination of Al&#039;Mari Hadii by the nature of his celebrity status, but his popularity remains confined within the major cities.&lt;br /&gt;
&lt;br /&gt;
At only 29 years old in &#039;&#039;&#039;2458&#039;&#039;&#039; the &#039;&#039;Al&#039;Manq Style&#039;&#039; has already become a famous style of painting across Adhomai. The Al&#039;Manq Style is noted for its use of rich oil-based paint that focuses on portraits and profiles. The colors are often bold or show rich texture and color. The hands of Tajara are painted without being anatomically correct. Critics blast Al&#039;Manq&#039;s apparent inability to draw hands correctly but Rikdar has stated that it&#039;s his personal style. This has influenced other artists, and many attempting to pay homage to Al&#039;Manq draw hands as stubby. Rikdar remains extremely popular on Adhomai. The People&#039;s Republic remains a quiet supporter of his work, and state officials pay him handsome commissions for their portraits to be done, though they frown on him taking commissions from New Kingdom officials as well. The Adhomai Liberation Army has painted Rikdar as just another nobleman and several members of the Liberation Army have given open contempt for his work.&lt;br /&gt;
&lt;br /&gt;
===Bloodstorm===&lt;br /&gt;
&lt;br /&gt;
Bloodstorm is a famous and infamous DPRA Heavy Metal Band that has surged in popularity with the younger “denier” generation. Those in this generation are categorized not only by refusing the current status quo, but also have a general disdain towards a complete return to Tajara roots or liberalization through corporations. Fans of this band are usually punks, anarchists,s and jaywalkers. While the band mostly operated inside the DPRA, during one of their galactic tours their citizenships were revoked, making it impossible for them to return to Adhomai. They currently preside in Mendell City.&lt;br /&gt;
&lt;br /&gt;
====Vargir Stenovich “Godslayer”====&lt;br /&gt;
&lt;br /&gt;
The lead guitarist of the group, Vargir Stenovich is known as the spokesperson of the band and the most controversial figures. Admitting to being a Raskara cultist in public and calling out the Parivara on their “bedding with the government”. Vargir has been involved in numerous scandals including protesting military parades, playing one of his songs next to a work camp without permission, and lastly ingesting drugs on live television and proceeding to slander the ALA for bombing the NKA parliament.&lt;br /&gt;
[[File:Bloodstorm.png|200px|thumb|right|Photo of Al-Atil at the Mztel&#039;Mir concert, &amp;quot;War Is Fuck, Let&#039;s Do It&amp;quot;, circa 2459.]]&lt;br /&gt;
&lt;br /&gt;
====Janos Al-Lung “Drowner”====&lt;br /&gt;
&lt;br /&gt;
Janos is the bassist of Bloodstorm and the only band member without a criminal record. He has frequently butted heads with Stenovich over the political extremities the band goes through to discredit not only PRA and NKA but also DPRA. Janos Al-Lung is currently the only member of Bloodstorm that is trying to re-apply for a DPRA citizenship.&lt;br /&gt;
&lt;br /&gt;
====Al-Atil Csihar “Nightmaster”====&lt;br /&gt;
&lt;br /&gt;
The vocalist, Al-Atil, is known for his “mrowl”, a high, long, yelp that is recorded as the loudest sound produced by a Tajara. He loves to interact with the public and often stays behind on the podium to sign autographs and fans using black or red spray paint.&lt;br /&gt;
&lt;br /&gt;
====Cecil Kernov “Bloodletter”====&lt;br /&gt;
&lt;br /&gt;
Cecil is the Drummer and has actually served time, unlike the other band members. Kernov has his nickname for a reason as he’s been charged with armed assault during his youth, which is how he met with Vargir. Later in life, he was arrested again, after he had brutally assaulted a fan who had climbed on stage with a drum, getting it stuck on said Tajara’s head and pushing him off the stage with a dropkick. This led to multiple fractures and long-term disabilities for the fan.&lt;br /&gt;
&lt;br /&gt;
====The Mist “Mih”====&lt;br /&gt;
&lt;br /&gt;
A yet unknown band member by the public, “Mih” remains anonymous always wearing a mask in public and never speaking. He plays the P&#039;rrama, an old Tajara string instrument, with 8 strings mirrored in a long horn-like pipe that extends to the ground which emits a loud, brass twanging noise described as an over-amped guitar. &amp;quot;Mih&amp;quot; has been under investigation multiple times, however, the enigmatic member always manages to avoid the authorities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Most Notable Albums Include:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Freezing Blizzard&#039;&#039; - An early, human metal-inspired album. &amp;quot;The Mih&amp;quot; was not a member at this time and the music avoids political messaging, mostly focused on heavy guitar riffs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War Is Fuck, Let&#039;s Do It&#039;&#039; - The &amp;quot;central&amp;quot; album of the band that rocketed them to popularity. Its anti-war messages resonated with a lot of the younger audiences who were tired of the usual acoustic and traditional sorrowful performances, preferring this new aggressive style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If Messa Was Here She&#039;d Be a Whore&#039;&#039; - A distinctly anti-Parivara album, attacking their behavior towards women and female priests. The Mih joins the band around this time, employing the now-iconic P&#039;rrama. While initially released to negative reviews, it slowly became a fan favorite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We Live in a Society&#039;&#039; - A very hateful album, attacking every faction on Adhomai, including the human Sol and Nanotrasen and their presence there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shell In, Spine Out&#039;&#039; - Another anti-war album, the band&#039;s first attempt to create a narrative album describing the life of a dying soldier. Received both negatively and positively by the fans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;rrendar Loves You Except He Doesn&#039;t&#039;&#039; - The critique of Parivara escalates in this album, would remain unnotable if it wasn&#039;t for the recording of Cecil attacking a fan with the drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If You&#039;re Old You Should Die&#039;&#039; - A call to arms, actively encouraging the younger generations to overthrow the current system and drag all the politicians down. For many, this was a return to form, but also most likely the album that led to Bloodstorm&#039;s exile from the DPRA.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
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		<summary type="html">&lt;p&gt;Canon35: &lt;/p&gt;
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		<updated>2022-05-07T02:02:22Z</updated>

		<summary type="html">&lt;p&gt;Canon35: Canon35 uploaded a new version of File:Ships pew pew.png&lt;/p&gt;
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		<updated>2022-05-07T01:58:55Z</updated>

		<summary type="html">&lt;p&gt;Canon35: Canon35 uploaded a new version of File:ImperialAdhomianArmy.png&lt;/p&gt;
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&lt;div&gt;Flow chart for the military structure of the Imperial Adhomian Army. Jboy2000000 and Nebulaflare helped come up with Tajaran name equivalents to units and formations.&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Notable_Tajara&amp;diff=24593</id>
		<title>Notable Tajara</title>
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		<updated>2022-05-07T01:57:56Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* New Kingdom */ updates entry for addition of new field marshal Vyakelas and retirement of Rrhazhal from field marshal&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Tajara|Tajaran]] history and society has a long list of notable individuals and heroes that are known across [[Adhomai]]. &lt;br /&gt;
&lt;br /&gt;
==People&#039;s Republic==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Comrades, in this struggle we fight to protect the progress we have fought so hard to make in the preceding decades. Our march forever onwards for a Hadiist society must not be stopped by the usurpers who would see us become a brutish military dictatorship, nor those fetid imperialists who would restore the atrocities of the old ways.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- President Njadrasanukii Hadii, in a televised address to the people in 2452.&#039;&#039;&lt;br /&gt;
===President Njadrasanukii Hadii===&lt;br /&gt;
&lt;br /&gt;
[[File:Hadii portrait.png|200px|thumb|right|A portrait of the president, done in 2460.]]&lt;br /&gt;
Njadrasanukii Hadii, also known as Malik Hadii, was born in &#039;&#039;&#039;2402&#039;&#039;&#039; to the noble Njarir&#039;Akhran Hadii line. His mother was Rajjurl Hadii, and his father Tajrhalrr Hadii. He got involved with the military at an early age, becoming a cadet for the Royal Navy at 16 and achieving a commission as a Lieutenant-Commander at 22, and leading his own destroyer as a Captain at 29. During the revolution, he briefly fought for the loyalists but was recalled to the Hadii Citadel to help defend his family&#039;s ancestral home. Following the revolution and the Hadii&#039;s rise in the new Federal Republic, Njadrasanukii was given the office of Vice-President under his brother Al&#039;Mari Hadii. &lt;br /&gt;
&lt;br /&gt;
Malik assumed the presidency in &#039;&#039;&#039;2451&#039;&#039;&#039; after the assassination of Al&#039;mari. He continued his brother&#039;s early agenda of collaborating with NanoTrasen and other galactic powers. Njadrasanukii purged any suspicious elements from his administration after the Nated&#039;s coup, consolidating his power through the imprisonment and execution of anyone that threatened his regime. Further authoritarian measures were established by him; the expansion of the secret police, the rapid industrialization of the PRA, and further persecution against those who did not conform to his policies. Under Malik Hadii&#039;s control, the current form of Hadiism took shape; an ideology focused on the creation of a monolithic Tajaran culture under the unquestionable guidance of the Hadii political line. The office of the president had its powers largely expanded under his rule, allowing Njadrasanukii to control all aspects of the People&#039;s Republic government. Total loyalty to Njadrasanukii is expected from all Party members.&lt;br /&gt;
&lt;br /&gt;
A state-endorsed cult of personality has been established around President Hadii. Through a robust propaganda system, republican citizens are informed daily about Malik&#039;s achievements and how only through his guidance the Republican can prosper. Portraits of President Hadii can be found in most Hadiist homes and government buildings. Njadrasanukii is known for his speeches praising his own administration and the bravery of his people; his voice can be heard frequently on the radio. While many admire him as a strong leader, others fear his ruthless ways of dealing with the opposition.&lt;br /&gt;
&lt;br /&gt;
President Hadii is famous for his extreme paranoia. Very few high-ranking members of the Party have direct access to him and little is known about his private life. He is constantly surrounded by hand-picked members of the secret service; those bodyguards are always under the risk of being purged for any reason. It is rumored that he has survived more than three hundred assassination attempts.&lt;br /&gt;
&lt;br /&gt;
The few Tajara who had the opportunity to know President Hadii personally, portray him as energetic, charismatic, thoughtful, but deeply paranoid and vindictive. Njadrasanukii cultivates an image of a simple Tajara; he leads a frugal lifestyle with few material needs. Because of the nature of the PRA&#039;s government, President Hadii&#039;s work and private life are deeply entangled. President Hadii&#039;s favorite pastimes are watching movies, playing Farehal, and reading books; rumors claim that Njadrasanukii has at least 20,000 Tajaran and alien books in his private collection.&lt;br /&gt;
&lt;br /&gt;
Despite the outcome of the Second revolution, Njadrasanukii continues to rule the People&#039;s Republic with an iron grip. He did not give up his plans of reestablishing Hadiist hegemony over Adhomai.&lt;br /&gt;
&lt;br /&gt;
[[File:headmaster portrait.png|200px|thumb|left|A rare picture of the camera shy Tyr&#039;adrr, taken during the closure of an illegal protest, dated to 2459.]]&lt;br /&gt;
===Headmaster Harrrdanim Tyr&#039;adrr===&lt;br /&gt;
&lt;br /&gt;
Harrrdanim was born in &#039;&#039;&#039;2425&#039;&#039;&#039; to a M&#039;sai family serving the Hadii during the First Revolution. Wishing to follow in the footsteps of his parents, he joined the Hadiist Party at a young age. He soon caught the attention of the People&#039;s Strategic Intelligence Service due to his craftiness and was given a position in the agency. Despite enjoying moderate success during the late years of Al’mari’s rule, Tyr&#039;adrr rose to prominence after the President’s assassination. Leading several purges within the secret service, he was able to secure a promotion as the Headmaster after the previous head was arrested for suspicious behavior. Under Tyr’addr’s control, the PSIS became the feared terror machine it is today. Heavy investments in surveillance technology, the establishment of a robust web of informants, and the large-scale repression of political opponents greatly weakened the opposition in the People’s Republic. His supposed adventures during this period have spawned an entire &amp;quot;spy thriller&amp;quot; genre in the Republic.&lt;br /&gt;
&lt;br /&gt;
After helping secure President Hadii&#039;s rule, Headmaster Harrdanim focused his efforts on fighting the Liberation Army and the New Kingdom. Ruthless anti-partisan campaigns were carried out under his supervision. The displacement of Chaniska’s native population, scorched-earth tactics in Northern Ras&#039;nrr, and the creation of Try&#039;urma Penitentiary were among some of his orders during the conflict. His actions during the Second Revolution earned him the reputation of being merciless and bloodthirsty. In spite of several assassination attempts, ALA agents failed to murder him and he continued his reign of terror unimposed.&lt;br /&gt;
&lt;br /&gt;
Even after the Armistice, Headmaster Harrdanim continues to work tirelessly to undermine the enemies of the Republic. He has a large interest in securing the Tajara population living outside of Adhomai and is responsible for the PSIS presence in District Six. He is eager to suggest more authoritarian solutions and believes in increasing, even more, the state’s control over the population. Because of the role of the Strategic Service in the government, Tyr&#039;adrr is one of the most powerful and hated Tajara in the People&#039;s Republic. While seemingly loyal to President Hadii, many in the Party fear where Tyr&#039;adrr&#039;s ambition might lead him.&lt;br /&gt;
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Analytic, controlling, and cold are some of the words frequently used to describe Harrrdanim&#039;s personality. The headmaster is known to calculate every step on his way; he tries his hardest to manipulate the events in his favor. Tyr&#039;adarr is also infamous for never assuming any kind of blame - a scapegoat, willingly or not, always shows up to take the fall. Thanks to his position in the government, little to nothing is known about his personal life.&lt;br /&gt;
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===Party Secretary Yakiv Hadii===&lt;br /&gt;
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Yakiv Hadii was born in &#039;&#039;&#039;2412&#039;&#039;&#039; as the second cousin to President Hadii. While too young to take part in the First Revolution, Yakiv joined the Hadiist Party as soon as he could. During Njadrasanukii’s rule, he excelled as a bureaucrat due to his organizational skills. He managed the distribution of land and the establishment of communal farms during the Republican Agrarian reforms. Through a combination of political maneuvers and nepotism, he quickly climbed the Party&#039;s ranks. Yakiv sought to further the Republican relationship with NanoTrasen, seeking their support for the development of Adhomai. This stance caused him to lose Al’mari’s favor during the years leading to the Second Revolution. He was then demoted to an unimportant position in the Ministry of Agriculture.&lt;br /&gt;
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Yakiv returned to prominence after Rhagrrhuzau’s assassination; he was seen as a way to link Malik’s rule to his now-deceased brother. Following the abolishment of the office of vice-president, Yakiv was promoted as the Party Secretary by Njadrasanukii. He became responsible for the internal organization and reviewing applications to the Party; he was quick to remove many of his political opponents from power using his new powers. Known as unquestionably loyal to President Hadii, he became infamous for being nothing but a yes man. He continued his policy of maintaining good relations with megacorporations, lobbying for more deals with NanoTrasen. Countless Tajara were given the opportunity to leave Adhomai due to his efforts, most sold as cheap labor while some others were able to acquire higher education. During the final stages of the war, he was one of the main proponents of the need for foreign intervention to save the People&#039;s Republic.&lt;br /&gt;
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After the Armistice, Yakiv remained as Party Secretary. He is one of the closest advisors to President Hadii, helping Malik in matters related to internal and external affairs. Despite being an orthodox Hadiist, he is eager to push for changes to appease NanoTrasen and other foreign powers in an attempt to gain their support. Many within the Party see Yakiv as a power-hungry and untrustworthy politician, eager to abuse his power to reach what he wants. Others recognize him as a cunning politician with a rather dangerous influence over President Hadii. More recent stunts such as implementing Father Valyan K’rrirran’s orphanage proposal has proven Yakiv Hadii to be seeking approval in the eyes of the citizenry. &lt;br /&gt;
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Yakiv Hadii is a notorious opportunist and sycophant; he is always trying to acquire any kind of leverage where it might exist. Personally, this means that Yakiv is more than eager to make friends with anyone of any importance. However, the friendship might come with strings attached: a request to repay a favor or take part in a shady business. Yakiv takes full advantage of his position within the Hadiist Party to indulge himself in all luxuries available to the political elite. Because of this lifestyle, Yakiv has become noticeably overweight.&lt;br /&gt;
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===Minister of Defense Irbaykhan Mirarkiizar===&lt;br /&gt;
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Irbaykhan Mirarkiizar was born into a Hharar peasant family in &#039;&#039;&#039;2428&#039;&#039;&#039;. He was raised around veterans of the first revolution and was always interested in their stories. Owing to the new opportunities brought by the People’s Republic, Irbaykhan enrolled in a military academy and joined the Grand People&#039;s Army as an officer. He survived the purges of the early Hadiist government because of his political reliability; as he was one of the first army leaders to support President Hadii during his ascension. This left him in the privileged situation of being one of the few properly trained officers at the dawn of the Nated’s coup.&lt;br /&gt;
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Irbaykhan quickly climbed the ranks of the Republican Army during the Second Revolution. Making extensive use of artillery and motorized troops, he secured early victories that gave much-needed breathing room to the fragile Republic. While in command of the Dymtris Front in &#039;&#039;&#039;2456&#039;&#039;&#039;, he pushed the New Kingdom into the defensive position that they would remain in until the very end of the war. Mirarkiizar’s final promotion during the conflict was to the theater commander of the Rass’nrr Military District. With the help of the alien allies of the Republic, he managed to recapture the main region of the continent. He was given a seat in the Ministry of Defense after the Armistice, working alongside the upper echelons of the Party to refine the Republic’s strategy.&lt;br /&gt;
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Unlike most members of the Ministry of Defense, Irbaykhan has both political connections and practical experience in the field. This combination has made him one of President Hadii’s closest advisors in regard to military matters. Currently, he is responsible for the Hro&#039;zamal campaign. Mirarkiizar sees the Grand People&#039;s Army as an essential component of the Hadiist state; the ever-vigilant guardian of the Republic against its enemies. The Minister believes that strict discipline and union towards a common goal is the best way to safeguard the future of the People’s Republic.&lt;br /&gt;
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Irbaykhan Mirarkiizar is known for his disciplined and simple lifestyle. The Minister is very strict with his routine and commonly scolds Party members, other generals, and his family for being what he would call undisciplined. Irbaykhan is well-known for his unquestionable loyalty; he would prefer death over treason. He is only seen out of uniform when fishing - Irbaykhan&#039;s favorite pastime.&lt;br /&gt;
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===Minister of Technology Zhuldyz Hadii===&lt;br /&gt;
[[File:zhuldyz portrait.png|200px|thumb|right|A picture done of Zhuldyz Hadii in her lab, created in 2462.]]&lt;br /&gt;
Born in &#039;&#039;&#039;2420&#039;&#039;&#039; to the Hadii dynasty, Zhuldyz enjoyed the many privileges granted to her family. She grew up fascinated by the new technologies brought by human contact; she would spend hours tinkering and dismantling electronics during her childhood. Later she was sent to study in prestigious Solarian universities, where she ventured into the field of robotics. Zhuldyz returned to Adhomai in 2449 and was granted a post in the Ministry of Technology.&lt;br /&gt;
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Using the knowledge acquired off-world, Zhuldyz drew plans with the objective of modernizing the Republic through a technological revolution. The rapid industrialization aided by mechatronics would bring prosperity to the Tajara. While many of her initial projects were abruptly interrupted by Rhagrrhuzau&#039;s assassination, she remained in her position due to being a member of the Hadii dynasty. The unstable early years of Njadrasanukii’s presidency were unfavorable towards her dreams; stopping Nated’s coup and the Royalist uprising were top priorities at the time. However, as the frontlines stagnated and a semblance of normalcy returned to the People’s Republic, Zhuldyz had the chance to convince President Hadii of her plans. Knowing that losing the war would put an end to her pursuits, she turned her genius to the military field. Victory could be achieved through technological superiority. She was one of the driving forces behind the establishment of [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]], the expansion of the [[Tajara_Space_Capability#PRA_Army_Wing|Orbital Fleet]], and the creation of the Tesla Brigade. Zhuldyz was promoted to the office of the Minister of Technology shortly before the Armistice.&lt;br /&gt;
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The Adhomian Cold War became the perfect testing ground for Zhuldyz&#039;s projects. She sees the period of peace as an opportunity to turn the People&#039;s Republic into a technological powerhouse. Zhuldyz believes that the future of Hadiism lies in the science and that the Republic must become advanced enough to subjugate its enemies. Minister Hadii is not interested in ethical or safe research; she is eager to pursue dangerous and questionable experiments. No price is too small to pay during the march of progress. President Hadii gave Zhuldyz near uncontested authority to lead the Ministry of Technology. She was the mind behind the creation of the first independent robotic factory on Adhomai.&lt;br /&gt;
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Due to her upbringing, she is a brilliant scientist and a charming conversationalist, but at the same time, she frequently refuses to admit fault and is quick to scrutinize the work of others. Holding them to nearly impossibly high standards. Many scientists have been transferred to less desirable positions due to failing to meet Zhuldyz&#039;s demands. She is a notorious workaholic who only leaves her laboratory to attend political meetings.&lt;br /&gt;
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===Secretary of the Navy Hura&#039;zhi Mira&#039;zkui===&lt;br /&gt;
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Born in &#039;&#039;&#039;2422&#039;&#039;&#039; to an exiled line of minor nobility from the Zatushka Kingdom, Mira’zkui grew up in the chaos of the First Revolution as the armies of the Hadiist rebels marched across Adhomai. When the dust had settled, despite his personal wishes to enter the party itself, his family would convince him to uphold their old traditions and join the forming Republican Navy in &#039;&#039;&#039;2447&#039;&#039;&#039;. It was then that Mira’zkui met Dynhaas and joined the Oceanmasters Lounge.&lt;br /&gt;
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During the chaos of Dynhaas’ defection in &#039;&#039;&#039;2450&#039;&#039;&#039;, Mira’zkui narrowly avoided his own death. Informed early by a loyal lieutenant that his own crew was plotting to kill him, Mira’zkui fled in a lifeboat and watched as his fellow officers were thrown screaming from the decks of their own ships. A few days later, he was found on the shores of Ras’nrr. As the Republic fell into chaos, Mira’zkui returned to the Republican Navy as Secretary, entrusted by Malik Hadii to fight against the pirate flotillas of the ALA and the Royal Navy. However, Mira’zkui’s loyalty was not able to make up for his inexperience. While the last of the Liberation Army’s pirate vessels were sunk, he was unable to contend with the strength of the Royal Navy and unable to achieve his personal desire: Capturing or killing Dynhaas. &lt;br /&gt;
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Post-War, Mira&#039;zkui has largely become reclusive and withdrawn from the public eye. While he continues to try and develop the Republican navy, Mira’zkui is forced to contend with funding going towards the projects of the Orbital Navy and Grand People’s Army. With a relationship of mutual dislike between himself and Zhuldyz Hadii, many within the party believe that Mira’zkui will likely be replaced eventually. How he would react to being denied any chance for revenge against Dynhaas is something no one knows. &lt;br /&gt;
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===Minister of Education Kalim Khazdar===&lt;br /&gt;
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Kalim Khazdar was born in &#039;&#039;&#039;2430&#039;&#039;&#039; to a family of Hharar foremen in the city of Tampiska. Deemed a bright child by his teachers, he was sent to study in Al&#039;marii. Captivated by the tales of progress and prosperity brought by the interwar period, Kalim enrolled at the Al&#039;marii College of Hadiist Sciences. He continued his studies intending to become a college teacher. During his time as a student, he became a good friend and protégé of the rector of the university, Mahir Hadii. His friendship with a member of the political dynasty opened many doors for him.&lt;br /&gt;
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Kalim joined the Hadiist party during the Second Revolution. He later visited Tau Ceti to study the Adhomian community there; his experiences in District Six deeply affected his ideas. He saw all the social problems that those who lived under the megacorporation rule were subject to. Instead of losing faith in Hadiism, he started to believe that reforms were necessary to save the People&#039;s Republic; NanoTrasen should be a means to an end, not the end itself. Kalim returned to Adhomai in 2459 and became a college professor. Thanks to his connections, he soon got involved with the administration and politics of the university. His papers on the subject of Hadiist education were generally well-received by the academia.&lt;br /&gt;
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With the Armistice of Shastar, Kalim Khazdar aligned himself to the Young Hadiist faction; his sympathy towards the movement was largely unknown to the Party. His ascension to the position of Minister of Education in 2463 was the result of a confidential deal between his mentor and President Hadii. Despite being considered a powerless and inexperienced politician by the other members of the Hadiist cabinet, Kalim is not to be underestimated. Cunning will be necessary to avoid the wrath of President Hadii and his lackeys. The path to a truly free People&#039;s Republic will be a long and difficult one. &lt;br /&gt;
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Usually depicted as a wide-eyed idealist, Kalim Khazdar is anything but naive. The few years he spent navigating the political fields of the Al&#039;mari College transformed him into a bright, yet deeply cunning individual. Kalim rarely loses hope; he prefers to spin every defeat into a minor setback to maintain morale. Many wonder how long it will take for Khazdar&#039;s optimism to be crushed by the People&#039;s Republic politics. Besides his academic and political work, Kalim has published  Hadiist realist poems and short stories.&lt;br /&gt;
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===Chief Naval Commander Samirro Qarrarhaz===&lt;br /&gt;
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Born in Northern Ras’nrr in &#039;&#039;&#039;2407&#039;&#039;&#039;, Samirro was the son of a loyal M&#039;sai general in the Hadii Hegemony. Qarrarhaz&#039;s family raised and taught him to follow in his father’s footsteps. He would become an artillery officer in &#039;&#039;&#039;2428&#039;&#039;&#039;, finding great success during combat against monarchist groups through using extensive shelling to force and flush out the enemy. By &#039;&#039;&#039;2431&#039;&#039;&#039; Qarrarhaz was moved into Southern Harr’masir to prepare for an invasion of the Kingdom of Kaltir. His artillery crews were among those who scoured the Kingdom following its surrender, shelling whatever villas, castles, and manors they had found. A staunch ally of Al’mari Hadii and his family, Qarrarhaz has always stood by the Hadii family and the republic they had later built. &lt;br /&gt;
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While also providing training for future artillery commanders in the interwar period, Qarrarhaz became part of a committee formed by President Al’mari Hadii to plan and prepare a space fleet for the PRA. He, along with other committee members, traveled to the Coalition of Colonies&#039; planets of Xanu Prime and Himeo to observe anti-piracy operations in order to better develop the PRA’s own future space warfare doctrine in &#039;&#039;&#039;2452&#039;&#039;&#039;. When the Orbital Fleet was completed by &#039;&#039;&#039;2457&#039;&#039;&#039;, Qarrarhaz was appointed Chief Naval Commander by President Malik Hadii. Since then, he has won numerous victories against piracy, smugglers, and even bested a [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?do=findComment&amp;amp;comment=114422 Sol cruiser]. &lt;br /&gt;
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Post-war, Qarrarhaz continues to lead his spaceships and Kosmostrelki in the defense of the PRA’s claimed space. Comfortable and experienced in his position, Qarrarhaz has begun to speak more on the future of the PRA’s ventures into space. Controversially, the Commander has stated that the PRA must eventually extend its hand to the numerous small colonies and off-worlder communities dotting the frontier around them. Arguing that Hadiism’s light must be spread beyond Tajara, it is his belief that the PRA must one day uplift these groups from their poverty and absorb them into the state.&lt;br /&gt;
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===Yasmin Piaf===&lt;br /&gt;
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[[File:Yasmin portrait.png|200px|thumb|right|A piece of a poster, promoting Yasmin Piaf&#039;s concert, 2463.]]&lt;br /&gt;
Yasmina Burokov, aka Yasmin Piaf, was born in 2434 in the suburbs of Nal&#039;tor to a particularly well-off Njarir&#039;Akhran family. Yasmin&#039;s father, Boris Burokov was a low-ranking State department official and devout loyalist of the People&#039;s Republic. She spent her childhood being educated in the best State-run schools their family could afford and enjoyed relative wealth and prosperity far from the poorer outskirts of the city. &lt;br /&gt;
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Even from a young age, Yasmin was interested in music. She was part of her school&#039;s choir and participated in several nationwide contests for the honor of singing for President Rhagrrhuzau Hadii. The all-female &#039;Band of Njarir Maidens&#039; consisting of Yasmin and her classmates eventually won and sang for the President and other members of his cabinet at the end of the annual military parade held in Nal&#039;tor. Eventually, she graduated and went on to the Academy of Musical Arts with a full scholarship.&lt;br /&gt;
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Talent scouts pruning the burgeoning academy&#039;s student pool for the next starlet eventually discovered Yasmin during rehearsals for the school&#039;s upcoming musical, and she signed a tentative deal with the small publication Vostak Recordings. Her first record, simply titled The Man in Rouge, was released with minimal fanfare. Given that she had sung a small solo during her performance for the President, some Tajara recalled her name.&lt;br /&gt;
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Yet her voice, described by some as angelic and innocent, found purchase with an aging generation of Tajara who wished a brief return to peaceful normalcy following the First Revolution. Her dedication to the traditional pop standard and recognition for torch songs eventually elevated her to the status of a household name, with her recording label releasing hit after hit. As a result, Yasmin Piaf has become one of the most famous singers in the modern era - one who has fostered a close relationship with State officials. She is one of the few artists who are approved to be played on State radio KGTW-11.&lt;br /&gt;
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===Andrey Borisov===&lt;br /&gt;
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Out of all the Tajara that one could argue embody loyalty to the People’s Republic, perhaps none are more memorable than Andrey Alexander Borisov. In the average Republican household, his name is just as common as President Hadii’s, owing to the fact that he is the face of State propaganda and news network RAFИ. Born in 2416 to a line of M’sai warriors, Andrey was not even two years old before humanity stumbled across Adhomai and lit the flame that ignited the First Revolution.&lt;br /&gt;
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Andrey’s father and uncle were killed in the uprising, leaving him, his mother, and his sister alone to fend for themselves. His mother curried favor with the local rebel leader when their town fell to the onslaught of war; she became his concubine and, later, his wife. The ever-advancing front saw Andrey moved from home to home, where the young M’sai would often spend time talking to soldiers recovering after harsh fighting. They nourished a sense of patriotism in him, and eventually, he came to see the First Revolution as necessary for the future of the Tajara.&lt;br /&gt;
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The war ended in 2432, when he was merely 16 years old. As the newly founded People’s Republic began the arduous transition from a movement to a government, Andrey’s connections with the upper echelon of PRA politicians bore fruit. He was taken on as a member of an officer’s general staff, headquartered in Nal’Tor, where he served as little more than a glorified secretary. His position put him in contact with the elite, however, and many found him charming and personable. His silver tongue earned him the interest of Dmitrys Marakov, the owner of the only State-approved television station at that point in time.&lt;br /&gt;
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His ascension from lowly secretary to the major news anchor for RAFИ was one that involved plenty of political maneuvering, money - and, rumored by some, violence - but ultimately Andrey had proved his loyalty to the political elite of the People&#039;s Republic and he was rewarded with the honor of being their mouthpiece. As a result, no Tajara on Adhomai can go very long without seeing his smiling face on their television set, spinning the next story or cover-up at the behest of the State.&lt;br /&gt;
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==Democratic People&#039;s Republic==&lt;br /&gt;
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&#039;&#039;&amp;quot;We are soldiers. We are fighters. We are war. We have forsaken the corrupt and decaying corpse of the xeno-loving People&#039;s Republic. We have left our homes and our families, but our cause is righteous. The suns are with us! The vile usurper of my friend and comrade Al&#039;mari will have justice delivered to him! We will spill the blood of our enemies until our struggles are seen and heard, and we WILL retake OUR Republic!&amp;quot;&lt;br /&gt;
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&#039;&#039;- Supreme Commander Halkiikijr Nated&#039;Hakhan, the day after the coup de tat began, 2451.&#039;&#039;&lt;br /&gt;
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===Supreme Commander Halkiikijr Nated&#039;Hakhan===&lt;br /&gt;
[[File:Nateed portrait.png|200px|thumb|right|A surprise picture of Nated, taken in 2458.]]&lt;br /&gt;
Halkiikijr Nated&#039;Hakhan was born in &#039;&#039;&#039;2404&#039;&#039;&#039; to a M&#039;sai family under the service of the Hadii Dynasty. The son of a royal guard, Nated interacted with many Njarir children in his early life. He grew to resent their narcissism but was prepared to inherit his duty nonetheless. When the First Revolution ignited in &#039;&#039;&#039;2421&#039;&#039;&#039;, Halkiikijr fought for the loyalists alongside the Hadii family. Becoming a battle-brother of Rhagrrhuzau Hadii, or better known as Al&#039;Mari Hadii, Nated stood with the Hadii’s decision to abandon their royal roots and join the revolutionaries. When the war ended Al&#039;Mari was sworn into office, Halkiikijr was made a Commander in Chief of the Republican Army in return for his service. &lt;br /&gt;
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Al&#039;Mari supposedly made promises of swearing-in Halkiikijr as the next president of the People&#039;s Republic once the political climate on Adhomai had stabilized. The legitimacy of this claim is not known, but what is known is that Al&#039;Mari was assassinated during a military parade in &#039;&#039;&#039;2451&#039;&#039;&#039; and Njadrasanukii Hadii, vice president of the People&#039;s Republic, swore himself in as the successor of the presidency. Outraged at the assassination and accusing Njadrasanukii of treachery against the People’s Republic, Nated organized a coup against Malik. Bringing together military commanders dissatisfied with the new Hadiist policies, Halkiikijr created the Adhomai Liberation Army to dethrone the new President. He then took the title of Supreme Commander. &lt;br /&gt;
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As the putsch attempt was thwarted by the Hadiist forces, Nated fled to Shastar City. The coup then turned into a full-blown civil war between the Liberation Army and the People’s Republic. Without off-world help, Nated called to arms anyone willing to support his cause. His movement became a unifying front to all kinds of elements opposing President Hadii; from democratic reformers to extremists fighting to free Adhomai from alien influence. For a decade, Halkiikijr led the Liberation Army as an effective opposing force against the People’s Republic and the New Kingdom. He favored the extensive use of irregular warfare coupled with the deployment of the army to secure decisive battles. A cult of personality formed around Halkiikijr; extremists claimed that he was a prophet sent by the Gods. The Supreme Commander took advantage of this belief to cultivate undying loyalty and fanaticism among his followers. &lt;br /&gt;
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Believing that the territories under his control were ready for a democracy modeled after the Al&#039;mariist principles, Nated&#039;s undisputed rule came to an end with the creation of the Democratic People’s Republic of Adhomai. Halkiikijr retired from his position as Supreme Commander to prevent a coup against the newly elected president. His retirement did not last long; he returned to power because of the Amohdan crisis in &#039;&#039;&#039;2462&#039;&#039;&#039;. Nated was given back the control of the Liberation Army and its remaining juntas to retake the Island of Amohda. After this display of weakness, Halkiikijr is unsure if the DPRA is truly ready to rule Adhomai. For him, the ALA is now more essential than before. Nated also faces infighting between his two right-hand men; commander Kahan and Kyff.&lt;br /&gt;
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While some may call Nated an opportunist or a loyal friend to Al&#039;mari, what is certain is that he is determined. Both in his personal and political life, the Supreme Commander is known to never lose sight of his objectives. This might lead him to make promises that might be hard to fulfill, but Halkiikijr rarely goes back on his word. Because of his association with the most radical elements of the ALA and his tendency of using his position of authority to interfere in disputes, he is a firm believer that the end justifies the means. Because of the utility of his cult of personality, Nated avoids exposing much of his private life.&lt;br /&gt;
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===Commander Kahan Hro&#039;rammhad===&lt;br /&gt;
[[File:Kahan portrait.png|200px|thumb|left|Commander Hro&#039;rammhad in his summer uniform, taken in 2461.]]&lt;br /&gt;
Kahan Hro&#039;rammhad was born in &#039;&#039;&#039;2412&#039;&#039;&#039; to a Hharar family as their oldest children. A peasant from birth in the region of Southern Harr&#039;masir, he was taught the traditional values of S&#039;rendarr and Messa by his deeply religious parents. His childhood was cut short by the outbreak of the First Revolution; his family was expelled from their lands by the war. Thanks to its flat terrain, Southern Harr’masir saw the first deployment of armored vehicles in the conflict; trains, civilian cars, and trucks were outfitted for warfare by the rebels. Hro’rammhad joined the crew of an armored car as soon he turned 14 years old. Because of the high mortality among the revolutionaries, Kahan quickly found himself in the command of his own brigade. He became famous for his excellent use of the vehicles’ speed to encircle the enemy, and for his merciful nature. Monarchists soldiers were always given the chance of joining his side after capture. Hro’rammhad also forbade unnecessary executions and mistreatment of prisoners among his fighters.&lt;br /&gt;
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Commander Kahan and his brigade were incorporated into the Hadiist faction shortly before the end of the First Revolution. As a member of the Republican Army, he was a major proponent of the transformation of the People’s Army into a motorized force. Tank brigades and motostrelki units were created under his supervision. Kahan funded the reconstruction of many temples destroyed during the revolution and frequently donated to charity through the interwar period. Hro’rammhad joined Nated’s coup due to his profound disagreement with Malik’s policies; he saw the oppression of the Zhan-Khazan as morally corrupt. Armored units that defected alongside him were organized into the Hro&#039;rammhad Tank Corps under his command.&lt;br /&gt;
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Hro&#039;rammhad remained a merciful and pious Tajara through the Second Revolution. He rejected the notion of irregular warfare and continued to offer mercy to his enemies. As the leader of the main armored force in the Liberation Army, Kahan played an important role in decisive battles. This position allowed him to become a right-hand man for Nated. As part of his religiousness, Hro&#039;rammhad considered the conflict to be a battle to protect the faith against the innate atheism of Hadiism. Religious imagery and motifs became common among his Tajara. The men under Commander Kahan Hro&#039;rammhad are known to have the utmost respect for his bravery and mercy, most even going so far as to worship him as an embodiment of S&#039;rendarr&#039;s justice. His success during the civil war earned him the nickname of “Undefeated Commander&amp;quot;.&lt;br /&gt;
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Despite the armistice, Commander Kahan remains as one of the second-in-command for Halkiikijr. He is an avid supporter of the transition to democracy, advocating for the dismantlement of the juntas. This position earned him many enemies among the more authoritarian elements within the Liberation Army. He is known to despise Commander Kyff Hotak for his tactics and personality. Both Tajara are currently engaged in an internal struggle to consolidate their influence over the Liberation Army.&lt;br /&gt;
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Thanks to his religious upbringing, Commander Kahan is a forgiving and honest individual. He may be eager to let bygones be bygones, but he is not easily fooled by malicious intentions; anyone trying to take advantage of him will not have an easy time. Hro&#039;rammhad enjoys spending his free time with his family. His thirty years-long marriage sired nine children - three of whom lost their lives in the Second Revolution.&lt;br /&gt;
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===Commander Kyff Hotak===&lt;br /&gt;
[[File:hotak portrait.png|200px|thumb|right|A picture of Commander Hotak along with his pet Farwa, taken with flash in 2458.]]&lt;br /&gt;
Born in the year &#039;&#039;&#039;2406&#039;&#039;&#039; to a family of Zhan-Khazan miners in the Trizar, Kyff Hotak was supposedly destined to slave away for his Njarir master as his ancestors did for many generations. To avoid this fate, Hotak fled his home as a young Tajara. He ran into the wilderness until he found a bandit camp. Because of his age, the brigands decided to adopt Kyff as the group’s mascot. The boy grew up witnessing all kinds of crime and violence; later taking part in the band’s activity when old enough. The bandits sided with the rebels during the First Revolution in search of plunder. But their greed was their undoing; the criminals were massacred by the revolutionaries after they were discovered stealing rations. Hotak survived by being the one to report the activities of his previous comrades. As the war dragged on, Kyff became more bold and cruel in his revolutionary activities. He frequently engaged in assassinations, massacres, and false flag operations to crush the monarchists’ morale. Hotak was soon feared by his comrades and hated by his enemies. To him, everything was permissible to achieve victory. Impressed by the victories of the Hadii faction, he joined them as part of the early Ha&#039;narr Corps.&lt;br /&gt;
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The interwar period was fairly unremarkable for Kyff Hotak; he was given a low-ranking office position in the intelligence department. While Hotak advocated for the recreation of a force similar to the Mountain Ghost Corps, his request was ignored by the Hadiist high command. Memories of his excess in the First Revolution stopped Hotak from receiving any further promotions. He grew discontent with the People’s Republic, believing that he deserved more for his service. Seeing Nated&#039;s coup as an opportunity to rise to power, Kyff defected to the Liberation Army without hesitation.&lt;br /&gt;
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Hotak organized his own unit of commando early into the war; a battalion trained in stealth operations. As a major proponent of irregular warfare, he also helped organize guerilla cells and coordinate terrorist attacks. The success of these groups granted him enough influence to become one of Nated&#039;s right-hand men. However, Commander Kyff quickly returned to his old ways; he started to wage a campaign of unrestrained terror. The presence of his soldiers became a harbinger of indiscriminate persecution, murder, excessive property requisition, and collective punishment against any community suspected of working with the enemy. Despite the protest of the civilian population and Commander Kahan, Halkiikijr refused to replace Kyff. Taking advantage of his reputation, Hotak ordered his Tajara to spread stories of him being the earthly manifestation of Messa&#039;s wrath. This tactic proved to be effective both among his enemies and allies.&lt;br /&gt;
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Commander Kyff Hotak remains in service even after the armistice. Many within the army and the civilian administration desire to see Hotak punished for his war crimes, but Supreme Commander Nated continues to protect him. Kyff is a hardline supporter of the more authoritarian elements in the government and desires a strong centralized leadership above all else. He and Commander Hro&#039;rammhad are rivals; both Tajara commonly fight each other over which direction the Liberation Army should go. Hotak is always accompanied by his pet [[Adhomai#Farwa (Tree-Hopper)|Farwa]], Ghiyath.&lt;br /&gt;
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What little is known from Kyff&#039;s personal life does not paint a picture much different from his time in the army. Cold, ambitious, and cruel are some of the terms commonly used to describe Hotak. For him, other people are merely stepping stones on his path to power. To maintain his mythical image as Messa&#039;s wrath, he avoids any kind of social interaction with anyone outside of his inner circle. Kyff is a famous animal lover - besides his Farwa, he is also the proud owner of several domesticated Ha&#039;rrons.&lt;br /&gt;
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===President Almrah Harrlala===&lt;br /&gt;
[[File:harrlala portrait.png|200px|thumb|left|A portrait of the president during one of her speeches, done in 2461.]]&lt;br /&gt;
President Almrah Harrlala was born in &#039;&#039;&#039;2426&#039;&#039;&#039; to a family of Hharar factory workers in Shastar City. While her childhood was relatively unaffected by the First Revolution, she enjoyed many of the benefits brought by the People’s Republic during the interwar period. Being the first member of her household to receive a proper education, she became involved in the Party’s politics at a considerable young age. She believed that a stable democracy built upon the will of the people was the best path for Adhomai. She was also wary of the presence of megacorporations on the planet, considering their activities as harmful to the development of the Tajara species She campaigned for more worker’s rights and laws restricting corporation’s activities in the PRA. Almrah held a position within the Party until the ascension of President Njadrasanukii Hadii; he ordered the arrest of Harrlala due to her views.&lt;br /&gt;
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Harrlala was held prisoner in Shastar during the first moments of the Civil war, only the capture of the city by the Liberation Army saved her from being transferred to another location. Hoping to continue her career in politics, she aligned herself with the rebels. Even if the despotic and extremist tendencies of the ALA worried Almrah, she held to Nated&#039;s promise of saving the Republic. She was given the position of Provisional Minister of Civil Rights when the Democratic People’s Republic of Adhomai was established.&lt;br /&gt;
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As the Minister of Civil Rights, Almrah worked to protect the regional identities present in the DPRA. Her campaign to end military rule over the country while still upholding the principles of Al’mariism made her a popular figure among the moderate sectors of the population. Seeking to expand her political influence, she founded the National Adhomai Worker&#039;s Party. She was one of the candidates in the presidential elections of &#039;&#039;&#039;2460&#039;&#039;&#039;; she won the office of president by a narrow margin. President Harrlala’s ascension to power displeased the authoritarian wing of the Liberation Army, the military then planned a coup to restore their own rule. The putsch was stopped by the intervention of Supreme Commander Nated, who later resigned from his position to grant more powers to the civilian administration.&lt;br /&gt;
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Following the Armistice, President Almrah Harrlala continued with her internal policies while maintaining a strong stance against foreign dominance. Under her rule, schools to preserve local cultures and languages were established, Gakal’zaal was liberated from the Unathi rule, and the DPRA developed its nuclear program. Her status as one of the first female rulers in modern Tajaran history has inspired many women to engage in DPRA politics. However, her regime is plagued with deep issues. The ghost of separatism lingers over the nation after the Amohdan attempt to secede. Her ability to reconcile the various factions in the government was severely doubted when she failed to draw a plan to handle the rebellious island. Since the return of Halkiikijr to power, the authoritarian elements see this as a moment of weakness in the young Republic. President Harrlala must be ready to face further opposition if she wants to see her vision of Adhomai come to life.&lt;br /&gt;
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Often described as patient and focused, President Almrah Harrlala is not easily dissuaded from pursuing her objectives. When faced with hardship, she prefers to withstand the storm while continuing to work on her projects. Alongside her hectic political career, Almrah leads a modest life without much excitement or luxuries. In her sparse free time, she enjoys playing Mahmrro and visiting Das&#039;nrra&#039;s countryside.&lt;br /&gt;
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===Ex-interim President Brajrr Alnadruskiy===&lt;br /&gt;
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Born in &#039;&#039;&#039;2423&#039;&#039;&#039; in the city of Mztel’mir, Brajjr Alnadruskiy was the youngest child of a family of brewers. He later joined the Republican Army at 17 years old, slowly climbed the ranks through diligent service to the military. Brajrr attributed the prosperity of interwar Adhomai to the strong leadership of President Al’mari; he believed that the Republic always needed a strongman in control to succeed. He severely doubted Malik’s competence because of his decision to undo his brother’s reform. &lt;br /&gt;
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Brajrr finally rose to prominence with Nated&#039;s coup. Upon hearing of the revolution, he rallied the Liberation Army’s aligned troops in Das’nrra to assault Shastar. Alnadruskiy&#039;s attack was successful and he was named the Rrhaza-Akhran of the city. Shastar became the headquarter of the ALA, giving Brajrr a reasonable amount of influence within the army high command. He was known for his rigorous discipline and unforgiving nature. Many war prisoners were forced into labor by his orders. Brajrr was given the position of Interim President when the Democratic People’s Republic was created.&lt;br /&gt;
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Alnadruskiy ran for president in the 2460 elections, seeking to centralize the nation and maintain the Army’s sway over the government. He founded the Free Tajaran People’s Party, gathering the most authoritarian elements in the Republic. After Almrah Harrlala’s victory by a narrow margin, he took part in the putsch against the newly elected president. Despite the defeat of the mutiny, Brajrr managed to convince Halkiikijr that he was forced by the extremists to join them. He was released and allowed to return to politics.&lt;br /&gt;
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Ex-interim President Brajjr Alnadruskiy now leads the opposition to Harrlala’s regime. He continues to support a centralized state under the leadership of Supreme Commander Nated. Even when the successes of the current administration displease him, their latest crisis has given him enough to challenge Almrah. The return of Halkiikijr to the control of the Army is also considered a victory for him and his followers. Alnadruskiy awaits for the right moment of weakness to retake control of the DPRA.&lt;br /&gt;
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Brajrr Alnadruskiy is notorious for his unforgiving and rigid personality. He never forgets or forgives any wrongdoing, no matter how small. Brajrr has a large collection of grudges - he diligently waits for the opportunity to exact revenge upon those who wronged him. Alnadruskiy is also unreasonably stubborn; he rarely takes other points of view in his decisions. The Ex-interim President is a compulsive and skilled gambler; his favorite game is Suns and Moon.&lt;br /&gt;
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===Maksym Razin===&lt;br /&gt;
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Born in 2423 to a family of M&#039;sai foresters in Southern Ras&#039;nrr, Maksym was raised in a deeply religious household. As a follower of Mata&#039;ke, he spent his youth learning the skills necessary to become a hunter. At the age of 25, he joined the Priesthood of Mata&#039;ke after hunting an exceptionally large, Tajara-eating Ha&#039;rron who was terrorizing the region. Maksym became a firebrand priest who preached against the alien presence in Adhomai. He supporter Al&#039;mari late policies as a sign of an inevitable religious revival. Razin&#039;s service was cut short because of the outbreak of the Second Revolution. &lt;br /&gt;
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Deeming Njadrasanukii&#039;s rule to be an active danger to the Ma&#039;ta&#039;ke faith, Maksym joined the Liberation Army. In Supreme Commander Nated, he saw the very image of Mata&#039;ke - a Tajara sent by the Gods to defeat the enemies of Adhomai despite overwhelming odds. Thanks to the usefulness of his skill as a hunter in guerilla warfare, Razin quickly climbed the ranks; in a matter of time, he became the Rrhaza-Akhran of Mezuma. He was known for making extensive use of ambushes and traps. During his time in the liberation arm, Razin was an avid supporter of Hotak. After the failed putsch of 2461, Maksym followed Nated&#039;s example and stood down as a junta leader.&lt;br /&gt;
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As a member of the Followers of Nated, Maksym Razin was elected to be a representative in the National Assembly. In his time in politics, Razin became acquit In the 2464 elections, he was chosen to be the candidate for the presidency. With or without the approval of Commander Nated, he now plans to turn the Democratic People&#039;s Republic into a holy realm free of the Alien influence; a nation guided by the wills of the Gods. Maksym is not afraid of doing whatever it might take to ensure the triumph of Theocratic Natediism. He firmly believes that Nated will return to the leadership of the DPRA after his followers have seized the government. &lt;br /&gt;
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Maksym is a notorious thrill seeker; no challenge is too small for him. His trophy wall is covered with all types of Adhomian animals. His bravery is only matched by his zealotry; Razin&#039;s faith plays a central role in his life.  He rarely takes any meaningful decision without consulting the Gods through rituals or before saying a prayer.&lt;br /&gt;
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===Bakhteiarova Mirzakhani===&lt;br /&gt;
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Born in 2435 on a small farm in Northern Ras&#039;nrr, Bakhteiarova was likely destined to spend her life as a mere farmer. Destiny was abruptly changed with the assassination of President Al&#039;marii. As a Zhan-Khazan, she saw her family join Nated&#039;s side due to the discrimination of her people. While too young to take part in the revolution, she was old enough to understand what was to come. As the war dragged on, she witnessed the death of most of her relatives, the destruction of her land, and the nuclear strike at Quizosa.&lt;br /&gt;
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Left without anything but scars, Bakhteiarova fled to Southern Ras&#039;nrr as a refugee. There she became involved in the still young Ruralist cause. The memories of Hadiist war machines and the bomb were enough to convince her that the real culprit was modernity itself. Moved by a mixture of nostalgia for better times and a legit concern for Adhomai&#039;s environment, she became deeply involved in the movement. Thanks to her background and experiences, she was able to bridge the gap between the Ruralist and Environmentalists of the Adhomian Blue Party. She worked alongside the party&#039;s theorists to make sure that the Ruralist Experimental Farms were viable.&lt;br /&gt;
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Mirzakhani was chosen as a candidate for the 2464 presidential elections by the Adhomian Blue Party. As a committed Ruralist, she is eager to implement their plan of returning to an idealized pre-industrial society. However, she recognizes that implementing such a project is impossible without reuniting Adhomai. Bakhteiarova may be willing to work with the rest of the DPRA to achieve the Al&#039;mariist victory, but she has no interest in ever giving up her dream - an Adhomai free of the evils of modernity; an idyllic paradise the Tajara once held. Besides the other parties and candidates, her main political enemy is Ahem Kah&#039;nrir, the warlord who continues to strangle her homeland.&lt;br /&gt;
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Because of her upbringing, Bakhteiarova Mirzakhani enjoys the simple things in life. Listening to the folktales, taking care of her garden, and riding a Zhsram are among her favorite activities. Either because of her duties or some unknown personal reason, Bakhteiarova frequently appears to be tired. Rumors claim she has trouble sleeping and must make use of medicine to rest properly.&lt;br /&gt;
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===Dr. Aleksandra Hro&#039;makar===&lt;br /&gt;
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The first and thus far only incident of weapons of mass destruction being employed on Adhomai happened in 2458, when the People’s Republic dropped a four-megaton nuclear bomb on the Liberation Army base in Quizosa. The death toll from the detonation was staggering, but the fallout from the bomb was carried on strong winds, leading to severe cases of radiation poisoning from the neighboring camps.&lt;br /&gt;
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Tajara medical experience with radiation poisoning and the effects of nuclear bombs were practically non-existent. The only species in the galaxy that had the technology long before the Tajara were Xenos, and the Liberation Army did not have the luxury of free contact with extraplanetary forces. With the sick and dying mounting, a call for help was sent out to the surrounding territories. Many physicians and doctors made the long and difficult journey in the winter snows to help - at the forefront of them, Dr. Aleksandra Hro’makar.&lt;br /&gt;
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The effects of the bomb were catastrophic. Survivors were badly burned. Their fur fell out, never to grow back again - leaving them susceptible to Adhomai’s frigid temperatures. Their skin peeled off in sickly ribbons, hanging limply to the ground. Doctors were at a loss, with only a rudimentary understanding of what could have happened. Dr. Aleksandra took a sort of unofficial command of the medical effort, and coordinated efforts to assist the sick and dying.&lt;br /&gt;
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Liberation-sympathetic Tajara, at her prodding, recovered as many documents as they could regarding the atom bomb from PRA-aligned holdings, downloading information from the extranet and thieving textbooks from high-security locations. Thanks to her ingenuity and leadership, the haphazard medical team of doctors saved a great many innocents from a slow, painful death - though they would have to live with the effects of the bomb for the rest of their lives. Dr. Aleksandra is widely known for her opposition to nuclear proliferation, due to her experiences, and has become the face of a growing anti-WMD movement across Ras’narr.&lt;br /&gt;
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===Arzjun Haurjuhrl===&lt;br /&gt;
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Rumors persist that Arzjun Haurjuhrl was sired out of wedlock, a result of an affair between a Zhan-Khazan mistress and a rebel leader. He was born in &#039;&#039;&#039;2427&#039;&#039;&#039; in the warmer regions near the city of Olska, and lived alone with his mother. He was scarcely a child when the war ended and the People’s Republic came to prominence. Both he and his mother suffered much in the way of discrimination - for being Zhan-Khazan as well as having a bastard child. This disconnect between what the People’s Republic promised and the way they were treated caused the young Arzjun to become disillusioned with the Republic.&lt;br /&gt;
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He was further tested when his mother suddenly fell ill and died in the winter of 2445. With nothing left tying him down, abandoned as he had been by Adhomain society, he took what little funds they had been saving and paid a smuggler to carry him off-world. It took every penny but eventually, he found himself in Mendell City, carrying nothing but the clothes on his back. For a time, he lived on the streets, forced to beg to make ends meet. He soon found work at one of the shelters he had often stayed at. The community of Little Adhomai was more welcoming to him than the homeworld had been.&lt;br /&gt;
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Deciding to pay back the kindness he received, he took part in many community outreach programs, including plays and dramas for the children of Little Adhomai. His passion for the arts as a medium of expression took root here, and his name rose to some prominence amongst the local Tajara population thanks to his charity work. He aspired to work on his own big picture and got his chance thanks to the collective donations of many Tajara. Wealthy Xenos also had an interest in seeing what the immigrant could do, though perhaps a few thought it would look good as a public relations move.&lt;br /&gt;
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The script he wrote went through many revisions and sat for a good while before it was picked up by a studio. The community who had helped him before had done it once again; the surprise blockbuster When Summer Came to Nazira was one of the top ten highest-grossing films in Biesel history. Its anti-tyranny message was seen by some as an expression of the director’s own viewpoint on the People’s Republic. In some ways, they were correct - Arzjun is a quiet supporter of the DPRA, which has put him at odds with the Republican government. As a result, his film is banned from showing on Adhomai - though this has not stopped smuggled copies from being distributed amongst DPRA theaters.&lt;br /&gt;
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==New Kingdom==&lt;br /&gt;
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&#039;&#039;&amp;quot;Loyal subjects, countrymen, brothers. It is with a heavy heart that I must announce that we must conscript from the provinces in order to maintain our fight in this war. However, you are not alone. Even as the new compulsory service legislature is passed, the aristocrats across the kingdom are likewise mobilized under a new service gentry system, so that all of the Kingdom is together in this struggle.&amp;quot;&#039;&#039;&lt;br /&gt;
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&#039;&#039;- King Vahzirathaamro Azunja, announcing the beginning of conscription and formalization of the service gentry in 2453.&#039;&#039;&lt;br /&gt;
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=== King Vahzirthaamro Azunja===&lt;br /&gt;
[[File:Azunja portrait.png|200px|thumb|left| A picture taken of King Vahzirthaamro Azunja, presenting his saber, circa 2450. The black ribbon marks his death.]]&lt;br /&gt;
King Azunja was born in 2400 in the city of Kaltir to the noble Njarir’Akhran Azunja line. His father was Farkhanzirhal and his mother Dramahdarmah. Located in the far reaches of Kaltir, the Azunja family line was one of compassion and fair treatment, as only in unity and brotherhood could they hope to survive the harsh far reaches of Northern Adhomai. Their peasants were kept well and treated with dignity, and the nobles, while privileged, never indulged in cruelty. A noble paige since the age of 10, Vahzirthaamro excelled in reading and writing from an early age. He prepared to inherit the family throne as the sole son of his parents until the first civil war of Adhomai ignited in 2421.&lt;br /&gt;
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When war broke out between the nobility and peasants, house Azunja was hesitant to pick sides, as they disagreed with the morals of both sides. Their distant position in the wild made them capable of ignoring the war until its end, as the Hadii family was placed at the head of Adhomai in 2432. Carrying the flags of the newly founded People&#039;s Republic of Adhomai, the Republic&#039;s army demanded the surrender of all nobility in Kaltir. The entire populace requested to be left in peace, as the peasantry and nobility there had never declared war on one another. Believing the peasants were utterly spineless and brainwashed, the People&#039;s Republic executed all current nobles ruthlessly, scattering the royalty of the region. Vahzirthaamro was placed in prison by his father&#039;s retinue of intellectuals, who declared he had to remain hidden amongst the lowest of the low if he wished to stay alive. From that moment on, Vahzirthaamro Azunja knew that peace was impossible so long as a compromise was not made, and a true constitutional monarchy was made the unanimous government on Adhomai.&lt;br /&gt;
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Word passed amongst the Tajara at the work camps about the possibility that Vahzirthaamro still lived as many pre-war intellectuals gathered with him in private. They spun every possibility of a government, even discussing adopting human political systems as they gathered workers, fighters, poets, and philosophers to form an organized nation as they spread their ideas to the guards of the facility, a majority of which who were old peasants under the Azunja family who thought the entirety of the nobility had been executed. Delighted to see his return, they joined his side and swore allegiance to his family once more.&lt;br /&gt;
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In 2449, in the middle of the night, Vahzirthaamro was released in secret along with the entirety of his retinue, as they quickly spread from town to town, asking for assistance from newly appointed officials and workers. Before long, the reminiscent families of the Kaltir region were happy to rejoin their flock. By 2450 his claim to rule had spread to all of Northern Harr&#039;masir, and the New Kingdom of Adhomai officially seceded as an independent nation under the newly declared King Vahzirthaamro Azunja. He then led the Kingdom for the next decade, managing the balance between the different factions within the government and the ongoing war. Vahzirthaamro became a unifying figure for the population. After successfully securing Kaltir&#039;s ancient lands and negotiating the armistice that brought the end to the war, King Vahzirthaamro passed away in 2463. His niece, Shumaila Azunja, inherited his throne.&lt;br /&gt;
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===Queen Shumaila Azunja===&lt;br /&gt;
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[[File:Shumaila portrait.png|200px|thumb|right| A portrait done of Queen Shumaila Azunja, holding the ceremonial orr&#039;bu s&#039;rrendar, circa 2460.]]&lt;br /&gt;
Shumaila Azunja was born in 2431 in Northern Harr’smirr, as the daughter of one of the kingdom’s princes. She survived the Republican slaughter by being hidden away among the peasantry, raised in secret by individuals still loyal to the old ruling dynasty. From a young age, Shumaila began to participate in secretive royalist circles within Kaltir. Here, she began her service to the kingdom by helping distribute leaflets proclaiming the coming of the New Kingdom of Adhomai. When the uprising broke out in 2450, she joined the new Imperial Adhomian Army. Shumaila then rose through the officer ranks quickly, becoming a commander in the Jabrut Almumalik and establishing a name for herself on the front.&lt;br /&gt;
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Many of those who served under Shumaila describe her as being a woman of unbreakable will, never faltering as casualties stacked or as barrages shattered the ground around her. Some even say she wouldn’t even blink at the sight of the PRA’s dreaded tanks rolling towards the lines. For her exploits in the war’s 2459 offensive and the defense of the Vlrralkhzazhul line, Shumaila came to be known as “The Storm of Harr’smir”, matching her iron will with a burning fury to destroy the kingdom’s enemies. &lt;br /&gt;
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In 2460, after meeting with several prospective heirs, King Vahzirthaamro had chosen his niece Shumaila to serve as the Crown Heir. Although the majority supported this decision alongside most of Parliament and the nobility, a large fraction remained wary of the decision of a military leader over other options. However, this opposition has shrunk over the past few years. Shumaila remains strong on her position of expanding the military, but she has also spoken about increasing ties to the galaxy’s Megacorporations to modernize the New Kingdom. Nor has she made any comments regarding changing the democratic systems of Parliament and the Chamber. Coupled with her public appearances and active presence in the newspapers, many woes and worries of her ascension have been dissuaded. &lt;br /&gt;
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Since entering the public eye in 2459, Shumaila enjoys much support from the women of Kaltir. Many look to her as an inspiration, buying “military” style jackets to emulate her look, given that Shumaila became one of the few Tajara women to lead a nation. However, this fame has also led to calls from the nobility and her family to choose a husband. Shumaila retains that her marriage comes after her coronation. She was finally crowned in 2463 after King Azunja passed away. Outside of continuing her uncle&#039;s legacy, her plans to the Kingdom are still unclear to the wide public&lt;br /&gt;
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Often called headstrong, Queen Shumaila&#039;s personality is very different from her predecessor. She appears calm and resolute during her public apparitions, however, rumors claim that she has frequent bouts of rage while in private. During her free time, Shumaila enjoys collecting and riding cars, playing Traiaz, and hunting. She has shown little to no interest in arranging a marriage to secure a direct heir.&lt;br /&gt;
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===Field-Marshal Vyakelas Klyuchevsky===&lt;br /&gt;
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Born in the Rasn’rr Empire in 2423, Vyakelas was just a young child when his family was deposed and removed from power in the First Revolution. Much of his dynasty was killed in the Njarir’akhran massacres and Hadiist purges that followed. But, Vyakelas and his siblings had managed to survive. They hid themselves among priestesses of Marryam that agreed to shelter them in exchange for what little riches they had left. During this time he began to engage with several priests and priestesses of the Mata’ke pantheon and learn more about the faith. Overtime Vyakelas began to develop a devotion to Rrredouane in the hopes of being granted better fortunes. He also grew a bitterness towards Hadiism for its anti-clericalism. His siblings went on to become priests while Vyakelas had managed to enter a military college. He left it a low-ranking infantry officer in the People’s Army and was stationed in Harr’nrr. &lt;br /&gt;
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News of the coming royalist uprising came to him through a close associate who believed Vyakelas to be a sympathizer. While Vyakelas initially sought to report him, he eventually decided to join the rebellion for unclear reasons. Vyakelas has given many claims for why he came to fight for the NKA over the years. At times he has said that he viewed the NKA as the proper form of Tajara governance, or that he left that his association with a conspiractor would get him purged anyways, or that he simply wished to test his skills on the battlefield. Since the armistice Vyakelas sticks to saying that he joined the royalists to reclaim his family’s old prestige. &lt;br /&gt;
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With the outbreak of the uprising in 2450 Vyakelas served as a Jabrut Almumalik for the first two years of the war. But he was promoted to service as a Grand Duke’s replacement for Mrraka’te’almalik when said Duke was told that he would be sent to aid Royalist forces on Amohda. For 8 years Vyakelas fought alongside Amohdan royalists against the ALA and People’s Army on the isle. With the signing of the non-aggression pact between the NKA and DPRA he was moved to Harr’masir with his forces to assist in the 2461 offensive. His knowledge of PRA tactics proved useful on the field but he struggled to achieve victory in Amohda all the same. For this, Vyakelas blames the NKA’s preference towards its navy over its land army. While his failures would be blamed on the lack of attention given to the Imperial Army he was swift to credit his victories to himself and his patron god of Rrredouane. He had also met with Queen Shumaila, then royal heir and a fellow Mrraka’te’almalik, and a friendship formed between the two. &lt;br /&gt;
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With the armistice, Vyakelas was allowed to remain in his position and continue overseeing the operations of the Imperial Army. His growing dislike of the Imperial Navy became clearer overtime as more and more of his reports demanding industrial support be taken from the navy and put into the army became circulated in the government and public. A brewing rivalry between himself and the admiralty has become the subject of much speculation and rumor. Grand Admiral Mahtra Dynhas in particular has had few good words to say about Vyakelas in his interviews, even going as far as to disparage the man for his failures to convince his siblings to immigrate to the New Kingdom. The animosity became mutual quickly. With his ascension to Field-Marshal by Queen Shumaila, Vyakelas has gained the authority he may need to finally institute his dreams of a new model Imperial Army. &lt;br /&gt;
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Vyakelas is a polyglot with an interest in studying Tajaran and alien languages, described by some as even able to speak a few phrases of Sinta’unathi. Though once awkward in the parties and galas of noble life that changed with his marriage to a Amohdan noblewoman in 2456, with whom he has had several children since. Much of his time away from his duties after the war is spent with them at a villa outside of Kaltir. &lt;br /&gt;
&lt;br /&gt;
[[File:Marshal portrait.png|200px|thumb|left| A portrait of Rrhazhal Zarkradar&#039;Akhan, circa 2420.]]&lt;br /&gt;
===Rrhazhal Zarkradar&#039;Akhan===&lt;br /&gt;
&lt;br /&gt;
Rrhazhal was born in &#039;2380 to the noble Njarir’Akhran Zarkradar&#039;Akhan line, however, he was a legitimized bastard of a Zhan-Kazan maid. As the youngest of his brothers, Rrhazhal was sent into the service of the Azunja family as King Farkhanzirhal Azunja&#039;s servant at the age of 10. King Azunja noticed the young child had a talent for philosophy and strategy. The two had many intellectual discussions together as Rrhazhal quickly became a trusted advisor of King Farkhanzirhal by the time he was 20. At this time, King Azunja decided he trusted Rrhazhal with protecting the life of the newly born Vahzirthaamro. On the eve of the First Civil War, Rrhazhal was tasked with training the peasantry of Kaltir in order to defend their fiefdom and nobility against attackers. When Kaltir was annexed by the People&#039;s Republic of Adhomai in 2432, Farkhanzirhal frenziedly ordered Rrhazhal to hide Vahzirthaamro before People&#039;s Republic soldiers stormed the palace, killing almost everyone. From then on Rrhazhal Zarkradar&#039;Akhan personally accompanied Vahzirthaamro Azunja as his protector and chief advisor.&lt;br /&gt;
&lt;br /&gt;
In 2450, once the New Kingdom had officially declared independence from the People&#039;s Republic of Adhomai, Rrhazhal Zarkradar&#039;Akhan was promoted to the rank of Field-Marshal personally by King Azunja, and oversaw all military operations inside of the New Kingdom of Adhomai. Respected for his tactical skill but notorious for his radical belief that a compromise is not possible and a complete return to the old nobility is Adhomai&#039;s only option for peace, Rrhazhal Zarkradar&#039;Akhan is one of the oldest nobles left on Adhomai. After the Second Revolution’s conclusion Rrhazhal Zarkradar’Akhan finally retired in 2464. His replacement took over following a ceremony held in Rrhazhal’s honor. Since then Rrhazhal has lived peacefully and privately in a manse owned by his lineage in Kaltir. It is believed his lineage is working towards cataloging his long life for a memoir. &lt;br /&gt;
&lt;br /&gt;
Rrhazhal is old-fashioned, methodic, and extremely loyal. Accustomed to the strict military life, he rarely deviates from his routine. Zarkradar&#039;Akhan is notorious for his lack of sense of humor. Rrhazhal&#039;s sharp mind began to show the signs of his age after the death of King Azunja; he sometimes forgets details and has trouble remembering previous days. His status as a mixed Tajara who held such a high position has made him a significant figure for those who advocate for the Kingdom’s mixed citizens. In his sparse free time, Rrhazhal enjoys practicing wood carving. &lt;br /&gt;
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===Grand Admiral Mahtra Dynhaas===&lt;br /&gt;
[[File:dynhaas portrait.png|200px|thumb|right|A commissioned portrait of Grand Admiral Mahtra Dynhaas from his book cover, done in 2463.]]&lt;br /&gt;
Hailing from a royal cadet line and born in 2402, Dynhaas followed his father and brothers to join the Das’nrra Empire’s navy at a young age. When the First Revolution came, naval losses coupled with the rebel conquest of Das’nnra resulted in Dynhaas, the last man left of his line, surrendering and being imprisoned. With the war’s end in 2432, Dynhaas was offered a pardon by the Party in exchange for developing the Republican Navy. He would come to accept this over the alternative of death. &lt;br /&gt;
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Accepting his defeat and believing that the age of nobility came to an end, Dynhaas came to view the Republican Navy as his new purpose in life. He worked to advance it alongside other pardoned nobles and founded the Oceanmasters Lounge, a private club within the naval officer corps. This path in life would change with the announcement of the New Kingdom of Adhomai. Believing that a way to restore the old glory days of kingdoms laid with the NKA, Dynhaas began to plan a revolt. Partnering with other sympathetic admirals, he had the Republican Navy’s Grand Admiral and several other loyalists killed on a fateful night at the Shastar Naval Base before fleeing eastwards in 2450. In the same year that the New Kingdom was declared, Dynhaas delivered them the strongest naval force Adhomai had ever seen. King Azunja had declared him the Kingdom’s Grand Admiral shortly after meeting with Dynhaas in Miran’mir. &lt;br /&gt;
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With the Republican Navy&#039;s command almost crippled and the ALA unable to compete with their dominance of the sea, Dynhaas used his fleets during the war to support and supply the Royal Army while helping smash the enemies of the New Kingdom. The artillery barrages of his ships were important in coastal battles during the NKA&#039;s offensives while their supremacy saved the Royal Marines from certain destruction following the failed Ras&#039;nrr expedition. The prestige of his position made Dynhaas an instant celebrity in the NKA as well. Many propaganda reels and photos showed him as a majestic lord of the sea, something he capitalized on heavily to present himself as the very pinnacle of noble glory. Always well-groomed, well-dressed, and impeccable at talking despite whatever circumstances he was in, Dynhaas never passed the opportunity to host an interview. Most notable was Dynhaas&#039; interview on his opinions of xenos of the S&#039;rand’marr coalition, conducted on his capital vessel while it sieged Nal&#039;tor in the final stages of the war. His statements on Unathi and Skrell were less than positive. After the expulsion of the People&#039;s Republic from Harr&#039;masir in 2461, Admiral Mahtra infamously ordered the Royal Navy to engage in an unrestricted bombardment campaign of the eastern Hadiist coast. Cities and villages were targets of frequent naval artillery strikes; the battleships shelled military and civilian targets indiscriminately. The Navy infamously used incendiary shells during these attacks, causing entire neighborhoods to be engulfed in firestorms.&lt;br /&gt;
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Post-war, Dynhaas went on several speaking tours in the first year of the armistice. Traveling from city to city, his public events were used to promote his upcoming biography and drew crowds in the tens of thousands. Politically, he maintains that the future of the NKA always lies within the navy, and that the industry of the New Kingdom must always retain a heavy focus on their shipyards. Dynhaas has also been vocal in his beliefs of a stronger monarch, often using the emergency powers King Azunja had as an example of the strong benefits that could come with such. He is yet to comment at all on his supposed rival, Mira&#039;zkui, at all. Vyakelas Klyuchevsky’s promotion to Field-Marshal has brought their grudge to the forefront of the New Kingdom’s tabloids and gossip. &lt;br /&gt;
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Mahtra is an infamous glory hound; his boisterous and prideful personality is often the source of much interpersonal conflict. Dynhaas can not go long without telling war stories or exalting his actions during the previous conflict. Among the Royalists circles, the Grand Admiral is either loved or hated. Mahtra is never seen out of his fancy dress uniform adorned by a large roll of medals.&lt;br /&gt;
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===Grand Duke Akym Yudenikh===&lt;br /&gt;
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Born in the Das&#039;nrra Empire to a noble family in 2412, Akym Yudenikh survived the First Revolution by escaping to Northern Harr&#039;masir and hiding his identity. After the Hadiist occupation of the Kingdom of Kaltir, Yudenikh joined the People&#039;s Republic bureaucracy; he became responsible for the administration of the local rail system. Akym was infamous for his corruption; he frequently sold permits, disregarded contraband reports, and accepted bribes. &lt;br /&gt;
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Because of his background, Akym was contacted by the underground royalist movement. He quickly became one of the main supporters of the group; he used his position within the Hadiist government to secure supplies and funding for the incoming uprising. Weapons, machinery, and ammunition were diverted to the Royalist cells. Akym was awarded the title of baron, a seat in the parliament, and some land confiscated from the People&#039;s Republic when Vahzirthaamro returned. However, his ambitions did not stop there. Using the money made from his time as a Republican bureaucracy, alongside whatever profit he could extract from his new holdings, Yudenikh continued to acquire more estate. Newly liberated farms were sold to him at a meager price thanks to his connections within the government. In a question of years, he became a Grand Duke and one of the major landowners of the New Kingdom. Akym controversially used prisoners of war as workers in his plantations during the Second Revolution as part of deals with the military.&lt;br /&gt;
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Following the Armistice, Akym Yudenikh now leads the Royalist Party; his main mission is to maintain the status quo. The continuation of the constitutional monarchy and the privileges of the nobility align perfectly with his interests. He is one of the major supporters of further deals with megacorporations. Grand Duke Akym is not afraid to use his position to protect his interest in the parliament. Under his vision, prosperity for the New Kingdom means more power and wealth to its elite.&lt;br /&gt;
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While Akym might appear friendly and easygoing at the first sight, this facade hides treacherous tendencies. The Grand Duke only keeps a secret if it benefits him directly; anything else is fair game in the social game of the New Kingdom&#039;s nobility. Thanks to this behavior, Yudenikh has his clique of noble friends who frequently support each other in political and personal affairs. As a lover of the finer things in life, the Grand Duke likes to hold feasts, bet on Zhsram races, and collect bottles of Nm&#039;shaan Liquor.&lt;br /&gt;
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===Prince Serhiy Oliinyk===&lt;br /&gt;
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Born as the third son to a family of Njarir&#039;Akhran in 2434, Serhiy Oliinyk&#039;s life was profoundly affected by events over which he had no control. Raised in a household of avid royalists supporters, Serhiy was exposed to his parents&#039; ideology since his youth. However, the boy had his reservations in regards to the possible return of the monarchy; he doubted that they could truly avoid the mistakes of the past. For his support during the uprising in Northern Harr&#039;masir, the patriarchy of the Oliinyk family was given a seat in the parliament, a title of nobility, and a modest tract of land. Serhiy mistakenly believed that he could escape his bloodline&#039;s obligation thanks to his status as the third child. He already had a passion in his life: playing the P&#039;rrama.&lt;br /&gt;
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The war was cruel to the Oliinyk. Serhiy&#039;s brothers were killed while serving the army. This put him in an uneasy position as the heir of a parliamentary seat. The growing debt forced his father to sell whatever land they had left; the Oliinyk had officially joined the ranks of landless nobility. The final blow came in 2459 with the bombing of the Parliament; Serhiy inherited his progenitor&#039;s seat after his demise in the attack. The young musician was thrown into the midst of the New Kingdom&#039;s politics. Influenced by his social status and beliefs, he aligned himself to the Commoners Party.&lt;br /&gt;
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If he is truly unable to escape his fate, Prince Serhiy decided to make the best out of it.  Because of his age and a family full of martyrs, Serhiy became the Commoners Party&#039;s main spokesperson. Convincing the Queen to support the Populists will not be easy; the Conservatives and Absolutists are far more powerful and influential. A powerful strategy is necessary to guarantee the Commoners Party triumph in the parliament. Serhiy plans to retire from politics after the hereditary parliamentary positions are abolished and the Kingdom is fairer to its population. He hopes to return to his greatest passion: music.&lt;br /&gt;
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Prince Oliinyk is a reserved person who prefers the company of his few trusted friends to the parties and neverending social schemes of the New Kingdom. Serhiy tries his hardest to separate his role in the parliament from his private life; he relies mostly on political alliances instead of his friendships to gather support. Besides his passion for music, Oliinyk enjoys frequenting Kaltir&#039;s theaters.&lt;br /&gt;
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===Count Tscherim Sanguszkho===&lt;br /&gt;
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Hailing from a cadet house of the Rrhakaslov dynasty, Tscherim Sanguszkho was born in 2433 shortly after his family escaped to Kaltir to avoid the First Revolution&#039;s massacres. He was raised on a small farm frequented by disposed nobles and royalist sympathizers. Sheltered from the rest of Adhomai, he grew only knowing the world only through the nostalgic tales of pre-contact Njarir&#039;Akhran, The Sanguszkho family was quick to offer their support to King Azunja when he returned; the Tscherim&#039;s father was given a seat in the parliament. Tscherim became a low-ranking officer in the army.&lt;br /&gt;
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Tscherim Sanguszkho&#039;s military career came to an end in 2460 when he was gravely wounded in combat. Taking advantage of his pension and family&#039;s position, Tscherim spent the next years in gentlemen&#039;s clubs. In these places, he entered into contact with radical Absolute Royalists and became deeply interested in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric beliefs]]. Tscherim founded his organization in 2462: the Njarir&#039;Akhran Renewal Fraternity. Drawing inspiration from the stories of an idealized pre-First Contact society, the ideology known as Revival Royalism was born from the Fraternity&#039;s meetings. Posing as a regular club, Tscherim was able to introduce other nobles to his ideals. Knowing that the task of enforcing the old order was not an easy one, Sanguszkho chose a common enemy to unite the kingdom against: the Tajara of mixed heritage.&lt;br /&gt;
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Tscherim&#039;s plan came to fruition when his father died in a car accident in 2463; he inherited a landed title, a state, and a seat in the Parliament. Shortly after, the Njarir&#039;Akhran Renewal Fraternity opened its membership to the public and made its intentions clear. Thanks to a deal with the Officers and Royal parties, the Fraternity became the fourth faction in the Parliament. Despite being the leader of the smallest Party, Count Tscherim has already begun to plot to slowly introduce his ideology into the New Kingdom.&lt;br /&gt;
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Tscherim is commonly described as eccentric, volatile, and intelligent. The Count is prone to descend into long, grandstanding rants - for every subject, he has a strong opinion that is bound to divide the room he is in. Sanguszkho&#039;s demagogic tendencies have earned him a fair share of allies and enemies. Aside from his interest in esoteric ideas, Tscherim is a heavy drinker who frequently visits all kinds of pubs.&lt;br /&gt;
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===Ser Mrakhanjurl Ii&#039;rka===&lt;br /&gt;
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Mrakhanjurl was born in 2422 in a Zhan-Khazan family in a small village outside Olska. He received little education nor traveled far outside his village. As soon as he came of age at 16 he joined the rest of the village mining bauxite ore to be shipped to Olska to make aluminum. He eventually lost both parents to lung cancer from the mine&#039;s poor ventilation before he was 23. In 2452, when he was 29, he traveled with a dozen other Zhan-Khazan miners several miles to Olska to join a protest against the new legislation of President Hadii that was meant to crack down &#039;subversive elements&#039; that many felt were unfair to Zhan-Khazan. The army was called in and brutally repressed the demonstration, which saw Mrakhanjurl narrowly escape with his life. He returned to his village to find that it had been torched by the republican army for housing subversive agitators.&lt;br /&gt;
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Mrakhanjurl mourned the loss of his village and was picked up by rebel militia, who revealed that they had managed to provide early warning to the village and evacuate over a dozen people, but the army had managed to find and kill all but a handful of survivors. In gratitude for the rebels dying for his village, and to avenge the deaths, Mrakhanjurl joined the armed resistance that eventually joined itself under the New Kingdom of Adhomai. In a very short few years became a remarkable marksman, gaining the most recorded kills of any Tajara sniper. Current New Kingdom estimates put Mrakhanjurl&#039;s kill count at 285, 32 of those enemy PRA snipers.&lt;br /&gt;
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Mrakhanjurl also managed to evacuate countless civilians from Republic territory to northern New Kingdom holdings. During the famous &#039;&#039;Rout of the 2nd Battalion&#039;&#039;, in which New Kingdom defenders unsuccessfully attempted to prevent Republican forces from capturing Baltor, Mrakhanjurl assumed command of the 4th Company after both its leading officers had been killed by sniper fire. Despite a serious gunshot wound to the leg Mrakhanjurl began shouting orders and rallied the shattered defenders, who were the last line of defense between the advancing Republic forces and thousands of refugees attempting to flee the city. The &#039;&#039;Rally of the 4th Company&#039;&#039; on 2456 successfully managed to delay advancing Republic troops long enough for thousands of more refugees to escape into New Kingdom territory who would otherwise face atrocity.&lt;br /&gt;
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For his bravery and growing fame (which was now considered too important to risk in the war effort), Mrakhanjurl was given the Order of the Victorious Sun, the highest honor in the New Kingdom, as well as being the first Zhan-Khazan in history to be given the noble rank of Ser. He remains a hero to the Zhan-Khazan and the New Kingdom.&lt;br /&gt;
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===King of the Mountains Rustam Harmaliik===&lt;br /&gt;
[[File:harmaliik portrait.png|200px|thumb|right|A portrait of the king in his riding regalia, done in 2454.]]&lt;br /&gt;
Rustam Harmaliik was born in 2427 as the son of a deposed Njarir&#039;Akhran noble family. He spent most of his youth in the rural region of Harr&#039;masir, where he had contact with some groups of Rhazar&#039;Hrujmagh that inhabited the region. As an adult, he found employment in law enforcement and was sent by the People’s Republic to support the efforts to settle the rock nomads of the Harr’masir region in 2448 as a Republican official.&lt;br /&gt;
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While working alongside the authorities to make sure that the nomadic Zhan would accept and adopt a sedentary lifestyle, Rustam grew more interested in their culture and became skeptical of the Hadii’s regime and how they were treating the Rock Nomads. Unrest among the Rhazar&#039;Hrujmagh soon followed, and Rustam would try to offer his support in any way possible, such as sabotaging equipment shipment or relaying misleading intelligence. The government soon realized his treason, forcing Rustam to abandon his post and escape into the wilderness.&lt;br /&gt;
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Rustam found shelter among a caravan of the Rhazar&#039;Hrujmagh, and soon adopted their way of life. Unrest and resistance continued among the rock nomads, and Harmaliik joined their struggle against the People’s Republic. With the New Kingdom’s rebellion, the control of the region waned and the Republican efforts shifted to other problems, which allowed the nomad resistance to blossom into guerrilla warfare. Rustam climbed the ranks of his caravan’s forces, winning prestige and favor by leading them against the Republican forces.&lt;br /&gt;
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The second revolution happened, and the Rhazar&#039;Hrujmagh resistance continued. Rustam assumed the leadership of his adopted caravan and aimed to acquire more support among the other Rock Nomads. Through the years of the conflict, he gathered more men and wagons under his command, through diplomacy or conquest, but limiting himself to defensive tactics, ambushes, and raids. The political stance of Harmaliik has always been one of neutrality in the conflict, never compromising fully with the Adhomai Liberation army, due to his Njarir’Akhran origins and monarchist sentiments, and never declaring any support to the New Kingdom, in fear of losing the trust of his fellow nomads, &lt;br /&gt;
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Due to a republican offensive against the nomadic guerrillas in 2461, Rustam decided to declare himself the Almalik’Rhazar, a word roughly translated as &amp;quot;leader of the mountains&amp;quot;, following an ancient nomadic tradition that allows the largely independent Rock Nomad caravans to elect a ruler among themselves. This decision alienated him from his ALA allies and the other nomads, forcing him to side with the New Kingdom of Adhomai. Harmaliik and his caravans have joined the kingdom war effort. He and his people were later granted the southeast territories of the New Kingdom for their support during the conflict.&lt;br /&gt;
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===Brother Mikhail Ordau===&lt;br /&gt;
Little is known about Mikhail Oradu’s parentage. He was given to the Parivara at a very young age, left on the doorstep of Miran&#039;mir&#039;s abbey. Thus the Family took him in as they do many small children, teaching him and educating him about S’rendarr and Messa. Mikhail was an accomplished writer for his age, but a speech impediment left him at a disadvantage when it came to oral presentations. The boy was known to be bookish, and spent much of his free time in the abbey’s library as well as its restricted section, thanks to his close friendship with the abbot.&lt;br /&gt;
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He had an unusual interest in the sciences for a clergyman. As the Second Revolution loomed ahead, and whispers of splitting from the Republic crept into the local city, he busied himself with reading and tending to the monastery’s garden. Eventually, Miran’mir and all of northern Harr’masir split from the Republic to form the New Kingdom. With the war came plenty of hardship, and the Priests of S’rendarr did their best to help alleviate the tragedy amongst the peasants.&lt;br /&gt;
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With little farmable land and a severe manpower disadvantage, the New Kingdom struggled to provide for its people. Starvation was a very real threat, and the abbey’s garden was not sufficient. A conflicted Mikhail turned once again to the abbey’s library and science for an answer; and, as though a miracle from the Suns themselves, one came. He discovered an ancient text detailing breeding methods for slaves, from long before the First Revolution. Suggestions on how to pass on desirable traits and mannerisms; to breed subservience. Controversial, but an unknowing descriptor of genetics and hereditary traits.&lt;br /&gt;
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It was armed with this knowledge that Mikhail set about breeding new plants. Earthen roots, dirt berries, and more were cultivated for generations by Mikhail, aiming to pass on traits like hardiness and vitality. The plants became much more accustomed to growing in harsh conditions thanks to his work, and as the New Kingdom pushed back the Republicans and gained more territory, these hardier plants were easier to grow in the shell-shocked muddy battlefields. The threat of starvation became less and less pressing as more and more farms could deal with the way the war affected the terrain. For his efforts, Brother Mikhail was afforded a personal audience with the King.&lt;br /&gt;
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===Oleg Al&#039;Mor===&lt;br /&gt;
Born Oleg Murkov Al-Al’Mori in 2400, Oleg was a teenager when humanity stumbled upon the Tajara. His simple life of working and indentured servitude was suddenly upended with the influx of new ideals; he and his family, along with a contingent of other refugees of war avoided the conflicts erupting across the planet by staying in the mountains of Northern Harr’masir. To pass the time and keep themselves entertained, the telling of fireside epics became common. Oleg was noted to be imaginative with his tales even then, regaling other Tajara with stories of war and love.&lt;br /&gt;
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Eventually, however, the nomadic hunter-gatherer life in the mountains could no longer support their numbers, and Oleg’s group descended from their hiding place. By this point, rebel armies had mostly taken hold of Kal’tir and the surrounding areas, giving Oleg relative freedom. When the war finally came to an end in 2432, Oleg was well known as a traveling bard and performer who earned his living using his creative skills entertaining war-weary soldiers and newly freed slaves. The stability that came with the formation of the People’s Republic afforded Oleg the opportunity to settle down in Kal’tir once again, where he took an interest in the local theater scene.&lt;br /&gt;
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His first play, The Jester’s End, pioneered the form of black comedy and was a throwback to the days of servitude. Over the course of his career in Kal’tir, Oleg penned many more plays under his pseudonym Oleg Al’Mor, out of fear of inviting reprisals from the People’s Republic. Oleg’s plays were often scandalous or controversial for challenging the traditional morality held by Tajara. However, as time went on, his works became formulaic and much less shocking, and thus by extension more palatable to the average Tajara. Black comedy found a good home amongst the countless war veterans of the First Revolution.&lt;br /&gt;
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Oleg considered himself an intellectual, and when the New Kingdom of Adhomai split from the People’s Republic he was an outspoken supporter. He and his family had experienced the benefits of the old ways, and with his considerable wealth from play royalties, he financed the New Kingdom with donations. Sadly, Oleg Al’Mor passed away in December of 2460 after completing his final work. The play, titled A Maiden’s Voyage, was particularly well-received, with even the King himself getting a private showing. Many of his works are still performed in theaters all over the New Kingdom’s territory.&lt;br /&gt;
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==Others==&lt;br /&gt;
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===Father Valyan K&#039;rrirran===&lt;br /&gt;
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&#039;&#039;&amp;quot;From the stars, he saw Adhomai&#039;s cities and mountains become nothing more than specks. When he beheld the planet from far away, he realized that it was a small dot within this vast new galaxy. It was then he saw how truly special our homeland and our people are.&amp;quot;&#039;&#039;&lt;br /&gt;
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&#039;&#039;-Father Valyan K&#039;rrirran, written as the ending to the prologue in his novel &amp;quot;An Introduction to The Twin Suns&amp;quot;, 2430.&#039;&#039;&lt;br /&gt;
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Born in 2406 to a family of merchants in Dras’nrra, Valyan chose to join the faith at a young age, and became a fully-fledged Priest of S&#039;rendarr in the midst of the First Revolution. It was during this time that Valyan had also become one of the first few Tajara to leave Adhomai. Settling on Xanu Prime in 2426 and remaining there until the war’s end in 2431, Valyan provided much of the first glimpses into the theology of the Tajara during this time. He, later on, returned home after publishing his novel written in Tau Ceti Basic on the history of the S’rendarr and Messa. Following the Second Revolution, he had replaced Walid Al’qat as The Father of the Parivara after Al’qat died of heart failure. Since gaining his position in 2462 the new Father has already demonstrated to Adhomai that he is able to rise to the task of leading the Parivara. Alongside his archivers, he had revealed misinterpretations in the vows of the Suns Sisters and amended the Vow of Silence to the original Vow of Whispers. &lt;br /&gt;
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The Father has kept this momentum of progress going forward. In the same year, he began to assist with several archeological digs across Adhomai to gather more information on not just the history of the Suns faith, but also of the Tajara people. Much of this collection is digitalized and shared through a newly developed site (Simply dubbed “Parivara and Tajara History.pra”.) made by an influx of well-educated acolytes. Now, any curious Tajara or alien can find a trove of information on the Parivara and new details on the species’ history. This mix of preserving old traditions alongside progressing aspects of the church has made Valyan popular among the younger generations of Tajara, kindling their interest in the faith. K’rrirran once again made a historical change as he became the first Father to leave Sana Sahira. He embarked on a journey to each country’s capital to petition their governments for support for Parivara orphanages. K’rrirran returned largely successful and with his standing among the faithful of Adhomai heightened. &lt;br /&gt;
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However, Valyan is not free of any controversy. Some conspiracy theorists believe that he could have had a hand in the death of the previous Father, citing the lack of provided medical care and the quick selection of Valyan as the new Father. Others point to his connection to the revitalized Kin of S’rendarr and believe him to be funding the Kin, supplying them with off-world equipment and arms to continue their war against whoever is deemed the faith’s enemy. Nonetheless, these are regarded as little more than baseless rumors by much of the population. K’rriran’s PRA leg of his 2464 journey was also plagued by local disinterest in Nal’tor and an inability to dissuade anti-religious sentiments.&lt;br /&gt;
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===Tufir Nazzirai===&lt;br /&gt;
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Tufir Nazzirai forever changed Adhomai with six laser pistol shots in 2451. Very few details are known about the Zhan-Khazan. It is known that he was a member of the People&#039;s Strategic Intelligence Services where he served as a field agent. It is known that he was 26 when he carried out the assassination of Al&#039;marii Hadii. It is known that he had used an energy pistol, an advanced and rare weapon for a Tajara on Adhomai. Any other records of him have been removed from archives in the PRA by the PSIS. Many believe that only the upper party will know the full truth of Tufir Nazzirai. Theories abound about the Tajara and his motives. Some think that he was a double agent working for the Sol SIIB, received his pistol from them, and killed Al&#039;marii Hadii on their orders. Some think him to be a Crevan who killed Hadii for clamping down on his city&#039;s businesses and causing economic turmoil. Some point to him as a Zhan-Khazan frustrated with his people&#039;s suppression who had decided to take revenge on the man behind it all. If one was to ask a dozen Tajara about it they could receive a dozen different answers. The lack of clarity about Tufir, his motives, and swift hidden trial and execution opens itself to boundless theorization and propaganda usage.  &lt;br /&gt;
&lt;br /&gt;
Tufir&#039;s legacy is one that cannot be avoided. His name is associated with betrayal and disaster of the highest scale. The PRA maintains that he was a monstrous reactionary who had done the murder to try and end the dream of Hadiism and that his Zhan-Khazan genetics&#039; contributed to his desire for murder. The Al&#039;mariists see him as a corporate agent who killed Hadii for NanoTrasen after Al’marii pulled back on deals with the shadowy corporation. But, for some, Tufir Nazzirai became a martyr. Citizens of the NKA point to him as a hero, despite his position, for killing the man that founded the PRA. Conservatives in the DPRA hold similar views as Al&#039;marii Hadii was the one who began the suppression of local cultures and religions. Zhan-Khazan groups will also claim him to be a hero of their people. But, no idols or statues for him exist anywhere on Adhomai and beyond. Every day Tufir as a person slips away further and further into legend and infamy. &lt;br /&gt;
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===Crown Voices===&lt;br /&gt;
Crown Voices are an all-female Tajara singing group hailing from the NKA, they specialize in vocal jazz and classical performances. Due to this, they have performed alongside a variety of bands providing musical accompaniment with the longest-lasting being a Zhan group called &amp;quot;The Underclass Brass&amp;quot;. While relatively unknown, the three members were lifted from the edge of poverty by Prince Serhiy Oliinyk, who saw potential in them. Their biggest performance was at the Kaltir Royal Theater, where they performed an album titled &amp;quot;Northern Frost&amp;quot;, written by an anonymous writer.&lt;br /&gt;
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The song was panned by royalist critics, accusing him of attempting to push &amp;quot;misguided Nateedist ideas calling them unity.&amp;quot; Yasmin Piaf surprisingly also spoke out against the group, accusing them of being an obvious and cheap copy.&lt;br /&gt;
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Still, the group reaped applause and general positivity from lower nobles and peasantry, establishing them as a popular band among the lower social strata.&lt;br /&gt;
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====Masha Il-Azura====&lt;br /&gt;
Masha is a Hharar, born during the later inter-war era she was only a child when the war began. She, however, lived a relatively well-off life as her father was a lawyer, allowing her to get proper musical education and graduate with honors. She and her family funded the band&#039;s early endeavors and with her help, they were noticed by prince Oliinyk. She is very quiet off-stage and prefers to avoid any interviews or conferences, many question why she even decided to become a celebrity. She does, however, seem very at ease with the other band members and when performing.&lt;br /&gt;
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====Ilvya  Kolovova====&lt;br /&gt;
Ilvya is a Zhan-khazan, born during the middle of the inter-war period making her the oldest member of the band. She is also the shortest of the three, despite being a Zhan-khazan, making her quite an oddity. She makes up for this with her forward and aggressive personality, as she was raised alongside 6 brothers on the streets of Kaltir. She is also the only member of the group with performing experience, as she provided musical accompaniment in multiple late-night bars. Due to her small size, she has the highest-pitched voice of the trio.&lt;br /&gt;
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====I’sha S’rremich====&lt;br /&gt;
I&#039;sha is an oddity even in the band, born during the late inter-war period she is only slightly older than Il-Azura. Born to a dockworker, she spent most of her youth doing hard labor, the sea shanties she&#039;d sing with her father are what eventually got her a well-off spot in a local bar. In this bar she would meet with Kolovova and eventually Il-Azura. She is cool, levelheaded, and slow to agitate, serving as the spokesperson and centerpiece of the trio. Her critics also describe her as ugly and boyish, as she refuses to wear a dress, on or off-stage, due to her rough upbringing.&lt;br /&gt;
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===Rikdar Al&#039;Manq===&lt;br /&gt;
&lt;br /&gt;
Rikdar was born on &#039;&#039;&#039;2429&#039;&#039;&#039; the noble Njarir’Akhran Bayan line in Nal&#039;Tor, with Bayan being his birth name. However, his parents were disappeared by Republic secret police in one of the frequent purges of Njarir’Akhran and he was put into state-run foster care.  He has raised in the &#039;&#039;House Of Young Patriots&#039;&#039; orphanage until he was adopted at 14 to Hharar parents and took their last name of Al&#039;Manq. As he was going to school his parents and teachers immediately took notice of his artistic abilities and interest in painting, which the orphanage had initially tried to discourage. In 2446, when he was 18, Rikdar won an art contest where he submitted a portrait of his Environmental Geology teacher and gained a prestigious scholarship in the Nal&#039;Tor University of The Arts, a state-funded institution.&lt;br /&gt;
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Rikdar attended the university for several years, though his studies were sometimes interrupted or delayed by the periodic waves of anti-Njarir’Akhran demonstrations and violence that gripped the campus. However, he quickly became a prodigy amongst his peers. Al&#039;Manq&#039;s style of oil painting and doing portraits became a sensation in the capital, with the mayor and several city officials requesting their portraits done.  Rikdar graduated from university at 20 years old in &#039;&#039;&#039;2450&#039;&#039;&#039; with a Bachelor of Arts. Having already received several high-profile commissions, including the then-President Al&#039;Mari Hadii, whose portrait was done a week before his death. Al&#039;Manq managed to survive the resulting chaos across Adhomai following the assassination of Al&#039;Mari Hadii by the nature of his celebrity status, but his popularity remains confined within the major cities.&lt;br /&gt;
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At only 29 years old in &#039;&#039;&#039;2458&#039;&#039;&#039; the &#039;&#039;Al&#039;Manq Style&#039;&#039; has already become a famous style of painting across Adhomai. The Al&#039;Manq Style is noted for its use of rich oil-based paint that focuses on portraits and profiles. The colors are often bold or show rich texture and color. The hands of Tajara are painted without being anatomically correct. Critics blast Al&#039;Manq&#039;s apparent inability to draw hands correctly but Rikdar has stated that it&#039;s his personal style. This has influenced other artists, and many attempting to pay homage to Al&#039;Manq draw hands as stubby. Rikdar remains extremely popular on Adhomai. The People&#039;s Republic remains a quiet supporter of his work, and state officials pay him handsome commissions for their portraits to be done, though they frown on him taking commissions from New Kingdom officials as well. The Adhomai Liberation Army has painted Rikdar as just another nobleman and several members of the Liberation Army have given open contempt for his work.&lt;br /&gt;
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===Bloodstorm===&lt;br /&gt;
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Bloodstorm is a famous and infamous DPRA Heavy Metal Band that has surged in popularity with the younger “denier” generation. Those in this generation are categorized not only by refusing the current status quo, but also have a general disdain towards a complete return to Tajara roots or liberalization through corporations. Fans of this band are usually punks, anarchists,s and jaywalkers. While the band mostly operated inside the DPRA, during one of their galactic tours their citizenships were revoked, making it impossible for them to return to Adhomai. They currently preside in Mendell City.&lt;br /&gt;
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====Vargir Stenovich “Godslayer”====&lt;br /&gt;
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The lead guitarist of the group, Vargir Stenovich is known as the spokesperson of the band and the most controversial figures. Admitting to being a Raskara cultist in public and calling out the Parivara on their “bedding with the government”. Vargir has been involved in numerous scandals including protesting military parades, playing one of his songs next to a work camp without permission, and lastly ingesting drugs on live television and proceeding to slander the ALA for bombing the NKA parliament.&lt;br /&gt;
[[File:Bloodstorm.png|200px|thumb|right|Photo of Al-Atil at the Mztel&#039;Mir concert, &amp;quot;War Is Fuck, Let&#039;s Do It&amp;quot;, circa 2459.]]&lt;br /&gt;
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====Janos Al-Lung “Drowner”====&lt;br /&gt;
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Janos is the bassist of Bloodstorm and the only band member without a criminal record. He has frequently butted heads with Stenovich over the political extremities the band goes through to discredit not only PRA and NKA but also DPRA. Janos Al-Lung is currently the only member of Bloodstorm that is trying to re-apply for a DPRA citizenship.&lt;br /&gt;
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====Al-Atil Csihar “Nightmaster”====&lt;br /&gt;
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The vocalist, Al-Atil, is known for his “mrowl”, a high, long, yelp that is recorded as the loudest sound produced by a Tajara. He loves to interact with the public and often stays behind on the podium to sign autographs and fans using black or red spray paint.&lt;br /&gt;
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====Cecil Kernov “Bloodletter”====&lt;br /&gt;
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Cecil is the Drummer and has actually served time, unlike the other band members. Kernov has his nickname for a reason as he’s been charged with armed assault during his youth, which is how he met with Vargir. Later in life, he was arrested again, after he had brutally assaulted a fan who had climbed on stage with a drum, getting it stuck on said Tajara’s head and pushing him off the stage with a dropkick. This led to multiple fractures and long-term disabilities for the fan.&lt;br /&gt;
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====The Mist “Mih”====&lt;br /&gt;
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A yet unknown band member by the public, “Mih” remains anonymous always wearing a mask in public and never speaking. He plays the P&#039;rrama, an old Tajara string instrument, with 8 strings mirrored in a long horn-like pipe that extends to the ground which emits a loud, brass twanging noise described as an over-amped guitar. &amp;quot;Mih&amp;quot; has been under investigation multiple times, however, the enigmatic member always manages to avoid the authorities.&lt;br /&gt;
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&#039;&#039;&#039;Most Notable Albums Include:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Freezing Blizzard&#039;&#039; - An early, human metal-inspired album. &amp;quot;The Mih&amp;quot; was not a member at this time and the music avoids political messaging, mostly focused on heavy guitar riffs.&lt;br /&gt;
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&#039;&#039;War Is Fuck, Let&#039;s Do It&#039;&#039; - The &amp;quot;central&amp;quot; album of the band that rocketed them to popularity. Its anti-war messages resonated with a lot of the younger audiences who were tired of the usual acoustic and traditional sorrowful performances, preferring this new aggressive style.&lt;br /&gt;
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&#039;&#039;If Messa Was Here She&#039;d Be a Whore&#039;&#039; - A distinctly anti-Parivara album, attacking their behavior towards women and female priests. The Mih joins the band around this time, employing the now-iconic P&#039;rrama. While initially released to negative reviews, it slowly became a fan favorite.&lt;br /&gt;
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&#039;&#039;We Live in a Society&#039;&#039; - A very hateful album, attacking every faction on Adhomai, including the human Sol and Nanotrasen and their presence there.&lt;br /&gt;
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&#039;&#039;Shell In, Spine Out&#039;&#039; - Another anti-war album, the band&#039;s first attempt to create a narrative album describing the life of a dying soldier. Received both negatively and positively by the fans.&lt;br /&gt;
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&#039;&#039;S&#039;rrendar Loves You Except He Doesn&#039;t&#039;&#039; - The critique of Parivara escalates in this album, would remain unnotable if it wasn&#039;t for the recording of Cecil attacking a fan with the drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If You&#039;re Old You Should Die&#039;&#039; - A call to arms, actively encouraging the younger generations to overthrow the current system and drag all the politicians down. For many, this was a return to form, but also most likely the album that led to Bloodstorm&#039;s exile from the DPRA.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aemaq&amp;diff=24277</id>
		<title>Aemaq</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aemaq&amp;diff=24277"/>
		<updated>2022-04-10T02:47:43Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Culture */&lt;/p&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:Aemaq_pixel1.png|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Aemaq&#039;&#039;&#039; is an Elyran frontier world with one of the less populated worlds in the Republic itself. The planet is located in the al-Wakwak System, and dwells fairly close to the system’s star - resulting in a quite hard-to-inhabit environment on a planet dominated by vast chemical seas that cover upwards of 95% of the planet’s surface. The five moons orbiting Aemaq give these oceans often unpredictable behavior and tides, and extreme weather events are a common occurrence on its seas. The oceans of Aemaq are home to a vast amount of valuable chemicals and exotic maritime life, leading to the planet being fairly wealthy (if hazardous) and prosperous. The cities of Aemaq are built aboard hovering, anti-gravity magpulse platforms that hold them above the chemical seas, and they are shielded from the chemicals in the air by use of massive energy domes that protect the floating cities. Below these floating cities is an ocean teeming with life despite the chemicals, some of which can grow to titanic sizes. However, the oceanic life of Aemaq is remarkably docile towards humanity, with floating cities and massive sea creatures living side-by-side in the oceans.&lt;br /&gt;
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The Aemaqii capital of Rumaidair is a massive floating city, which has come to be viewed as the premier example of floating cities on the planet in the Republic of Elyra and beyond. Utilizing magpulse drives similar to those found on Medina, Rumaidair floats a comfortable hundred meters above the Aemaqii Seas as it travels around the planet. The city itself is renowned throughout the Orion Spur as a key area for the chemical industry with it being able to produce extremely rare chemicals in numbers unreachable elsewhere due to massive chemical “scoops,” that draw materials from the seas themselves. All cities are like Rumaidair with hundreds of magpulse plates holding them aloft above the ocean, each plate steadily pulsing and readjusting itself as the ocean swells below it. The lack of land to live on outside of these cities has kept Aemaq’s population relatively low, and only half a billion residents calling it home.&lt;br /&gt;
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Aemaq has an odd appearance when viewed from orbit: light reflecting off of the planet’s oceans leads to the world appearing to be a dark bluish-purple hue.&lt;br /&gt;
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==History==&lt;br /&gt;
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Aemaq was initially brought to the attention of the Republic of Elyra in 2352, when survey probes dispatched to the al-Wakwak System discovered that the planet was covered in seas of valuable chemicals. However, these same seas made the planet essentially impossible to colonize in the traditional manner: there was no land, the environment was remarkably prone to rapid temperature changes, and building standing platforms was impractical due to the highly-chemical nature of the Aemaqii Seas: they were hot, deep, and prone to extreme weather events that would easily damage conventional platforms. Many areas featured large concentrations of corrosive chemicals, further compounding the hazards and dangers of building platforms on Aemaq. Scattered attempts were made to construct platforms suitable for chemical refinement throughout the late 24th and early 25th century, with all of these attempts ending in failure and net losses the companies attempting them.&lt;br /&gt;
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The one major economic success on Aemaq prior to its formal colonisation were the so-called “sea scoop” vessels operated by Elco and generally based out of orbital stations. Originally designed by Jewel Aerospace, these were turbojet-powered aircraft capable of extra-atmospheric flight (via a rocket booster) that would enter Aemaq’s atmosphere, suck up chemicals from its oceans, then travel to an orbital refinery to deposit their cargo. From their first flights in 2358 until the formal colonization of the planet’s surface sea scoops were viewed as the most practical method of gathering Aemaq’s chemical bounty despite their costs. However, following the formal colonisation of the Aemaqii surface, many sea scoops have been phased out due to their cost of operation. Elco still operates a significant – though smaller – fleet of the vessels, and many Aemaqii have come to regard them as something of a “planetary cultural symbol” of Aemaq. Due to their quicker reflexes and cooler heads under pressure, many contemporary sea scoops are partially or completely crewed by IPCs, both free and owned.&lt;br /&gt;
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The dawn of applied phoronics technology in the early 2400s completely changed the nature of work and life on Aemaq. Magpulse, otherwise known as “hover tech” technology, initially pioneered on Medina in the 2300s by Osman Electrical Engineering, was made viable on a much larger scale thanks to phoron providing a greater power source for the magpulse drives in use. Magpulse drives could be made larger, more efficient, and more effective. The first modern magpulse drives were tested on Aemaq in 2421, in what would become the planetary capital of Rumaidair. The experiment proved to be a stunning success, and the following decades, along with significant investment by Elco and Osman Electric Industries, saw the planet rapidly become the center of Elyra’s chemical industry. With zero recorded failures, the magpulse systems of Aemaq remain a gold standard for the effectiveness of Elyran technology throughout the Orion Spur, and Aemaq remains the chemical hub of the Republic four decades after its initial colonisation.&lt;br /&gt;
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[[File:aemaq.png|An image of Aemaq from orbit, displaying its blackish-purple coloration when viewed from orbit.|thumb]]&lt;br /&gt;
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==Environment==&lt;br /&gt;
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The environment on Aemaq is a challenging one for human habitation due to its massive chemical seas. While the air is safely breathable for humans without long-term consequences, the natural rainfall on the planet is extremely caustic and hazardous. Most cities have large energy shields for the express purpose of stopping rainfall rather than the air. Temperatures on Aemaq vary wildly due to the massive seas: while it is typically cool and breezy (which can be seen in Aemaqii fashion), the temperature can rapidly increase when the planet’s typical cloud cover breaks. The increase in temperature from cloud breaks often agitate chemicals in the water, and fires are not uncommon at times.&lt;br /&gt;
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The waters of Aemaq are extremely hazardous to enter without proper protection, and swallowing even a cup of seawater can lead to severe consequences if not immediately treated. Some exceptionally caustic areas of the constantly-shifting chemical deposits that make up the Aemaqii Seas have been known to eat through plasteel hulls. As a result, all officially authorized vessels on Aemaq must be fitted with magpulse drives similar to the cities, if on a smaller scale.&lt;br /&gt;
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The seas of Aemaq are its primary, and arguably only, major feature. While the surfaces of the seas are well-mapped and charted, the deeper parts of the sea remain a mystery in most areas due to the fact that the seas rapidly become more caustic as one goes further down in depth, with anything below five-hundred meters in most areas being able to melt almost any man-made material. While there are some exceptions, such as the area around the floating city of Kulat and the south pole of Aemaq more generally, most areas of Aemaq have only really been explored to a depth of roughly 200 meters. The estimated ten kilometers beyond that are mostly unknown, aside from sonar images that are unclear due to background interference from noises below the surface and chemical interference. The occasional noise drifts up from the depths, but not much beyond that. &lt;br /&gt;
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===The Leviathans of Aemaq===&lt;br /&gt;
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Fauna on Aemaq are very unique: engorged on the chemicals present in the planet&#039;s seas, many creatures have grown to absolutely leviathan sizes. Some of Aemaq&#039;s so-called &amp;quot;sea leviathans,&amp;quot; can range to be as long as a kilometer, with the largest specimen ever recorded being officially registered as 2,108 meters in length. While these leviathans have opted to coexist peacefully with humanity since the colonization of Aemaq, they remain a constant presence in the minds of many colonists. The roars of larger leviathans can be heard for hundreds of kilometers in either direction, and fights between leviathans are both an awe-inspiring and terrifying sight, in addition to a major source of tourism for the planet and revenue for its entertainment industries. A genre of so-called “leviathan films” has formed around dramatizations of fights between Aemaq’s leviathans, and prominent films from the genre have found success throughout the Orion Spur.&lt;br /&gt;
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The leviathans of Aemaq are an extremely diverse category of species, and feature a variety of adaptations to excel in their chosen chemical environments. Due to the ever-shifting nature of Aemaq’s oceans, this means that these leviathans are typically migratory and gradually make their way across the planet’s ocean as they live their lives. Studies conducted on the leviathans have however revealed a common trait amongst them: they are remarkably intelligent. The leviathans of Aemaq are capable of communicating with one another, and some smaller leviathans have been observed using tools to gain an advantage over larger competitors. Interactions with humanity by the leviathans has been fairly limited, with most seemingly willing to stand back and observe humanity from afar. To what end this observation is intended is uncertain. However, there have been some instances of leviathans interacting with humanity. Most famous amongst these is the 2454 M.V. Qishlah incident, in which a kilometer-long leviathan prevented the Qishlah from sinking following a swamping by holding it out of the water. The leviathan disappeared back below the chemical waves of the Aemaqii Sea as soon as the Qishlah was able to move under its own power, and has not been officially seen since. However, sailors in the region near where the Qishlah nearly sunk report that they sometimes feel as if a large presence is following them from below the water.&lt;br /&gt;
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==Demographics==&lt;br /&gt;
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Due to the strict immigration controls of the [[Republic of Elyra]] the vast majority of Aemaq’s population consists of humans of Elyran origin or descent, with immigrant humans forming a small minority. The largest non-human population group is Elyran-produced IPCs of both the free and owned variety. Positronics have long been a part of life on Aemaq due to the hazardous environment of the planet itself and the need for quick reflexes in its sea scoops, both of which have naturally lent positronics a valuable niche in the planet’s economy. The few off-world humans that are citizens of Aemaq are most typically residents of its many orbital stations, some of which were not built with artificial gravity.&lt;br /&gt;
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The non-Elyran human population on Aemaq is, like its counterparts residing upon other Elyran worlds, generally worse-off than its native Elyran counterpart. They typically serve in low-income, low-skill, and dangerous positions in the many chemical plants and refineries in the planet’s floating cities, with few enjoying the benefits that the chemical industry brings to the rest of Elyra. Many of these immigrant laborers come from planets recently conquered by the nearby [[Empire of Dominia]], long the regional rival of the Republic. With no home to return to, and other refuges— such as the Coalition of Colonies and Republic of Biesel— they are far away, so many view their dirty, dangerous lives on Aemaq as the best they can have for now.&lt;br /&gt;
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==Economics==&lt;br /&gt;
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The beating heart of the Aemaqii economy is its chemical industry (often sarcastically referred to as the &amp;quot;water industry&amp;quot; by many locals), with upwards of two-thirds of the planet’s current population working in the chemical industry itself or in an adjacent industry. As a result of its massive workforce and readily-available supplies in the planet’s vast seas, the Aemaqii chemical industry provides an overwhelming majority of the greater Republic’s chemicals, including some utilized in the field of applied phoronics. As a result of this Elco, the Republic’s native phoron corporation, has invested heavily into the Aemaqii chemical industry and controls a great number of chemical plants on the planet, with many of Nuzhied’s chemical plants either partially or completely owned by the corporation. OEI maintains many facilities on the planet due to its close involvement with the magpulse technologies that keep the planet’s cities from falling into Aemaq’s highly-caustic seas, while additionally operating chemical research facilities alongside Elco in order to improve its own products. Many Aemaqii citizens joke that it is a matter of when – rather than if – a resident of Aemaq will work for OEI or Elco due to the dominance both corporations have over the planetary economy. Jewel Aerospace maintains a small presence on the planet itself and a larger presence orbitally, where it continues to operate and maintain the majority of the remaining sea scoop fleet it once pioneered.&lt;br /&gt;
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The economic stratification and income inequality that has come to define much of the Republic following the phoron boom, with native Elyrans on top, migrants and immigrants far below them, is present on Aemaq and most visible in its massive chemical industry. While Elyrans and positronics are most often found in well-paying positions of authority in Elco chemical plants, OEI facilities, and the rare non-affiliated chemical factory, their migrant counterparts are often instead regulated to the dirtiest and most dangerous positions in Aemaq’s chemical industry. Low wages, long hours, and hazardous conditions make these positions undesirable for all but the most desperate Elyrans, which has led to many migrant laborers being hired into them. A significant amount of these workers are refugees from the recent conquests of the [[Empire of Dominia]] with no better place to go than Aemaq, and some in the Republic’s political scene have called on Elco and OEI to review their hiring practices and working conditions for this population. However, most in the Republic do not concern themselves with such. The chemicals provided are too valuable and the migrants are far cheaper than industrial-grade positronics, many of which must be imported from outside of the Republic’s borders and face steep tariffs and taxes.&lt;br /&gt;
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While most of Aemaq’s economy is dominated by Elyra’s native corporations, one interstellar megacoporation has managed to secure a small slice of the planet’s economy for itself: [[Zeng-Hu Pharmaceuticals]]. The biotech giant has established a small, state-sponsored research operation in Sahina in order to research Aemaq’s leviathans and any potential medical benefits that they may have. Zeng-Hu’s operation has remained small and mostly unsuccessful thanks to its size, the ongoing phoron shortage, and the Elyran government’s close supervision of foreign megacorporations operating outside of New Suez’s special economic zone. The ineffectual nature of Zeng-Hu’s operations on Aemaq has seen it converted into a kind of corporate dumping ground where those in the keiretsu that underperform— or displease the ever-stringent CEO, Doctor Hsiao-Li— are sent to have their careers shrivel away into nothingness. Rumors in the keiretsu that the current supervisor of Zeng-Hu’s operations on the planet, Doctor Hei-Ryung Gok, was personally banished by Hsiao-Li for her failure to contain a specimen outbreak in a facility on [[Europa]] have long persisted despite the Aemaq branches’ attempts to deny them.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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While many planets in the Orion Spur have long since moved on from humanity’s maritime past due to the ease and significantly greater profitability of modern space travel the cities of Aemaq, which live and die on the bounty of the planet’s vast chemical seas, have retained a distinctly maritime culture. The traditional Elyran attitude of respecting the natural order of things and emphasizing peacefulness that has descended from Elyran Revolutionary Thought can be seen across the cities of Aemaq, and these traits are perhaps most readily present in Aemaq’s political culture. Most Aemaqii are unwilling to rock the (metaphorical) boat politically, and the planet has long been a stronghold of the Republican Revolutionary Society. The Aemaqii tendency to vote RSS can be traced to Elyra’s valuing of loyalty, as many on Aemaq see the RSS, which pushed for and funded the research that created modern Aemaq’s cities, as the reason why Aemaq as it is now known currently exists. The planet’s positronic vote, like many other locations in Elyra, is currently split between the RSS and League of United Republicans (LUR). A recent effort by pro-RSS Elco executives to employ positronic veterans of the Lii’dra Incursion in the Aemaqii chemical industry— particularly its remaining sea scoops— may see the positronic vote decisively shift in favor of the Constitutionalists in the upcoming election cycle.&lt;br /&gt;
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In contrast to the more conservative Elyran planets, namely Bursa and Damascus II, and their more liberal counterparts, namely Persepolis and New Suez, Aemaq stands roughly in the middle of Elyra’s spectrum of cultural conservatism. Aemaqii Elyrans eschew some of their fellow Elyran’s more religiously-inclined traditions but retain a heavy emphasis on the traditional values of loyalty and community. This has helped contribute to the continued dominance of the Aemaqii economy by the “Big Three” Elyran corporations of the planet: Elco, OEI, and Jewel Aerospace. Upon coming of age, the vast majority of Aemaqii will begin either a university education or apprenticeship sponsored by one of these three corporations and typically work for their sponsor corporation for their entire adult lives. Employees that leave one of Aemaq’s Big Three on anything other than the best terms will often find themselves blacklisted by the other two until they make amends with their previous employer, which has contributed to a small though steady trickle of ex-Big Three Aemaqii traveling off-world to seek alternative employment far from home, with some choosing to settle on [[Biesel]] after exhausting domestic options.&lt;br /&gt;
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Clothing on Aemaq tends to be thicker and heavier than most other planets in the Republic of Elyra as a result of its unpredictable climate. Some clothing is made using the aquatic “fur” of a non-leviathan sea fauna referred to as a sumaik-furwi typically found in the northern seas that is often kept as a form of aquatic livestock. The sumaik-furwi can be shaved of its “fur” safely as long as it is released into hotter water afterwards, which has led to a remarkably sustainable product that has come to be desired across the Republic of Elyra and beyond.&lt;br /&gt;
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While the supersonic sea scoop jets powered by both rocket boosters and atmospheric turbojets are slowly being phased out for widespread chemical-gathering usage due to their expense of operation and the presence of functional cities on the surface, some have managed to find another commercial field on Aemaq: racing. These sea scoops have since been rebranded and retrofitted as high-end civilian sportscraft and racers, though they have maintained the distinctive nickname of sea scoop due to the origins of the sport in the pilots that were employed to scoop chemicals from the jets. Various floating cities on Aemaq field their own teams, and racing is a common pastime that ultimately culminates in the Aemaq Grand Prix, a competition between the best teams to see who can perform a chosen course the fastest. Though official races proceed with one jet running the course at a time for safety, informal one-on-one races where both pilots compete to see who is the fastest while running a course at the same time are not unheard of.&lt;br /&gt;
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===Major Floating Cities===&lt;br /&gt;
&#039;&#039;&#039;Rumaidair&#039;&#039;&#039; is the capital of Aemaq and its most populated floating city. It is the first settlement ever established over the surface of Aemaq’s seas, and its residents are typically proud of this fact. While Rumaidair drifts freely, it tends to favor the central seas of the planet due to their comparatively hospitable climate. The planet’s largest university, the Rumaidair Municipal University, an institute renowned for its chemists and biologists, is found here. RMU’s primary sponsor is Elco, which maintains significant investments in the capital. Many of the university’s graduates go on to work for the corporation following their graduation. The city’s sea scoop team is called the Rumaidair Leviathans, and their colors are green and white.&lt;br /&gt;
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&#039;&#039;&#039;Nuzhied&#039;&#039;&#039; is the second largest city on Aemaq and one of the earlier settlements on it. While the city serves as a major chemical producer, it also functions as the center of Aemaqii fashion due to its position on the northern seas of the planet. More sumaik-furwi can be found in Nuzhied and its surrounding waters than anywhere else on the planet, which has resulted in a significant textile industry. Nuzhied’s textile exports are still surpassed by its chemical industry in terms of raw GDP, but OEI has managed to carve out a profitable niche market in the city by selling industrial-grade electronic machinery to its textile mills. Nuzhied’s sea scoop team is, appropriately, called the Fighting Sumaiks. The team’s colors are purple and blue, the same colors often found on clothing produced here.&lt;br /&gt;
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&#039;&#039;&#039;Kulat&#039;&#039;&#039; is the third largest floating city on Aemaq. Located near the southern pole of the planet, its population has swollen in recent years with the discovery of richer chemical concentrations deeper than the surface level in its surrounding waters. While it is unknown why chemicals tend to concentrate towards lower levels of water near the southern pole, it is known that the “veins” of chemicals are extremely rich and well worth the risk. Due to the risks and foolhardiness locals associate with “going deep” on Aemaq, many of its chemical hunters tend to be foreigners or recent arrivals. Its sea scoop team is called the Kulat Albatrosses, and their colors are brown and white.&lt;br /&gt;
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&#039;&#039;&#039;Sahina&#039;&#039;&#039; is an atypical floating city located midway between the equator and southern pole. It does not have great chemical reserves, but it does have an extraordinary amount of leviathans in its surrounding waters. This floating city was the site of the M.V. Qishlah incident of 2454, and the floating city has developed a kind of quiet appreciation for the leviathans in the years since. Conflict has arisen in the years since between the city’s population and the researchers (and tourists) that have come to study leviathans in the years since the M.V. Qishlah incident.&lt;br /&gt;
Due to their odd habits surrounding the leviathans, the citizens of Sahina are often looked upon as superstitious by other Aemaqians. Zeng-Hu’s floundering research operation is located in Sahina, which has caused some amount of tension with the local population. The city’s sea scoop team is the Sahina Seahawks, and their colors are violet and black. These colors have sparked controversy in recent years due to their ability to blend in with Aemaq’s chemical seas, and a debate regarding a change in team colors is currently underway.&lt;br /&gt;
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		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aemaq&amp;diff=24276</id>
		<title>Aemaq</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aemaq&amp;diff=24276"/>
		<updated>2022-04-10T02:45:58Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Economics */&lt;/p&gt;
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&#039;&#039;&#039;Aemaq&#039;&#039;&#039; is an Elyran frontier world with one of the less populated worlds in the Republic itself. The planet is located in the al-Wakwak System, and dwells fairly close to the system’s star - resulting in a quite hard-to-inhabit environment on a planet dominated by vast chemical seas that cover upwards of 95% of the planet’s surface. The five moons orbiting Aemaq give these oceans often unpredictable behavior and tides, and extreme weather events are a common occurrence on its seas. The oceans of Aemaq are home to a vast amount of valuable chemicals and exotic maritime life, leading to the planet being fairly wealthy (if hazardous) and prosperous. The cities of Aemaq are built aboard hovering, anti-gravity magpulse platforms that hold them above the chemical seas, and they are shielded from the chemicals in the air by use of massive energy domes that protect the floating cities. Below these floating cities is an ocean teeming with life despite the chemicals, some of which can grow to titanic sizes. However, the oceanic life of Aemaq is remarkably docile towards humanity, with floating cities and massive sea creatures living side-by-side in the oceans.&lt;br /&gt;
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The Aemaqii capital of Rumaidair is a massive floating city, which has come to be viewed as the premier example of floating cities on the planet in the Republic of Elyra and beyond. Utilizing magpulse drives similar to those found on Medina, Rumaidair floats a comfortable hundred meters above the Aemaqii Seas as it travels around the planet. The city itself is renowned throughout the Orion Spur as a key area for the chemical industry with it being able to produce extremely rare chemicals in numbers unreachable elsewhere due to massive chemical “scoops,” that draw materials from the seas themselves. All cities are like Rumaidair with hundreds of magpulse plates holding them aloft above the ocean, each plate steadily pulsing and readjusting itself as the ocean swells below it. The lack of land to live on outside of these cities has kept Aemaq’s population relatively low, and only half a billion residents calling it home.&lt;br /&gt;
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Aemaq has an odd appearance when viewed from orbit: light reflecting off of the planet’s oceans leads to the world appearing to be a dark bluish-purple hue.&lt;br /&gt;
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==History==&lt;br /&gt;
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Aemaq was initially brought to the attention of the Republic of Elyra in 2352, when survey probes dispatched to the al-Wakwak System discovered that the planet was covered in seas of valuable chemicals. However, these same seas made the planet essentially impossible to colonize in the traditional manner: there was no land, the environment was remarkably prone to rapid temperature changes, and building standing platforms was impractical due to the highly-chemical nature of the Aemaqii Seas: they were hot, deep, and prone to extreme weather events that would easily damage conventional platforms. Many areas featured large concentrations of corrosive chemicals, further compounding the hazards and dangers of building platforms on Aemaq. Scattered attempts were made to construct platforms suitable for chemical refinement throughout the late 24th and early 25th century, with all of these attempts ending in failure and net losses the companies attempting them.&lt;br /&gt;
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The one major economic success on Aemaq prior to its formal colonisation were the so-called “sea scoop” vessels operated by Elco and generally based out of orbital stations. Originally designed by Jewel Aerospace, these were turbojet-powered aircraft capable of extra-atmospheric flight (via a rocket booster) that would enter Aemaq’s atmosphere, suck up chemicals from its oceans, then travel to an orbital refinery to deposit their cargo. From their first flights in 2358 until the formal colonization of the planet’s surface sea scoops were viewed as the most practical method of gathering Aemaq’s chemical bounty despite their costs. However, following the formal colonisation of the Aemaqii surface, many sea scoops have been phased out due to their cost of operation. Elco still operates a significant – though smaller – fleet of the vessels, and many Aemaqii have come to regard them as something of a “planetary cultural symbol” of Aemaq. Due to their quicker reflexes and cooler heads under pressure, many contemporary sea scoops are partially or completely crewed by IPCs, both free and owned.&lt;br /&gt;
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The dawn of applied phoronics technology in the early 2400s completely changed the nature of work and life on Aemaq. Magpulse, otherwise known as “hover tech” technology, initially pioneered on Medina in the 2300s by Osman Electrical Engineering, was made viable on a much larger scale thanks to phoron providing a greater power source for the magpulse drives in use. Magpulse drives could be made larger, more efficient, and more effective. The first modern magpulse drives were tested on Aemaq in 2421, in what would become the planetary capital of Rumaidair. The experiment proved to be a stunning success, and the following decades, along with significant investment by Elco and Osman Electric Industries, saw the planet rapidly become the center of Elyra’s chemical industry. With zero recorded failures, the magpulse systems of Aemaq remain a gold standard for the effectiveness of Elyran technology throughout the Orion Spur, and Aemaq remains the chemical hub of the Republic four decades after its initial colonisation.&lt;br /&gt;
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[[File:aemaq.png|An image of Aemaq from orbit, displaying its blackish-purple coloration when viewed from orbit.|thumb]]&lt;br /&gt;
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==Environment==&lt;br /&gt;
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The environment on Aemaq is a challenging one for human habitation due to its massive chemical seas. While the air is safely breathable for humans without long-term consequences, the natural rainfall on the planet is extremely caustic and hazardous. Most cities have large energy shields for the express purpose of stopping rainfall rather than the air. Temperatures on Aemaq vary wildly due to the massive seas: while it is typically cool and breezy (which can be seen in Aemaqii fashion), the temperature can rapidly increase when the planet’s typical cloud cover breaks. The increase in temperature from cloud breaks often agitate chemicals in the water, and fires are not uncommon at times.&lt;br /&gt;
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The waters of Aemaq are extremely hazardous to enter without proper protection, and swallowing even a cup of seawater can lead to severe consequences if not immediately treated. Some exceptionally caustic areas of the constantly-shifting chemical deposits that make up the Aemaqii Seas have been known to eat through plasteel hulls. As a result, all officially authorized vessels on Aemaq must be fitted with magpulse drives similar to the cities, if on a smaller scale.&lt;br /&gt;
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The seas of Aemaq are its primary, and arguably only, major feature. While the surfaces of the seas are well-mapped and charted, the deeper parts of the sea remain a mystery in most areas due to the fact that the seas rapidly become more caustic as one goes further down in depth, with anything below five-hundred meters in most areas being able to melt almost any man-made material. While there are some exceptions, such as the area around the floating city of Kulat and the south pole of Aemaq more generally, most areas of Aemaq have only really been explored to a depth of roughly 200 meters. The estimated ten kilometers beyond that are mostly unknown, aside from sonar images that are unclear due to background interference from noises below the surface and chemical interference. The occasional noise drifts up from the depths, but not much beyond that. &lt;br /&gt;
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===The Leviathans of Aemaq===&lt;br /&gt;
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Fauna on Aemaq are very unique: engorged on the chemicals present in the planet&#039;s seas, many creatures have grown to absolutely leviathan sizes. Some of Aemaq&#039;s so-called &amp;quot;sea leviathans,&amp;quot; can range to be as long as a kilometer, with the largest specimen ever recorded being officially registered as 2,108 meters in length. While these leviathans have opted to coexist peacefully with humanity since the colonization of Aemaq, they remain a constant presence in the minds of many colonists. The roars of larger leviathans can be heard for hundreds of kilometers in either direction, and fights between leviathans are both an awe-inspiring and terrifying sight, in addition to a major source of tourism for the planet and revenue for its entertainment industries. A genre of so-called “leviathan films” has formed around dramatizations of fights between Aemaq’s leviathans, and prominent films from the genre have found success throughout the Orion Spur.&lt;br /&gt;
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The leviathans of Aemaq are an extremely diverse category of species, and feature a variety of adaptations to excel in their chosen chemical environments. Due to the ever-shifting nature of Aemaq’s oceans, this means that these leviathans are typically migratory and gradually make their way across the planet’s ocean as they live their lives. Studies conducted on the leviathans have however revealed a common trait amongst them: they are remarkably intelligent. The leviathans of Aemaq are capable of communicating with one another, and some smaller leviathans have been observed using tools to gain an advantage over larger competitors. Interactions with humanity by the leviathans has been fairly limited, with most seemingly willing to stand back and observe humanity from afar. To what end this observation is intended is uncertain. However, there have been some instances of leviathans interacting with humanity. Most famous amongst these is the 2454 M.V. Qishlah incident, in which a kilometer-long leviathan prevented the Qishlah from sinking following a swamping by holding it out of the water. The leviathan disappeared back below the chemical waves of the Aemaqii Sea as soon as the Qishlah was able to move under its own power, and has not been officially seen since. However, sailors in the region near where the Qishlah nearly sunk report that they sometimes feel as if a large presence is following them from below the water.&lt;br /&gt;
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==Demographics==&lt;br /&gt;
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Due to the strict immigration controls of the [[Republic of Elyra]] the vast majority of Aemaq’s population consists of humans of Elyran origin or descent, with immigrant humans forming a small minority. The largest non-human population group is Elyran-produced IPCs of both the free and owned variety. Positronics have long been a part of life on Aemaq due to the hazardous environment of the planet itself and the need for quick reflexes in its sea scoops, both of which have naturally lent positronics a valuable niche in the planet’s economy. The few off-world humans that are citizens of Aemaq are most typically residents of its many orbital stations, some of which were not built with artificial gravity.&lt;br /&gt;
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The non-Elyran human population on Aemaq is, like its counterparts residing upon other Elyran worlds, generally worse-off than its native Elyran counterpart. They typically serve in low-income, low-skill, and dangerous positions in the many chemical plants and refineries in the planet’s floating cities, with few enjoying the benefits that the chemical industry brings to the rest of Elyra. Many of these immigrant laborers come from planets recently conquered by the nearby [[Empire of Dominia]], long the regional rival of the Republic. With no home to return to, and other refuges— such as the Coalition of Colonies and Republic of Biesel— they are far away, so many view their dirty, dangerous lives on Aemaq as the best they can have for now.&lt;br /&gt;
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==Economics==&lt;br /&gt;
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The beating heart of the Aemaqii economy is its chemical industry (often sarcastically referred to as the &amp;quot;water industry&amp;quot; by many locals), with upwards of two-thirds of the planet’s current population working in the chemical industry itself or in an adjacent industry. As a result of its massive workforce and readily-available supplies in the planet’s vast seas, the Aemaqii chemical industry provides an overwhelming majority of the greater Republic’s chemicals, including some utilized in the field of applied phoronics. As a result of this Elco, the Republic’s native phoron corporation, has invested heavily into the Aemaqii chemical industry and controls a great number of chemical plants on the planet, with many of Nuzhied’s chemical plants either partially or completely owned by the corporation. OEI maintains many facilities on the planet due to its close involvement with the magpulse technologies that keep the planet’s cities from falling into Aemaq’s highly-caustic seas, while additionally operating chemical research facilities alongside Elco in order to improve its own products. Many Aemaqii citizens joke that it is a matter of when – rather than if – a resident of Aemaq will work for OEI or Elco due to the dominance both corporations have over the planetary economy. Jewel Aerospace maintains a small presence on the planet itself and a larger presence orbitally, where it continues to operate and maintain the majority of the remaining sea scoop fleet it once pioneered.&lt;br /&gt;
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The economic stratification and income inequality that has come to define much of the Republic following the phoron boom, with native Elyrans on top, migrants and immigrants far below them, is present on Aemaq and most visible in its massive chemical industry. While Elyrans and positronics are most often found in well-paying positions of authority in Elco chemical plants, OEI facilities, and the rare non-affiliated chemical factory, their migrant counterparts are often instead regulated to the dirtiest and most dangerous positions in Aemaq’s chemical industry. Low wages, long hours, and hazardous conditions make these positions undesirable for all but the most desperate Elyrans, which has led to many migrant laborers being hired into them. A significant amount of these workers are refugees from the recent conquests of the [[Empire of Dominia]] with no better place to go than Aemaq, and some in the Republic’s political scene have called on Elco and OEI to review their hiring practices and working conditions for this population. However, most in the Republic do not concern themselves with such. The chemicals provided are too valuable and the migrants are far cheaper than industrial-grade positronics, many of which must be imported from outside of the Republic’s borders and face steep tariffs and taxes.&lt;br /&gt;
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While most of Aemaq’s economy is dominated by Elyra’s native corporations, one interstellar megacoporation has managed to secure a small slice of the planet’s economy for itself: [[Zeng-Hu Pharmaceuticals]]. The biotech giant has established a small, state-sponsored research operation in Sahina in order to research Aemaq’s leviathans and any potential medical benefits that they may have. Zeng-Hu’s operation has remained small and mostly unsuccessful thanks to its size, the ongoing phoron shortage, and the Elyran government’s close supervision of foreign megacorporations operating outside of New Suez’s special economic zone. The ineffectual nature of Zeng-Hu’s operations on Aemaq has seen it converted into a kind of corporate dumping ground where those in the keiretsu that underperform— or displease the ever-stringent CEO, Doctor Hsiao-Li— are sent to have their careers shrivel away into nothingness. Rumors in the keiretsu that the current supervisor of Zeng-Hu’s operations on the planet, Doctor Hei-Ryung Gok, was personally banished by Hsiao-Li for her failure to contain a specimen outbreak in a facility on [[Europa]] have long persisted despite the Aemaq branches’ attempts to deny them.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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While many planets in the Orion Spur have long since moved on from humanity’s maritime past due to the ease and significantly greater profitability of modern space travel the cities of Aemaq, which live and die on the bounty of the planet’s vast chemical seas, have retained a distinctly maritime culture. The traditional Elyran attitude of respecting the natural order of things and emphasizing peacefulness that has descended from Elyran Revolutionary Thought can be seen across the cities of Aemaq, and these traits are perhaps most readily present in Aemaq’s political culture. Most Aemaqii are unwilling to rock the (metaphorical) boat politically, and the planet has long been a stronghold of the Republican Revolutionary Society. The Aemaqii tendency to vote RSS can be traced to Elyra’s valuing of loyalty, as many on Aemaq see the RSS,!which pushed for and funded the research that created modern Aemaq’s cities, as the reason why Aemaq as it is now known currently exists. The planet’s positronic vote, like many other locations in Elyra, is currently split between the RSS and League of United Republicans (LUR). A recent effort by pro-RSS Elco executives to employ positronic veterans of the Lii’dra Incursion in the Aemaqii chemical industry— particularly its remaining sea scoops— may see the positronic vote decisively shift in favor of the Constitutionalists in the upcoming election cycle.&lt;br /&gt;
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In contrast to the more conservative Elyran planets, namely Bursa and Damascus II, and their more liberal counterparts, namely Persepolis and New Suez, Aemaq stands roughly in the middle of Elyra’s spectrum of cultural conservatism. Aemaqii Elyrans eschew some of their fellow Elyran’s more religiously-inclined traditions but retain a heavy emphasis on the traditional values of loyalty and community. This has helped contribute to the continued dominance of the Aemaqii economy by the “Big Three” Elyran corporations of the planet: Elco, OEI, and Jewel Aerospace. Upon coming of age, the vast majority of Aemaqii will begin either a university education or apprenticeship sponsored by one of these three corporations and typically work for their sponsor corporation for their entire adult lives. Employees that leave one of Aemaq’s Big Three on anything other than the best terms will often find themselves blacklisted by the other two until they make amends with their previous employer, which has contributed to a small though steady trickle of ex-Big Three Aemaqii traveling off-world to seek alternative employment far from home, with some choosing to settle on [[Biesel]] after exhausting domestic options.&lt;br /&gt;
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Clothing on Aemaq tends to be thicker and heavier than most other planets in the Republic of Elyra as a result of its unpredictable climate. Some clothing is made using the aquatic “fur” of a non-leviathan sea fauna referred to as a sumaik-furwi typically found in the northern seas that is often kept as a form of aquatic livestock. The sumaik-furwi can be shaved of its “fur” safely as long as it is released into hotter water afterwards, which has led to a remarkably sustainable product that has come to be desired across the Republic of Elyra and beyond.&lt;br /&gt;
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While the supersonic sea scoop jets powered by both rocket boosters and atmospheric turbojets are slowly being phased out for widespread chemical-gathering usage due to their expense of operation and the presence of functional cities on the surface, some have managed to find another commercial field on Aemaq: racing. These sea scoops have since been rebranded and retrofitted as high-end civilian sportscraft and racers, though they have maintained the distinctive nickname of sea scoop due to the origins of the sport in the pilots that were employed to scoop chemicals from the jets. Various floating cities on Aemaq field their own teams, and racing is a common pastime that ultimately culminates in the Aemaq Grand Prix, a competition between the best teams to see who can perform a chosen course the fastest. Though official races proceed with one jet running the course at a time for safety, informal one-on-one races where both pilots compete to see who is the fastest while running a course at the same time are not unheard of.&lt;br /&gt;
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===Major Floating Cities===&lt;br /&gt;
&#039;&#039;&#039;Rumaidair&#039;&#039;&#039; is the capital of Aemaq and its most populated floating city. It is the first settlement ever established over the surface of Aemaq’s seas, and its residents are typically proud of this fact. While Rumaidair drifts freely, it tends to favor the central seas of the planet due to their comparatively hospitable climate. The planet’s largest university, the Rumaidair Municipal University, an institute renowned for its chemists and biologists, is found here. RMU’s primary sponsor is Elco, which maintains significant investments in the capital. Many of the university’s graduates go on to work for the corporation following their graduation. The city’s sea scoop team is called the Rumaidair Leviathans, and their colors are green and white.&lt;br /&gt;
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&#039;&#039;&#039;Nuzhied&#039;&#039;&#039; is the second largest city on Aemaq and one of the earlier settlements on it. While the city serves as a major chemical producer, it also functions as the center of Aemaqii fashion due to its position on the northern seas of the planet. More sumaik-furwi can be found in Nuzhied and its surrounding waters than anywhere else on the planet, which has resulted in a significant textile industry. Nuzhied’s textile exports are still surpassed by its chemical industry in terms of raw GDP, but OEI has managed to carve out a profitable niche market in the city by selling industrial-grade electronic machinery to its textile mills. Nuzhied’s sea scoop team is, appropriately, called the Fighting Sumaiks. The team’s colors are purple and blue, the same colors often found on clothing produced here.&lt;br /&gt;
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&#039;&#039;&#039;Kulat&#039;&#039;&#039; is the third largest floating city on Aemaq. Located near the southern pole of the planet, its population has swollen in recent years with the discovery of richer chemical concentrations deeper than the surface level in its surrounding waters. While it is unknown why chemicals tend to concentrate towards lower levels of water near the southern pole, it is known that the “veins” of chemicals are extremely rich and well worth the risk. Due to the risks and foolhardiness locals associate with “going deep” on Aemaq, many of its chemical hunters tend to be foreigners or recent arrivals. Its sea scoop team is called the Kulat Albatrosses, and their colors are brown and white.&lt;br /&gt;
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&#039;&#039;&#039;Sahina&#039;&#039;&#039; is an atypical floating city located midway between the equator and southern pole. It does not have great chemical reserves, but it does have an extraordinary amount of leviathans in its surrounding waters. This floating city was the site of the M.V. Qishlah incident of 2454, and the floating city has developed a kind of quiet appreciation for the leviathans in the years since. Conflict has arisen in the years since between the city’s population and the researchers (and tourists) that have come to study leviathans in the years since the M.V. Qishlah incident.&lt;br /&gt;
Due to their odd habits surrounding the leviathans, the citizens of Sahina are often looked upon as superstitious by other Aemaqians. Zeng-Hu’s floundering research operation is located in Sahina, which has caused some amount of tension with the local population. The city’s sea scoop team is the Sahina Seahawks, and their colors are violet and black. These colors have sparked controversy in recent years due to their ability to blend in with Aemaq’s chemical seas, and a debate regarding a change in team colors is currently underway.&lt;br /&gt;
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		<author><name>Canon35</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Tajara&amp;diff=24051</id>
		<title>Notable Tajara</title>
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		<updated>2022-04-03T18:58:15Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Party Secretary Yakiv Hadii */ Updates entry by adding nother line to third paragraph after IC developments&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
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[[Tajara|Tajaran]] history and society has a long list of notable individuals and heroes that are known across [[Adhomai]]. &lt;br /&gt;
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==People&#039;s Republic==&lt;br /&gt;
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&#039;&#039;&amp;quot;Comrades, in this struggle we fight to protect the progress we have fought so hard to make in the preceding decades. Our march forever onwards for a Hadiist society must not be stopped by the usurpers who would see us become a brutish military dictatorship, nor those fetid imperialists who would restore the atrocities of the old ways.&amp;quot;&#039;&#039;&lt;br /&gt;
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&#039;&#039;- President Njadrasanukii Hadii, in a televised address to the people in 2452.&#039;&#039;&lt;br /&gt;
===President Njadrasanukii Hadii===&lt;br /&gt;
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[[File:Hadii portrait.png|200px|thumb|right|A portrait of the president, done in 2460.]]&lt;br /&gt;
Njadrasanukii Hadii, also known as Malik Hadii, was born in &#039;&#039;&#039;2402&#039;&#039;&#039; to the noble Njarir&#039;Akhran Hadii line. His mother was Rajjurl Hadii, and his father Tajrhalrr Hadii. He got involved with the military at an early age, becoming a cadet for the Royal Navy at 16 and achieving a commission as a Lieutenant-Commander at 22, and leading his own destroyer as a Captain at 29. During the revolution, he briefly fought for the loyalists but was recalled to the Hadii Citadel to help defend his family&#039;s ancestral home. Following the revolution and the Hadii&#039;s rise in the new Federal Republic, Njadrasanukii was given the office of Vice-President under his brother Al&#039;Mari Hadii. &lt;br /&gt;
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Malik assumed the presidency in &#039;&#039;&#039;2451&#039;&#039;&#039; after the assassination of Al&#039;mari. He continued his brother&#039;s early agenda of collaborating with NanoTrasen and other galactic powers. Njadrasanukii purged any suspicious elements from his administration after the Nated&#039;s coup, consolidating his power through the imprisonment and execution of anyone that threatened his regime. Further authoritarian measures were established by him; the expansion of the secret police, the rapid industrialization of the PRA, and further persecution against those who did not conform to his policies. Under Malik Hadii&#039;s control, the current form of Hadiism took shape; an ideology focused on the creation of a monolithic Tajaran culture under the unquestionable guidance of the Hadii political line. The office of the president had its powers largely expanded under his rule, allowing Njadrasanukii to control all aspects of the People&#039;s Republic government. Total loyalty to Njadrasanukii is expected from all Party members.&lt;br /&gt;
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A state-endorsed cult of personality has been established around President Hadii. Through a robust propaganda system, republican citizens are informed daily about Malik&#039;s achievements and how only through his guidance the Republican can prosper. Portraits of President Hadii can be found in most Hadiist homes and government buildings. Njadrasanukii is known for his speeches praising his own administration and the bravery of his people; his voice can be heard frequently on the radio. While many admire him as a strong leader, others fear his ruthless ways of dealing with the opposition.&lt;br /&gt;
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President Hadii is famous for his extreme paranoia. Very few high-ranking members of the Party have direct access to him and little is known about his private life. He is constantly surrounded by hand-picked members of the secret service; those bodyguards are always under the risk of being purged for any reason. It is rumored that he has survived more than three hundred assassination attempts.&lt;br /&gt;
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The few Tajara who had the opportunity to know President Hadii personally, portray him as energetic, charismatic, thoughtful, but deeply paranoid and vindictive. Njadrasanukii cultivates an image of a simple Tajara; he leads a frugal lifestyle with few material needs. Because of the nature of the PRA&#039;s government, President Hadii&#039;s work and private life are deeply entangled. President Hadii&#039;s favorite pastimes are watching movies, playing Farehal, and reading books; rumors claim that Njadrasanukii has at least 20,000 Tajaran and alien books in his private collection.&lt;br /&gt;
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Despite the outcome of the Second revolution, Njadrasanukii continues to rule the People&#039;s Republic with an iron grip. He did not give up his plans of reestablishing Hadiist hegemony over Adhomai.&lt;br /&gt;
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[[File:headmaster portrait.png|200px|thumb|left|A rare picture of the camera shy Tyr&#039;adrr, taken during the closure of an illegal protest, dated to 2459.]]&lt;br /&gt;
===Headmaster Harrrdanim Tyr&#039;adrr===&lt;br /&gt;
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Harrrdanim was born in &#039;&#039;&#039;2425&#039;&#039;&#039; to a M&#039;sai family serving the Hadii during the First Revolution. Wishing to follow in the footsteps of his parents, he joined the Hadiist Party at a young age. He soon caught the attention of the People&#039;s Strategic Intelligence Service due to his craftiness and was given a position in the agency. Despite enjoying moderate success during the late years of Al’mari’s rule, Tyr&#039;adrr rose to prominence after the President’s assassination. Leading several purges within the secret service, he was able to secure a promotion as the Headmaster after the previous head was arrested for suspicious behavior. Under Tyr’addr’s control, the PSIS became the feared terror machine it is today. Heavy investments in surveillance technology, the establishment of a robust web of informants, and the large-scale repression of political opponents greatly weakened the opposition in the People’s Republic. His supposed adventures during this period have spawned an entire &amp;quot;spy thriller&amp;quot; genre in the Republic.&lt;br /&gt;
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After helping secure President Hadii&#039;s rule, Headmaster Harrdanim focused his efforts on fighting the Liberation Army and the New Kingdom. Ruthless anti-partisan campaigns were carried out under his supervision. The displacement of Chaniska’s native population, scorched-earth tactics in Northern Ras&#039;nrr, and the creation of Try&#039;urma Penitentiary were among some of his orders during the conflict. His actions during the Second Revolution earned him the reputation of being merciless and bloodthirsty. In spite of several assassination attempts, ALA agents failed to murder him and he continued his reign of terror unimposed.&lt;br /&gt;
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Even after the Armistice, Headmaster Harrdanim continues to work tirelessly to undermine the enemies of the Republic. He has a large interest in securing the Tajara population living outside of Adhomai and is responsible for the PSIS presence in District Six. He is eager to suggest more authoritarian solutions and believes in increasing, even more, the state’s control over the population. Because of the role of the Strategic Service in the government, Tyr&#039;adrr is one of the most powerful and hated Tajara in the People&#039;s Republic. While seemingly loyal to President Hadii, many in the Party fear where Tyr&#039;adrr&#039;s ambition might lead him.&lt;br /&gt;
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Analytic, controlling, and cold are some of the words frequently used to describe Harrrdanim&#039;s personality. The headmaster is known to calculate every step on his way; he tries his hardest to manipulate the events in his favor. Tyr&#039;adarr is also infamous for never assuming any kind of blame - a scapegoat, willingly or not, always shows up to take the fall. Thanks to his position in the government, little to nothing is known about his personal life.&lt;br /&gt;
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===Party Secretary Yakiv Hadii===&lt;br /&gt;
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Yakiv Hadii was born in &#039;&#039;&#039;2412&#039;&#039;&#039; as the second cousin to President Hadii. While too young to take part in the First Revolution, Yakiv joined the Hadiist Party as soon as he could. During Njadrasanukii’s rule, he excelled as a bureaucrat due to his organizational skills. He managed the distribution of land and the establishment of communal farms during the Republican Agrarian reforms. Through a combination of political maneuvers and nepotism, he quickly climbed the Party&#039;s ranks. Yakiv sought to further the Republican relationship with NanoTrasen, seeking their support for the development of Adhomai. This stance caused him to lose Al’mari’s favor during the years leading to the Second Revolution. He was then demoted to an unimportant position in the Ministry of Agriculture.&lt;br /&gt;
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Yakiv returned to prominence after Rhagrrhuzau’s assassination; he was seen as a way to link Malik’s rule to his now-deceased brother. Following the abolishment of the office of vice-president, Yakiv was promoted as the Party Secretary by Njadrasanukii. He became responsible for the internal organization and reviewing applications to the Party; he was quick to remove many of his political opponents from power using his new powers. Known as unquestionably loyal to President Hadii, he became infamous for being nothing but a yes man. He continued his policy of maintaining good relations with megacorporations, lobbying for more deals with NanoTrasen. Countless Tajara were given the opportunity to leave Adhomai due to his efforts, most sold as cheap labor while some others were able to acquire higher education. During the final stages of the war, he was one of the main proponents of the need for foreign intervention to save the People&#039;s Republic.&lt;br /&gt;
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After the Armistice, Yakiv remained as Party Secretary. He is one of the closest advisors to President Hadii, helping Malik in matters related to internal and external affairs. Despite being an orthodox Hadiist, he is eager to push for changes to appease NanoTrasen and other foreign powers in an attempt to gain their support. Many within the Party see Yakiv as a power-hungry and untrustworthy politician, eager to abuse his power to reach what he wants. Others recognize him as a cunning politician with a rather dangerous influence over President Hadii. More recent stunts such as implementing Father Valyan K’rrirran’s orphanage proposal has proven Yakiv Hadii to be seeking approval in the eyes of the citizenry. &lt;br /&gt;
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Yakiv Hadii is a notorious opportunist and sycophant; he is always trying to acquire any kind of leverage where it might exist. Personally, this means that Yakiv is more than eager to make friends with anyone of any importance. However, the friendship might come with strings attached: a request to repay a favor or take part in a shady business. Yakiv takes full advantage of his position within the Hadiist Party to indulge himself in all luxuries available to the political elite. Because of this lifestyle, Yakiv has become noticeably overweight.&lt;br /&gt;
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===Minister of Defense Irbaykhan Mirarkiizar===&lt;br /&gt;
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Irbaykhan Mirarkiizar was born into a Hharar peasant family in &#039;&#039;&#039;2428&#039;&#039;&#039;. He was raised around veterans of the first revolution and was always interested in their stories. Owing to the new opportunities brought by the People’s Republic, Irbaykhan enrolled in a military academy and joined the Grand People&#039;s Army as an officer. He survived the purges of the early Hadiist government because of his political reliability; as he was one of the first army leaders to support President Hadii during his ascension. This left him in the privileged situation of being one of the few properly trained officers at the dawn of the Nated’s coup.&lt;br /&gt;
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Irbaykhan quickly climbed the ranks of the Republican Army during the Second Revolution. Making extensive use of artillery and motorized troops, he secured early victories that gave much-needed breathing room to the fragile Republic. While in command of the Dymtris Front in &#039;&#039;&#039;2456&#039;&#039;&#039;, he pushed the New Kingdom into the defensive position that they would remain in until the very end of the war. Mirarkiizar’s final promotion during the conflict was to the theater commander of the Rass’nrr Military District. With the help of the alien allies of the Republic, he managed to recapture the main region of the continent. He was given a seat in the Ministry of Defense after the Armistice, working alongside the upper echelons of the Party to refine the Republic’s strategy.&lt;br /&gt;
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Unlike most members of the Ministry of Defense, Irbaykhan has both political connections and practical experience in the field. This combination has made him one of President Hadii’s closest advisors in regard to military matters. Currently, he is responsible for the Hro&#039;zamal campaign. Mirarkiizar sees the Grand People&#039;s Army as an essential component of the Hadiist state; the ever-vigilant guardian of the Republic against its enemies. The Minister believes that strict discipline and union towards a common goal is the best way to safeguard the future of the People’s Republic.&lt;br /&gt;
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Irbaykhan Mirarkiizar is known for his disciplined and simple lifestyle. The Minister is very strict with his routine and commonly scolds Party members, other generals, and his family for being what he would call undisciplined. Irbaykhan is well-known for his unquestionable loyalty; he would prefer death over treason. He is only seen out of uniform when fishing - Irbaykhan&#039;s favorite pastime.&lt;br /&gt;
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===Minister of Technology Zhuldyz Hadii===&lt;br /&gt;
[[File:zhuldyz portrait.png|200px|thumb|right|A picture done of Zhuldyz Hadii in her lab, created in 2462.]]&lt;br /&gt;
Born in &#039;&#039;&#039;2420&#039;&#039;&#039; to the Hadii dynasty, Zhuldyz enjoyed the many privileges granted to her family. She grew up fascinated by the new technologies brought by human contact; she would spend hours tinkering and dismantling electronics during her childhood. Later she was sent to study in prestigious Solarian universities, where she ventured into the field of robotics. Zhuldyz returned to Adhomai in 2449 and was granted a post in the Ministry of Technology.&lt;br /&gt;
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Using the knowledge acquired off-world, Zhuldyz drew plans with the objective of modernizing the Republic through a technological revolution. The rapid industrialization aided by mechatronics would bring prosperity to the Tajara. While many of her initial projects were abruptly interrupted by Rhagrrhuzau&#039;s assassination, she remained in her position due to being a member of the Hadii dynasty. The unstable early years of Njadrasanukii’s presidency were unfavorable towards her dreams; stopping Nated’s coup and the Royalist uprising were top priorities at the time. However, as the frontlines stagnated and a semblance of normalcy returned to the People’s Republic, Zhuldyz had the chance to convince President Hadii of her plans. Knowing that losing the war would put an end to her pursuits, she turned her genius to the military field. Victory could be achieved through technological superiority. She was one of the driving forces behind the establishment of [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]], the expansion of the [[Tajara_Space_Capability#PRA_Army_Wing|Orbital Fleet]], and the creation of the Tesla Brigade. Zhuldyz was promoted to the office of the Minister of Technology shortly before the Armistice.&lt;br /&gt;
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The Adhomian Cold War became the perfect testing ground for Zhuldyz&#039;s projects. She sees the period of peace as an opportunity to turn the People&#039;s Republic into a technological powerhouse. Zhuldyz believes that the future of Hadiism lies in the science and that the Republic must become advanced enough to subjugate its enemies. Minister Hadii is not interested in ethical or safe research; she is eager to pursue dangerous and questionable experiments. No price is too small to pay during the march of progress. President Hadii gave Zhuldyz near uncontested authority to lead the Ministry of Technology. She was the mind behind the creation of the first independent robotic factory on Adhomai.&lt;br /&gt;
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Due to her upbringing, she is a brilliant scientist and a charming conversationalist, but at the same time, she frequently refuses to admit fault and is quick to scrutinize the work of others. Holding them to nearly impossibly high standards. Many scientists have been transferred to less desirable positions due to failing to meet Zhuldyz&#039;s demands. She is a notorious workaholic who only leaves her laboratory to attend political meetings.&lt;br /&gt;
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===Secretary of the Navy Hura&#039;zhi Mira&#039;zkui===&lt;br /&gt;
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Born in &#039;&#039;&#039;2422&#039;&#039;&#039; to an exiled line of minor nobility from the Zatushka Kingdom, Mira’zkui grew up in the chaos of the First Revolution as the armies of the Hadiist rebels marched across Adhomai. When the dust had settled, despite his personal wishes to enter the party itself, his family would convince him to uphold their old traditions and join the forming Republican Navy in &#039;&#039;&#039;2447&#039;&#039;&#039;. It was then that Mira’zkui met Dynhaas and joined the Oceanmasters Lounge.&lt;br /&gt;
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During the chaos of Dynhaas’ defection in &#039;&#039;&#039;2450&#039;&#039;&#039;, Mira’zkui narrowly avoided his own death. Informed early by a loyal lieutenant that his own crew was plotting to kill him, Mira’zkui fled in a lifeboat and watched as his fellow officers were thrown screaming from the decks of their own ships. A few days later, he was found on the shores of Ras’nrr. As the Republic fell into chaos, Mira’zkui returned to the Republican Navy as Secretary, entrusted by Malik Hadii to fight against the pirate flotillas of the ALA and the Royal Navy. However, Mira’zkui’s loyalty was not able to make up for his inexperience. While the last of the Liberation Army’s pirate vessels were sunk, he was unable to contend with the strength of the Royal Navy and unable to achieve his personal desire: Capturing or killing Dynhaas. &lt;br /&gt;
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Post-War, Mira&#039;zkui has largely become reclusive and withdrawn from the public eye. While he continues to try and develop the Republican navy, Mira’zkui is forced to contend with funding going towards the projects of the Orbital Navy and Grand People’s Army. With a relationship of mutual dislike between himself and Zhuldyz Hadii, many within the party believe that Mira’zkui will likely be replaced eventually. How he would react to being denied any chance for revenge against Dynhaas is something no one knows. &lt;br /&gt;
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===Minister of Education Kalim Khazdar===&lt;br /&gt;
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Kalim Khazdar was born in &#039;&#039;&#039;2430&#039;&#039;&#039; to a family of Hharar foremen in the city of Tampiska. Deemed a bright child by his teachers, he was sent to study in Al&#039;marii. Captivated by the tales of progress and prosperity brought by the interwar period, Kalim enrolled at the Al&#039;marii College of Hadiist Sciences. He continued his studies intending to become a college teacher. During his time as a student, he became a good friend and protégé of the rector of the university, Mahir Hadii. His friendship with a member of the political dynasty opened many doors for him.&lt;br /&gt;
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Kalim joined the Hadiist party during the Second Revolution. He later visited Tau Ceti to study the Adhomian community there; his experiences in District Six deeply affected his ideas. He saw all the social problems that those who lived under the megacorporation rule were subject to. Instead of losing faith in Hadiism, he started to believe that reforms were necessary to save the People&#039;s Republic; NanoTrasen should be a means to an end, not the end itself. Kalim returned to Adhomai in 2459 and became a college professor. Thanks to his connections, he soon got involved with the administration and politics of the university. His papers on the subject of Hadiist education were generally well-received by the academia.&lt;br /&gt;
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With the Armistice of Shastar, Kalim Khazdar aligned himself to the Young Hadiist faction; his sympathy towards the movement was largely unknown to the Party. His ascension to the position of Minister of Education in 2463 was the result of a confidential deal between his mentor and President Hadii. Despite being considered a powerless and inexperienced politician by the other members of the Hadiist cabinet, Kalim is not to be underestimated. Cunning will be necessary to avoid the wrath of President Hadii and his lackeys. The path to a truly free People&#039;s Republic will be a long and difficult one. &lt;br /&gt;
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Usually depicted as a wide-eyed idealist, Kalim Khazdar is anything but naive. The few years he spent navigating the political fields of the Al&#039;mari College transformed him into a bright, yet deeply cunning individual. Kalim rarely loses hope; he prefers to spin every defeat into a minor setback to maintain morale. Many wonder how long it will take for Khazdar&#039;s optimism to be crushed by the People&#039;s Republic politics. Besides his academic and political work, Kalim has published  Hadiist realist poems and short stories.&lt;br /&gt;
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===Chief Naval Commander Samirro Qarrarhaz===&lt;br /&gt;
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Born in Northern Ras’nrr in &#039;&#039;&#039;2407&#039;&#039;&#039;, Samirro was the son of a loyal M&#039;sai general in the Hadii Hegemony. Qarrarhaz&#039;s family raised and taught him to follow in his father’s footsteps. He would become an artillery officer in &#039;&#039;&#039;2428&#039;&#039;&#039;, finding great success during combat against monarchist groups through using extensive shelling to force and flush out the enemy. By &#039;&#039;&#039;2431&#039;&#039;&#039; Qarrarhaz was moved into Southern Harr’masir to prepare for an invasion of the Kingdom of Kaltir. His artillery crews were among those who scoured the Kingdom following its surrender, shelling whatever villas, castles, and manors they had found. A staunch ally of Al’mari Hadii and his family, Qarrarhaz has always stood by the Hadii family and the republic they had later built. &lt;br /&gt;
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While also providing training for future artillery commanders in the interwar period, Qarrarhaz became part of a committee formed by President Al’mari Hadii to plan and prepare a space fleet for the PRA. He, along with other committee members, traveled to the Coalition of Colonies&#039; planets of Xanu Prime and Himeo to observe anti-piracy operations in order to better develop the PRA’s own future space warfare doctrine in &#039;&#039;&#039;2452&#039;&#039;&#039;. When the Orbital Fleet was completed by &#039;&#039;&#039;2457&#039;&#039;&#039;, Qarrarhaz was appointed Chief Naval Commander by President Malik Hadii. Since then, he has won numerous victories against piracy, smugglers, and even bested a [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?do=findComment&amp;amp;comment=114422 Sol cruiser]. &lt;br /&gt;
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Post-war, Qarrarhaz continues to lead his spaceships and Kosmostrelki in the defense of the PRA’s claimed space. Comfortable and experienced in his position, Qarrarhaz has begun to speak more on the future of the PRA’s ventures into space. Controversially, the Commander has stated that the PRA must eventually extend its hand to the numerous small colonies and off-worlder communities dotting the frontier around them. Arguing that Hadiism’s light must be spread beyond Tajara, it is his belief that the PRA must one day uplift these groups from their poverty and absorb them into the state.&lt;br /&gt;
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===Yasmin Piaf===&lt;br /&gt;
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[[File:Yasmin portrait.png|200px|thumb|right|A piece of a poster, promoting Yasmin Piaf&#039;s concert, 2463.]]&lt;br /&gt;
Yasmina Burokov, aka Yasmin Piaf, was born in 2434 in the suburbs of Nal&#039;tor to a particularly well-off Njarir&#039;Akhran family. Yasmin&#039;s father, Boris Burokov was a low-ranking State department official and devout loyalist of the People&#039;s Republic. She spent her childhood being educated in the best State-run schools their family could afford and enjoyed relative wealth and prosperity far from the poorer outskirts of the city. &lt;br /&gt;
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Even from a young age, Yasmin was interested in music. She was part of her school&#039;s choir and participated in several nationwide contests for the honor of singing for President Rhagrrhuzau Hadii. The all-female &#039;Band of Njarir Maidens&#039; consisting of Yasmin and her classmates eventually won and sang for the President and other members of his cabinet at the end of the annual military parade held in Nal&#039;tor. Eventually, she graduated and went on to the Academy of Musical Arts with a full scholarship.&lt;br /&gt;
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Talent scouts pruning the burgeoning academy&#039;s student pool for the next starlet eventually discovered Yasmin during rehearsals for the school&#039;s upcoming musical, and she signed a tentative deal with the small publication Vostak Recordings. Her first record, simply titled The Man in Rouge, was released with minimal fanfare. Given that she had sung a small solo during her performance for the President, some Tajara recalled her name.&lt;br /&gt;
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Yet her voice, described by some as angelic and innocent, found purchase with an aging generation of Tajara who wished a brief return to peaceful normalcy following the First Revolution. Her dedication to the traditional pop standard and recognition for torch songs eventually elevated her to the status of a household name, with her recording label releasing hit after hit. As a result, Yasmin Piaf has become one of the most famous singers in the modern era - one who has fostered a close relationship with State officials. She is one of the few artists who are approved to be played on State radio KGTW-11.&lt;br /&gt;
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===Andrey Borisov===&lt;br /&gt;
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Out of all the Tajara that one could argue embody loyalty to the People’s Republic, perhaps none are more memorable than Andrey Alexander Borisov. In the average Republican household, his name is just as common as President Hadii’s, owing to the fact that he is the face of State propaganda and news network RAFИ. Born in 2416 to a line of M’sai warriors, Andrey was not even two years old before humanity stumbled across Adhomai and lit the flame that ignited the First Revolution.&lt;br /&gt;
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Andrey’s father and uncle were killed in the uprising, leaving him, his mother, and his sister alone to fend for themselves. His mother curried favor with the local rebel leader when their town fell to the onslaught of war; she became his concubine and, later, his wife. The ever-advancing front saw Andrey moved from home to home, where the young M’sai would often spend time talking to soldiers recovering after harsh fighting. They nourished a sense of patriotism in him, and eventually, he came to see the First Revolution as necessary for the future of the Tajara.&lt;br /&gt;
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The war ended in 2432, when he was merely 16 years old. As the newly founded People’s Republic began the arduous transition from a movement to a government, Andrey’s connections with the upper echelon of PRA politicians bore fruit. He was taken on as a member of an officer’s general staff, headquartered in Nal’Tor, where he served as little more than a glorified secretary. His position put him in contact with the elite, however, and many found him charming and personable. His silver tongue earned him the interest of Dmitrys Marakov, the owner of the only State-approved television station at that point in time.&lt;br /&gt;
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His ascension from lowly secretary to the major news anchor for RAFИ was one that involved plenty of political maneuvering, money - and, rumored by some, violence - but ultimately Andrey had proved his loyalty to the political elite of the People&#039;s Republic and he was rewarded with the honor of being their mouthpiece. As a result, no Tajara on Adhomai can go very long without seeing his smiling face on their television set, spinning the next story or cover-up at the behest of the State.&lt;br /&gt;
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==Democratic People&#039;s Republic==&lt;br /&gt;
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&#039;&#039;&amp;quot;We are soldiers. We are fighters. We are war. We have forsaken the corrupt and decaying corpse of the xeno-loving People&#039;s Republic. We have left our homes and our families, but our cause is righteous. The suns are with us! The vile usurper of my friend and comrade Al&#039;mari will have justice delivered to him! We will spill the blood of our enemies until our struggles are seen and heard, and we WILL retake OUR Republic!&amp;quot;&lt;br /&gt;
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&#039;&#039;- Supreme Commander Halkiikijr Nated&#039;Hakhan, the day after the coup de tat began, 2451.&#039;&#039;&lt;br /&gt;
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===Supreme Commander Halkiikijr Nated&#039;Hakhan===&lt;br /&gt;
[[File:Nateed portrait.png|200px|thumb|right|A surprise picture of Nated, taken in 2458.]]&lt;br /&gt;
Halkiikijr Nated&#039;Hakhan was born in &#039;&#039;&#039;2404&#039;&#039;&#039; to a M&#039;sai family under the service of the Hadii Dynasty. The son of a royal guard, Nated interacted with many Njarir children in his early life. He grew to resent their narcissism but was prepared to inherit his duty nonetheless. When the First Revolution ignited in &#039;&#039;&#039;2421&#039;&#039;&#039;, Halkiikijr fought for the loyalists alongside the Hadii family. Becoming a battle-brother of Rhagrrhuzau Hadii, or better known as Al&#039;Mari Hadii, Nated stood with the Hadii’s decision to abandon their royal roots and join the revolutionaries. When the war ended Al&#039;Mari was sworn into office, Halkiikijr was made a Commander in Chief of the Republican Army in return for his service. &lt;br /&gt;
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Al&#039;Mari supposedly made promises of swearing-in Halkiikijr as the next president of the People&#039;s Republic once the political climate on Adhomai had stabilized. The legitimacy of this claim is not known, but what is known is that Al&#039;Mari was assassinated during a military parade in &#039;&#039;&#039;2451&#039;&#039;&#039; and Njadrasanukii Hadii, vice president of the People&#039;s Republic, swore himself in as the successor of the presidency. Outraged at the assassination and accusing Njadrasanukii of treachery against the People’s Republic, Nated organized a coup against Malik. Bringing together military commanders dissatisfied with the new Hadiist policies, Halkiikijr created the Adhomai Liberation Army to dethrone the new President. He then took the title of Supreme Commander. &lt;br /&gt;
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As the putsch attempt was thwarted by the Hadiist forces, Nated fled to Shastar City. The coup then turned into a full-blown civil war between the Liberation Army and the People’s Republic. Without off-world help, Nated called to arms anyone willing to support his cause. His movement became a unifying front to all kinds of elements opposing President Hadii; from democratic reformers to extremists fighting to free Adhomai from alien influence. For a decade, Halkiikijr led the Liberation Army as an effective opposing force against the People’s Republic and the New Kingdom. He favored the extensive use of irregular warfare coupled with the deployment of the army to secure decisive battles. A cult of personality formed around Halkiikijr; extremists claimed that he was a prophet sent by the Gods. The Supreme Commander took advantage of this belief to cultivate undying loyalty and fanaticism among his followers. &lt;br /&gt;
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Believing that the territories under his control were ready for a democracy modeled after the Al&#039;mariist principles, Nated&#039;s undisputed rule came to an end with the creation of the Democratic People’s Republic of Adhomai. Halkiikijr retired from his position as Supreme Commander to prevent a coup against the newly elected president. His retirement did not last long; he returned to power because of the Amohdan crisis in &#039;&#039;&#039;2462&#039;&#039;&#039;. Nated was given back the control of the Liberation Army and its remaining juntas to retake the Island of Amohda. After this display of weakness, Halkiikijr is unsure if the DPRA is truly ready to rule Adhomai. For him, the ALA is now more essential than before. Nated also faces infighting between his two right-hand men; commander Kahan and Kyff.&lt;br /&gt;
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While some may call Nated an opportunist or a loyal friend to Al&#039;mari, what is certain is that he is determined. Both in his personal and political life, the Supreme Commander is known to never lose sight of his objectives. This might lead him to make promises that might be hard to fulfill, but Halkiikijr rarely goes back on his word. Because of his association with the most radical elements of the ALA and his tendency of using his position of authority to interfere in disputes, he is a firm believer that the end justifies the means. Because of the utility of his cult of personality, Nated avoids exposing much of his private life.&lt;br /&gt;
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===Commander Kahan Hro&#039;rammhad===&lt;br /&gt;
[[File:Kahan portrait.png|200px|thumb|left|Commander Hro&#039;rammhad in his summer uniform, taken in 2461.]]&lt;br /&gt;
Kahan Hro&#039;rammhad was born in &#039;&#039;&#039;2412&#039;&#039;&#039; to a Hharar family as their oldest children. A peasant from birth in the region of Southern Harr&#039;masir, he was taught the traditional values of S&#039;rendarr and Messa by his deeply religious parents. His childhood was cut short by the outbreak of the First Revolution; his family was expelled from their lands by the war. Thanks to its flat terrain, Southern Harr’masir saw the first deployment of armored vehicles in the conflict; trains, civilian cars, and trucks were outfitted for warfare by the rebels. Hro’rammhad joined the crew of an armored car as soon he turned 14 years old. Because of the high mortality among the revolutionaries, Kahan quickly found himself in the command of his own brigade. He became famous for his excellent use of the vehicles’ speed to encircle the enemy, and for his merciful nature. Monarchists soldiers were always given the chance of joining his side after capture. Hro’rammhad also forbade unnecessary executions and mistreatment of prisoners among his fighters.&lt;br /&gt;
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Commander Kahan and his brigade were incorporated into the Hadiist faction shortly before the end of the First Revolution. As a member of the Republican Army, he was a major proponent of the transformation of the People’s Army into a motorized force. Tank brigades and motostrelki units were created under his supervision. Kahan funded the reconstruction of many temples destroyed during the revolution and frequently donated to charity through the interwar period. Hro’rammhad joined Nated’s coup due to his profound disagreement with Malik’s policies; he saw the oppression of the Zhan-Khazan as morally corrupt. Armored units that defected alongside him were organized into the Hro&#039;rammhad Tank Corps under his command.&lt;br /&gt;
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Hro&#039;rammhad remained a merciful and pious Tajara through the Second Revolution. He rejected the notion of irregular warfare and continued to offer mercy to his enemies. As the leader of the main armored force in the Liberation Army, Kahan played an important role in decisive battles. This position allowed him to become a right-hand man for Nated. As part of his religiousness, Hro&#039;rammhad considered the conflict to be a battle to protect the faith against the innate atheism of Hadiism. Religious imagery and motifs became common among his Tajara. The men under Commander Kahan Hro&#039;rammhad are known to have the utmost respect for his bravery and mercy, most even going so far as to worship him as an embodiment of S&#039;rendarr&#039;s justice. His success during the civil war earned him the nickname of “Undefeated Commander&amp;quot;.&lt;br /&gt;
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Despite the armistice, Commander Kahan remains as one of the second-in-command for Halkiikijr. He is an avid supporter of the transition to democracy, advocating for the dismantlement of the juntas. This position earned him many enemies among the more authoritarian elements within the Liberation Army. He is known to despise Commander Kyff Hotak for his tactics and personality. Both Tajara are currently engaged in an internal struggle to consolidate their influence over the Liberation Army.&lt;br /&gt;
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Thanks to his religious upbringing, Commander Kahan is a forgiving and honest individual. He may be eager to let bygones be bygones, but he is not easily fooled by malicious intentions; anyone trying to take advantage of him will not have an easy time. Hro&#039;rammhad enjoys spending his free time with his family. His thirty years-long marriage sired nine children - three of whom lost their lives in the Second Revolution.&lt;br /&gt;
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===Commander Kyff Hotak===&lt;br /&gt;
[[File:hotak portrait.png|200px|thumb|right|A picture of Commander Hotak along with his pet Farwa, taken with flash in 2458.]]&lt;br /&gt;
Born in the year &#039;&#039;&#039;2406&#039;&#039;&#039; to a family of Zhan-Khazan miners in the Trizar, Kyff Hotak was supposedly destined to slave away for his Njarir master as his ancestors did for many generations. To avoid this fate, Hotak fled his home as a young Tajara. He ran into the wilderness until he found a bandit camp. Because of his age, the brigands decided to adopt Kyff as the group’s mascot. The boy grew up witnessing all kinds of crime and violence; later taking part in the band’s activity when old enough. The bandits sided with the rebels during the First Revolution in search of plunder. But their greed was their undoing; the criminals were massacred by the revolutionaries after they were discovered stealing rations. Hotak survived by being the one to report the activities of his previous comrades. As the war dragged on, Kyff became more bold and cruel in his revolutionary activities. He frequently engaged in assassinations, massacres, and false flag operations to crush the monarchists’ morale. Hotak was soon feared by his comrades and hated by his enemies. To him, everything was permissible to achieve victory. Impressed by the victories of the Hadii faction, he joined them as part of the early Ha&#039;narr Corps.&lt;br /&gt;
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The interwar period was fairly unremarkable for Kyff Hotak; he was given a low-ranking office position in the intelligence department. While Hotak advocated for the recreation of a force similar to the Mountain Ghost Corps, his request was ignored by the Hadiist high command. Memories of his excess in the First Revolution stopped Hotak from receiving any further promotions. He grew discontent with the People’s Republic, believing that he deserved more for his service. Seeing Nated&#039;s coup as an opportunity to rise to power, Kyff defected to the Liberation Army without hesitation.&lt;br /&gt;
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Hotak organized his own unit of commando early into the war; a battalion trained in stealth operations. As a major proponent of irregular warfare, he also helped organize guerilla cells and coordinate terrorist attacks. The success of these groups granted him enough influence to become one of Nated&#039;s right-hand men. However, Commander Kyff quickly returned to his old ways; he started to wage a campaign of unrestrained terror. The presence of his soldiers became a harbinger of indiscriminate persecution, murder, excessive property requisition, and collective punishment against any community suspected of working with the enemy. Despite the protest of the civilian population and Commander Kahan, Halkiikijr refused to replace Kyff. Taking advantage of his reputation, Hotak ordered his Tajara to spread stories of him being the earthly manifestation of Messa&#039;s wrath. This tactic proved to be effective both among his enemies and allies.&lt;br /&gt;
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Commander Kyff Hotak remains in service even after the armistice. Many within the army and the civilian administration desire to see Hotak punished for his war crimes, but Supreme Commander Nated continues to protect him. Kyff is a hardline supporter of the more authoritarian elements in the government and desires a strong centralized leadership above all else. He and Commander Hro&#039;rammhad are rivals; both Tajara commonly fight each other over which direction the Liberation Army should go. Hotak is always accompanied by his pet [[Adhomai#Farwa (Tree-Hopper)|Farwa]], Ghiyath.&lt;br /&gt;
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What little is known from Kyff&#039;s personal life does not paint a picture much different from his time in the army. Cold, ambitious, and cruel are some of the terms commonly used to describe Hotak. For him, other people are merely stepping stones on his path to power. To maintain his mythical image as Messa&#039;s wrath, he avoids any kind of social interaction with anyone outside of his inner circle. Kyff is a famous animal lover - besides his Farwa, he is also the proud owner of several domesticated Ha&#039;rrons.&lt;br /&gt;
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===President Almrah Harrlala===&lt;br /&gt;
[[File:harrlala portrait.png|200px|thumb|left|A portrait of the president during one of her speeches, done in 2461.]]&lt;br /&gt;
President Almrah Harrlala was born in &#039;&#039;&#039;2426&#039;&#039;&#039; to a family of Hharar factory workers in Shastar City. While her childhood was relatively unaffected by the First Revolution, she enjoyed many of the benefits brought by the People’s Republic during the interwar period. Being the first member of her household to receive a proper education, she became involved in the Party’s politics at a considerable young age. She believed that a stable democracy built upon the will of the people was the best path for Adhomai. She was also wary of the presence of megacorporations on the planet, considering their activities as harmful to the development of the Tajara species She campaigned for more worker’s rights and laws restricting corporation’s activities in the PRA. Almrah held a position within the Party until the ascension of President Njadrasanukii Hadii; he ordered the arrest of Harrlala due to her views.&lt;br /&gt;
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Harrlala was held prisoner in Shastar during the first moments of the Civil war, only the capture of the city by the Liberation Army saved her from being transferred to another location. Hoping to continue her career in politics, she aligned herself with the rebels. Even if the despotic and extremist tendencies of the ALA worried Almrah, she held to Nated&#039;s promise of saving the Republic. She was given the position of Provisional Minister of Civil Rights when the Democratic People’s Republic of Adhomai was established.&lt;br /&gt;
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As the Minister of Civil Rights, Almrah worked to protect the regional identities present in the DPRA. Her campaign to end military rule over the country while still upholding the principles of Al’mariism made her a popular figure among the moderate sectors of the population. Seeking to expand her political influence, she founded the National Adhomai Worker&#039;s Party. She was one of the candidates in the presidential elections of &#039;&#039;&#039;2460&#039;&#039;&#039;; she won the office of president by a narrow margin. President Harrlala’s ascension to power displeased the authoritarian wing of the Liberation Army, the military then planned a coup to restore their own rule. The putsch was stopped by the intervention of Supreme Commander Nated, who later resigned from his position to grant more powers to the civilian administration.&lt;br /&gt;
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Following the Armistice, President Almrah Harrlala continued with her internal policies while maintaining a strong stance against foreign dominance. Under her rule, schools to preserve local cultures and languages were established, Gakal’zaal was liberated from the Unathi rule, and the DPRA developed its nuclear program. Her status as one of the first female rulers in modern Tajaran history has inspired many women to engage in DPRA politics. However, her regime is plagued with deep issues. The ghost of separatism lingers over the nation after the Amohdan attempt to secede. Her ability to reconcile the various factions in the government was severely doubted when she failed to draw a plan to handle the rebellious island. Since the return of Halkiikijr to power, the authoritarian elements see this as a moment of weakness in the young Republic. President Harrlala must be ready to face further opposition if she wants to see her vision of Adhomai come to life.&lt;br /&gt;
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Often described as patient and focused, President Almrah Harrlala is not easily dissuaded from pursuing her objectives. When faced with hardship, she prefers to withstand the storm while continuing to work on her projects. Alongside her hectic political career, Almrah leads a modest life without much excitement or luxuries. In her sparse free time, she enjoys playing Mahmrro and visiting Das&#039;nrra&#039;s countryside.&lt;br /&gt;
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===Ex-interim President Brajrr Alnadruskiy===&lt;br /&gt;
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Born in &#039;&#039;&#039;2423&#039;&#039;&#039; in the city of Mztel’mir, Brajjr Alnadruskiy was the youngest child of a family of brewers. He later joined the Republican Army at 17 years old, slowly climbed the ranks through diligent service to the military. Brajrr attributed the prosperity of interwar Adhomai to the strong leadership of President Al’mari; he believed that the Republic always needed a strongman in control to succeed. He severely doubted Malik’s competence because of his decision to undo his brother’s reform. &lt;br /&gt;
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Brajrr finally rose to prominence with Nated&#039;s coup. Upon hearing of the revolution, he rallied the Liberation Army’s aligned troops in Das’nrra to assault Shastar. Alnadruskiy&#039;s attack was successful and he was named the Rrhaza-Akhran of the city. Shastar became the headquarter of the ALA, giving Brajrr a reasonable amount of influence within the army high command. He was known for his rigorous discipline and unforgiving nature. Many war prisoners were forced into labor by his orders. Brajrr was given the position of Interim President when the Democratic People’s Republic was created.&lt;br /&gt;
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Alnadruskiy ran for president in the 2460 elections, seeking to centralize the nation and maintain the Army’s sway over the government. He founded the Free Tajaran People’s Party, gathering the most authoritarian elements in the Republic. After Almrah Harrlala’s victory by a narrow margin, he took part in the putsch against the newly elected president. Despite the defeat of the mutiny, Brajrr managed to convince Halkiikijr that he was forced by the extremists to join them. He was released and allowed to return to politics.&lt;br /&gt;
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Ex-interim President Brajjr Alnadruskiy now leads the opposition to Harrlala’s regime. He continues to support a centralized state under the leadership of Supreme Commander Nated. Even when the successes of the current administration displease him, their latest crisis has given him enough to challenge Almrah. The return of Halkiikijr to the control of the Army is also considered a victory for him and his followers. Alnadruskiy awaits for the right moment of weakness to retake control of the DPRA.&lt;br /&gt;
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Brajrr Alnadruskiy is notorious for his unforgiving and rigid personality. He never forgets or forgives any wrongdoing, no matter how small. Brajrr has a large collection of grudges - he diligently waits for the opportunity to exact revenge upon those who wronged him. Alnadruskiy is also unreasonably stubborn; he rarely takes other points of view in his decisions. The Ex-interim President is a compulsive and skilled gambler; his favorite game is Suns and Moon.&lt;br /&gt;
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===Maksym Razin===&lt;br /&gt;
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Born in 2423 to a family of M&#039;sai foresters in Southern Ras&#039;nrr, Maksym was raised in a deeply religious household. As a follower of Mata&#039;ke, he spent his youth learning the skills necessary to become a hunter. At the age of 25, he joined the Priesthood of Mata&#039;ke after hunting an exceptionally large, Tajara-eating Ha&#039;rron who was terrorizing the region. Maksym became a firebrand priest who preached against the alien presence in Adhomai. He supporter Al&#039;mari late policies as a sign of an inevitable religious revival. Razin&#039;s service was cut short because of the outbreak of the Second Revolution. &lt;br /&gt;
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Deeming Njadrasanukii&#039;s rule to be an active danger to the Ma&#039;ta&#039;ke faith, Maksym joined the Liberation Army. In Supreme Commander Nated, he saw the very image of Mata&#039;ke - a Tajara sent by the Gods to defeat the enemies of Adhomai despite overwhelming odds. Thanks to the usefulness of his skill as a hunter in guerilla warfare, Razin quickly climbed the ranks; in a matter of time, he became the Rrhaza-Akhran of Mezuma. He was known for making extensive use of ambushes and traps. During his time in the liberation arm, Razin was an avid supporter of Hotak. After the failed putsch of 2461, Maksym followed Nated&#039;s example and stood down as a junta leader.&lt;br /&gt;
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As a member of the Followers of Nated, Maksym Razin was elected to be a representative in the National Assembly. In his time in politics, Razin became acquit In the 2464 elections, he was chosen to be the candidate for the presidency. With or without the approval of Commander Nated, he now plans to turn the Democratic People&#039;s Republic into a holy realm free of the Alien influence; a nation guided by the wills of the Gods. Maksym is not afraid of doing whatever it might take to ensure the triumph of Theocratic Natediism. He firmly believes that Nated will return to the leadership of the DPRA after his followers have seized the government. &lt;br /&gt;
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Maksym is a notorious thrill seeker; no challenge is too small for him. His trophy wall is covered with all types of Adhomian animals. His bravery is only matched by his zealotry; Razin&#039;s faith plays a central role in his life.  He rarely takes any meaningful decision without consulting the Gods through rituals or before saying a prayer.&lt;br /&gt;
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===Bakhteiarova Mirzakhani===&lt;br /&gt;
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Born in 2435 on a small farm in Northern Ras&#039;nrr, Bakhteiarova was likely destined to spend her life as a mere farmer. Destiny was abruptly changed with the assassination of President Al&#039;marii. As a Zhan-Khazan, she saw her family join Nated&#039;s side due to the discrimination of her people. While too young to take part in the revolution, she was old enough to understand what was to come. As the war dragged on, she witnessed the death of most of her relatives, the destruction of her land, and the nuclear strike at Quizosa.&lt;br /&gt;
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Left without anything but scars, Bakhteiarova fled to Southern Ras&#039;nrr as a refugee. There she became involved in the still young Ruralist cause. The memories of Hadiist war machines and the bomb were enough to convince her that the real culprit was modernity itself. Moved by a mixture of nostalgia for better times and a legit concern for Adhomai&#039;s environment, she became deeply involved in the movement. Thanks to her background and experiences, she was able to bridge the gap between the Ruralist and Environmentalists of the Adhomian Blue Party. She worked alongside the party&#039;s theorists to make sure that the Ruralist Experimental Farms were viable.&lt;br /&gt;
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Mirzakhani was chosen as a candidate for the 2464 presidential elections by the Adhomian Blue Party. As a committed Ruralist, she is eager to implement their plan of returning to an idealized pre-industrial society. However, she recognizes that implementing such a project is impossible without reuniting Adhomai. Bakhteiarova may be willing to work with the rest of the DPRA to achieve the Al&#039;mariist victory, but she has no interest in ever giving up her dream - an Adhomai free of the evils of modernity; an idyllic paradise the Tajara once held. Besides the other parties and candidates, her main political enemy is Ahem Kah&#039;nrir, the warlord who continues to strangle her homeland.&lt;br /&gt;
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Because of her upbringing, Bakhteiarova Mirzakhani enjoys the simple things in life. Listening to the folktales, taking care of her garden, and riding a Zhsram are among her favorite activities. Either because of her duties or some unknown personal reason, Bakhteiarova frequently appears to be tired. Rumors claim she has trouble sleeping and must make use of medicine to rest properly.&lt;br /&gt;
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===Dr. Aleksandra Hro&#039;makar===&lt;br /&gt;
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The first and thus far only incident of weapons of mass destruction being employed on Adhomai happened in 2458, when the People’s Republic dropped a four-megaton nuclear bomb on the Liberation Army base in Quizosa. The death toll from the detonation was staggering, but the fallout from the bomb was carried on strong winds, leading to severe cases of radiation poisoning from the neighboring camps.&lt;br /&gt;
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Tajara medical experience with radiation poisoning and the effects of nuclear bombs were practically non-existent. The only species in the galaxy that had the technology long before the Tajara were Xenos, and the Liberation Army did not have the luxury of free contact with extraplanetary forces. With the sick and dying mounting, a call for help was sent out to the surrounding territories. Many physicians and doctors made the long and difficult journey in the winter snows to help - at the forefront of them, Dr. Aleksandra Hro’makar.&lt;br /&gt;
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The effects of the bomb were catastrophic. Survivors were badly burned. Their fur fell out, never to grow back again - leaving them susceptible to Adhomai’s frigid temperatures. Their skin peeled off in sickly ribbons, hanging limply to the ground. Doctors were at a loss, with only a rudimentary understanding of what could have happened. Dr. Aleksandra took a sort of unofficial command of the medical effort, and coordinated efforts to assist the sick and dying.&lt;br /&gt;
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Liberation-sympathetic Tajara, at her prodding, recovered as many documents as they could regarding the atom bomb from PRA-aligned holdings, downloading information from the extranet and thieving textbooks from high-security locations. Thanks to her ingenuity and leadership, the haphazard medical team of doctors saved a great many innocents from a slow, painful death - though they would have to live with the effects of the bomb for the rest of their lives. Dr. Aleksandra is widely known for her opposition to nuclear proliferation, due to her experiences, and has become the face of a growing anti-WMD movement across Ras’narr.&lt;br /&gt;
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===Arzjun Haurjuhrl===&lt;br /&gt;
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Rumors persist that Arzjun Haurjuhrl was sired out of wedlock, a result of an affair between a Zhan-Khazan mistress and a rebel leader. He was born in &#039;&#039;&#039;2427&#039;&#039;&#039; in the warmer regions near the city of Olska, and lived alone with his mother. He was scarcely a child when the war ended and the People’s Republic came to prominence. Both he and his mother suffered much in the way of discrimination - for being Zhan-Khazan as well as having a bastard child. This disconnect between what the People’s Republic promised and the way they were treated caused the young Arzjun to become disillusioned with the Republic.&lt;br /&gt;
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He was further tested when his mother suddenly fell ill and died in the winter of 2445. With nothing left tying him down, abandoned as he had been by Adhomain society, he took what little funds they had been saving and paid a smuggler to carry him off-world. It took every penny but eventually, he found himself in Mendell City, carrying nothing but the clothes on his back. For a time, he lived on the streets, forced to beg to make ends meet. He soon found work at one of the shelters he had often stayed at. The community of Little Adhomai was more welcoming to him than the homeworld had been.&lt;br /&gt;
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Deciding to pay back the kindness he received, he took part in many community outreach programs, including plays and dramas for the children of Little Adhomai. His passion for the arts as a medium of expression took root here, and his name rose to some prominence amongst the local Tajara population thanks to his charity work. He aspired to work on his own big picture and got his chance thanks to the collective donations of many Tajara. Wealthy Xenos also had an interest in seeing what the immigrant could do, though perhaps a few thought it would look good as a public relations move.&lt;br /&gt;
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The script he wrote went through many revisions and sat for a good while before it was picked up by a studio. The community who had helped him before had done it once again; the surprise blockbuster When Summer Came to Nazira was one of the top ten highest-grossing films in Biesel history. Its anti-tyranny message was seen by some as an expression of the director’s own viewpoint on the People’s Republic. In some ways, they were correct - Arzjun is a quiet supporter of the DPRA, which has put him at odds with the Republican government. As a result, his film is banned from showing on Adhomai - though this has not stopped smuggled copies from being distributed amongst DPRA theaters.&lt;br /&gt;
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==New Kingdom==&lt;br /&gt;
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&#039;&#039;&amp;quot;Loyal subjects, countrymen, brothers. It is with a heavy heart that I must announce that we must conscript from the provinces in order to maintain our fight in this war. However, you are not alone. Even as the new compulsory service legislature is passed, the aristocrats across the kingdom are likewise mobilized under a new service gentry system, so that all of the Kingdom is together in this struggle.&amp;quot;&#039;&#039;&lt;br /&gt;
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&#039;&#039;- King Vahzirathaamro Azunja, announcing the beginning of conscription and formalization of the service gentry in 2453.&#039;&#039;&lt;br /&gt;
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=== King Vahzirthaamro Azunja===&lt;br /&gt;
[[File:Azunja portrait.png|200px|thumb|left| A picture taken of King Vahzirthaamro Azunja, presenting his saber, circa 2450. The black ribbon marks his death.]]&lt;br /&gt;
King Azunja was born in 2400 in the city of Kaltir to the noble Njarir’Akhran Azunja line. His father was Farkhanzirhal and his mother Dramahdarmah. Located in the far reaches of Kaltir, the Azunja family line was one of compassion and fair treatment, as only in unity and brotherhood could they hope to survive the harsh far reaches of Northern Adhomai. Their peasants were kept well and treated with dignity, and the nobles, while privileged, never indulged in cruelty. A noble paige since the age of 10, Vahzirthaamro excelled in reading and writing from an early age. He prepared to inherit the family throne as the sole son of his parents until the first civil war of Adhomai ignited in 2421.&lt;br /&gt;
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When war broke out between the nobility and peasants, house Azunja was hesitant to pick sides, as they disagreed with the morals of both sides. Their distant position in the wild made them capable of ignoring the war until its end, as the Hadii family was placed at the head of Adhomai in 2432. Carrying the flags of the newly founded People&#039;s Republic of Adhomai, the Republic&#039;s army demanded the surrender of all nobility in Kaltir. The entire populace requested to be left in peace, as the peasantry and nobility there had never declared war on one another. Believing the peasants were utterly spineless and brainwashed, the People&#039;s Republic executed all current nobles ruthlessly, scattering the royalty of the region. Vahzirthaamro was placed in prison by his father&#039;s retinue of intellectuals, who declared he had to remain hidden amongst the lowest of the low if he wished to stay alive. From that moment on, Vahzirthaamro Azunja knew that peace was impossible so long as a compromise was not made, and a true constitutional monarchy was made the unanimous government on Adhomai.&lt;br /&gt;
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Word passed amongst the Tajara at the work camps about the possibility that Vahzirthaamro still lived as many pre-war intellectuals gathered with him in private. They spun every possibility of a government, even discussing adopting human political systems as they gathered workers, fighters, poets, and philosophers to form an organized nation as they spread their ideas to the guards of the facility, a majority of which who were old peasants under the Azunja family who thought the entirety of the nobility had been executed. Delighted to see his return, they joined his side and swore allegiance to his family once more.&lt;br /&gt;
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In 2449, in the middle of the night, Vahzirthaamro was released in secret along with the entirety of his retinue, as they quickly spread from town to town, asking for assistance from newly appointed officials and workers. Before long, the reminiscent families of the Kaltir region were happy to rejoin their flock. By 2450 his claim to rule had spread to all of Northern Harr&#039;masir, and the New Kingdom of Adhomai officially seceded as an independent nation under the newly declared King Vahzirthaamro Azunja. He then led the Kingdom for the next decade, managing the balance between the different factions within the government and the ongoing war. Vahzirthaamro became a unifying figure for the population. After successfully securing Kaltir&#039;s ancient lands and negotiating the armistice that brought the end to the war, King Vahzirthaamro passed away in 2463. His niece, Shumaila Azunja, inherited his throne.&lt;br /&gt;
&lt;br /&gt;
===Queen Shumaila Azunja===&lt;br /&gt;
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[[File:Shumaila portrait.png|200px|thumb|right| A portrait done of Queen Shumaila Azunja, holding the ceremonial orr&#039;bu s&#039;rrendar, circa 2460.]]&lt;br /&gt;
Shumaila Azunja was born in 2431 in Northern Harr’smirr, as the daughter of one of the kingdom’s princes. She survived the Republican slaughter by being hidden away among the peasantry, raised in secret by individuals still loyal to the old ruling dynasty. From a young age, Shumaila began to participate in secretive royalist circles within Kaltir. Here, she began her service to the kingdom by helping distribute leaflets proclaiming the coming of the New Kingdom of Adhomai. When the uprising broke out in 2450, she joined the new Imperial Adhomian Army. Shumaila then rose through the officer ranks quickly, becoming a commander in the Jabrut Almumalik and establishing a name for herself on the front.&lt;br /&gt;
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Many of those who served under Shumaila describe her as being a woman of unbreakable will, never faltering as casualties stacked or as barrages shattered the ground around her. Some even say she wouldn’t even blink at the sight of the PRA’s dreaded tanks rolling towards the lines. For her exploits in the war’s 2459 offensive and the defense of the Vlrralkhzazhul line, Shumaila came to be known as “The Storm of Harr’smir”, matching her iron will with a burning fury to destroy the kingdom’s enemies. &lt;br /&gt;
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In 2460, after meeting with several prospective heirs, King Vahzirthaamro had chosen his niece Shumaila to serve as the Crown Heir. Although the majority supported this decision alongside most of Parliament and the nobility, a large fraction remained wary of the decision of a military leader over other options. However, this opposition has shrunk over the past few years. Shumaila remains strong on her position of expanding the military, but she has also spoken about increasing ties to the galaxy’s Megacorporations to modernize the New Kingdom. Nor has she made any comments regarding changing the democratic systems of Parliament and the Chamber. Coupled with her public appearances and active presence in the newspapers, many woes and worries of her ascension have been dissuaded. &lt;br /&gt;
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Since entering the public eye in 2459, Shumaila enjoys much support from the women of Kaltir. Many look to her as an inspiration, buying “military” style jackets to emulate her look, given that Shumaila became one of the few Tajara women to lead a nation. However, this fame has also led to calls from the nobility and her family to choose a husband. Shumaila retains that her marriage comes after her coronation. She was finally crowned in 2463 after King Azunja passed away. Outside of continuing her uncle&#039;s legacy, her plans to the Kingdom are still unclear to the wide public&lt;br /&gt;
&lt;br /&gt;
Often called headstrong, Queen Shumaila&#039;s personality is very different from her predecessor. She appears calm and resolute during her public apparitions, however, rumors claim that she has frequent bouts of rage while in private. During her free time, Shumaila enjoys collecting and riding cars, playing Traiaz, and hunting. She has shown little to no interest in arranging a marriage to secure a direct heir.&lt;br /&gt;
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[[File:Marshal portrait.png|200px|thumb|left| A portrait of Field-Marshal Zarkradar&#039;Akhan, circa 2420.]]&lt;br /&gt;
===Field-Marshal Rrhazhal Zarkradar&#039;Akhan===&lt;br /&gt;
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Rrhazhal was born in &#039;2380 to the noble Njarir’Akhran Zarkradar&#039;Akhan line, however, he was a legitimized bastard of a Zhan-Kazan maid. As the youngest of his brothers, Rrhazhal was sent into the service of the Azunja family as King Farkhanzirhal Azunja&#039;s servant at the age of 10. King Azunja noticed the young child had a talent for philosophy and strategy. The two had many intellectual discussions together as Rrhazhal quickly became a trusted advisor of King Farkhanzirhal by the time he was 20. At this time, King Azunja decided he trusted Rrhazhal with protecting the life of the newly born Vahzirthaamro. On the eve of the First Civil War, Rrhazhal was tasked with training the peasantry of Kaltir in order to defend their fiefdom and nobility against attackers. When Kaltir was annexed by the People&#039;s Republic of Adhomai in 2432, Farkhanzirhal frenziedly ordered Rrhazhal to hide Vahzirthaamro before People&#039;s Republic soldiers stormed the palace, killing almost everyone. From then on Rrhazhal Zarkradar&#039;Akhan personally accompanied Vahzirthaamro Azunja as his protector and chief advisor. &lt;br /&gt;
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In 2450, once the New Kingdom had officially declared independence from the People&#039;s Republic of Adhomai, Rrhazhal Zarkradar&#039;Akhan was promoted to the rank of Field-Marshal personally by King Azunja, and today oversees all military operations inside of the New Kingdom of Adhomai. Respected for his tactical skill but notorious for his radical belief that a compromise is not possible and a complete return to the old nobility is Adhomai&#039;s only option for peace, Field-Marshal Rrhazhal Zarkradar&#039;Akhan is one of the oldest fighting nobles left on Adhomai.&lt;br /&gt;
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Rrhazhal is old-fashioned, methodic, and extremely loyal. Accustomed to the strict military life, the Marshal rarely deviates from his routine. Zarkradar&#039;Akhan is notorious for his lack of sense of humor. Rrhazhal&#039;s sharp mind has begun to show the signs of his age after the death of King Azunja; the marshal sometimes forgets details and has trouble remembering his previous orders. In his sparse free time, Rrhazhal enjoys practicing wood carving.&lt;br /&gt;
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===Grand Admiral Mahtra Dynhaas===&lt;br /&gt;
[[File:dynhaas portrait.png|200px|thumb|right|A commissioned portrait of Grand Admiral Mahtra Dynhaas from his book cover, done in 2463.]]&lt;br /&gt;
Hailing from a royal cadet line and born in 2402, Dynhaas followed his father and brothers to join the Das’nrra Empire’s navy at a young age. When the First Revolution came, naval losses coupled with the rebel conquest of Das’nnra resulted in Dynhaas, the last man left of his line, surrendering and being imprisoned. With the war’s end in 2432, Dynhaas was offered a pardon by the Party in exchange for developing the Republican Navy. He would come to accept this over the alternative of death. &lt;br /&gt;
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Accepting his defeat and believing that the age of nobility came to an end, Dynhaas came to view the Republican Navy as his new purpose in life. He worked to advance it alongside other pardoned nobles and founded the Oceanmasters Lounge, a private club within the naval officer corps. This path in life would change with the announcement of the New Kingdom of Adhomai. Believing that a way to restore the old glory days of kingdoms laid with the NKA, Dynhaas began to plan a revolt. Partnering with other sympathetic admirals, he had the Republican Navy’s Grand Admiral and several other loyalists killed on a fateful night at the Shastar Naval Base before fleeing eastwards in 2450. In the same year that the New Kingdom was declared, Dynhaas delivered them the strongest naval force Adhomai had ever seen. King Azunja had declared him the Kingdom’s Grand Admiral shortly after meeting with Dynhaas in Miran’mir. &lt;br /&gt;
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With the Republican Navy&#039;s command almost crippled and the ALA unable to compete with their dominance of the sea, Dynhaas used his fleets during the war to support and supply the Royal Army while helping smash the enemies of the New Kingdom. The artillery barrages of his ships were important in coastal battles during the NKA&#039;s offensives while their supremacy saved the Royal Marines from certain destruction following the failed Ras&#039;nrr expedition. The prestige of his position made Dynhaas an instant celebrity in the NKA as well. Many propaganda reels and photos showed him as a majestic lord of the sea, something he capitalized on heavily to present himself as the very pinnacle of noble glory. Always well-groomed, well-dressed, and impeccable at talking despite whatever circumstances he was in, Dynhaas never passed the opportunity to host an interview. Most notable was Dynhaas&#039; interview on his opinions of xenos of the S&#039;rand’marr coalition, conducted on his capital vessel while it sieged Nal&#039;tor in the final stages of the war. His statements on Unathi and Skrell were less than positive. After the expulsion of the People&#039;s Republic from Harr&#039;masir in 2461, Admiral Mahtra infamously ordered the Royal Navy to engage in an unrestricted bombardment campaign of the eastern Hadiist coast. Cities and villages were targets of frequent naval artillery strikes; the battleships shelled military and civilian targets indiscriminately. The Navy infamously used incendiary shells during these attacks, causing entire neighborhoods to be engulfed in firestorms.&lt;br /&gt;
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Post-war, Dynhaas went on several speaking tours in the first year of the armistice. Traveling from city to city, his public events were used to promote his upcoming biography and drew crowds in the tens of thousands. Politically, he maintains that the future of the NKA always lies within the navy, and that the industry of the New Kingdom must always retain a heavy focus on their shipyards. Dynhaas has also been vocal in his beliefs of a stronger monarch, often using the emergency powers King Azunja had as an example of the strong benefits that could come with such. He is yet to comment at all on his supposed rival, Mira&#039;zkui, at all.&lt;br /&gt;
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Mahtra is an infamous glory hound; his boisterous and prideful personality is often the source of much interpersonal conflict. Dynhaas can not go long without telling war stories or exalting his actions during the previous conflict. Among the Royalists circles, the Grand Admiral is either loved or hated. Mahtra is never seen out of his fancy dress uniform adorned by a large roll of medals.&lt;br /&gt;
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===Grand Duke Akym Yudenikh===&lt;br /&gt;
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Born in the Das&#039;nrra Empire to a noble family in 2412, Akym Yudenikh survived the First Revolution by escaping to Northern Harr&#039;masir and hiding his identity. After the Hadiist occupation of the Kingdom of Kaltir, Yudenikh joined the People&#039;s Republic bureaucracy; he became responsible for the administration of the local rail system. Akym was infamous for his corruption; he frequently sold permits, disregarded contraband reports, and accepted bribes. &lt;br /&gt;
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Because of his background, Akym was contacted by the underground royalist movement. He quickly became one of the main supporters of the group; he used his position within the Hadiist government to secure supplies and funding for the incoming uprising. Weapons, machinery, and ammunition were diverted to the Royalist cells. Akym was awarded the title of baron, a seat in the parliament, and some land confiscated from the People&#039;s Republic when Vahzirthaamro returned. However, his ambitions did not stop there. Using the money made from his time as a Republican bureaucracy, alongside whatever profit he could extract from his new holdings, Yudenikh continued to acquire more estate. Newly liberated farms were sold to him at a meager price thanks to his connections within the government. In a question of years, he became a Grand Duke and one of the major landowners of the New Kingdom. Akym controversially used prisoners of war as workers in his plantations during the Second Revolution as part of deals with the military.&lt;br /&gt;
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Following the Armistice, Akym Yudenikh now leads the Royalist Party; his main mission is to maintain the status quo. The continuation of the constitutional monarchy and the privileges of the nobility align perfectly with his interests. He is one of the major supporters of further deals with megacorporations. Grand Duke Akym is not afraid to use his position to protect his interest in the parliament. Under his vision, prosperity for the New Kingdom means more power and wealth to its elite.&lt;br /&gt;
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While Akym might appear friendly and easygoing at the first sight, this facade hides treacherous tendencies. The Grand Duke only keeps a secret if it benefits him directly; anything else is fair game in the social game of the New Kingdom&#039;s nobility. Thanks to this behavior, Yudenikh has his clique of noble friends who frequently support each other in political and personal affairs. As a lover of the finer things in life, the Grand Duke likes to hold feasts, bet on Zhsram races, and collect bottles of Nm&#039;shaan Liquor.&lt;br /&gt;
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===Prince Serhiy Oliinyk===&lt;br /&gt;
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Born as the third son to a family of Njarir&#039;Akhran in 2434, Serhiy Oliinyk&#039;s life was profoundly affected by events over which he had no control. Raised in a household of avid royalists supporters, Serhiy was exposed to his parents&#039; ideology since his youth. However, the boy had his reservations in regards to the possible return of the monarchy; he doubted that they could truly avoid the mistakes of the past. For his support during the uprising in Northern Harr&#039;masir, the patriarchy of the Oliinyk family was given a seat in the parliament, a title of nobility, and a modest tract of land. Serhiy mistakenly believed that he could escape his bloodline&#039;s obligation thanks to his status as the third child. He already had a passion in his life: playing the P&#039;rrama.&lt;br /&gt;
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The war was cruel to the Oliinyk. Serhiy&#039;s brothers were killed while serving the army. This put him in an uneasy position as the heir of a parliamentary seat. The growing debt forced his father to sell whatever land they had left; the Oliinyk had officially joined the ranks of landless nobility. The final blow came in 2459 with the bombing of the Parliament; Serhiy inherited his progenitor&#039;s seat after his demise in the attack. The young musician was thrown into the midst of the New Kingdom&#039;s politics. Influenced by his social status and beliefs, he aligned himself to the Commoners Party.&lt;br /&gt;
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If he is truly unable to escape his fate, Prince Serhiy decided to make the best out of it.  Because of his age and a family full of martyrs, Serhiy became the Commoners Party&#039;s main spokesperson. Convincing the Queen to support the Populists will not be easy; the Conservatives and Absolutists are far more powerful and influential. A powerful strategy is necessary to guarantee the Commoners Party triumph in the parliament. Serhiy plans to retire from politics after the hereditary parliamentary positions are abolished and the Kingdom is fairer to its population. He hopes to return to his greatest passion: music.&lt;br /&gt;
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Prince Oliinyk is a reserved person who prefers the company of his few trusted friends to the parties and neverending social schemes of the New Kingdom. Serhiy tries his hardest to separate his role in the parliament from his private life; he relies mostly on political alliances instead of his friendships to gather support. Besides his passion for music, Oliinyk enjoys frequenting Kaltir&#039;s theaters.&lt;br /&gt;
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===Count Tscherim Sanguszkho===&lt;br /&gt;
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Hailing from a cadet house of the Rrhakaslov dynasty, Tscherim Sanguszkho was born in 2433 shortly after his family escaped to Kaltir to avoid the First Revolution&#039;s massacres. He was raised on a small farm frequented by disposed nobles and royalist sympathizers. Sheltered from the rest of Adhomai, he grew only knowing the world only through the nostalgic tales of pre-contact Njarir&#039;Akhran, The Sanguszkho family was quick to offer their support to King Azunja when he returned; the Tscherim&#039;s father was given a seat in the parliament. Tscherim became a low-ranking officer in the army.&lt;br /&gt;
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Tscherim Sanguszkho&#039;s military career came to an end in 2460 when he was gravely wounded in combat. Taking advantage of his pension and family&#039;s position, Tscherim spent the next years in gentlemen&#039;s clubs. In these places, he entered into contact with radical Absolute Royalists and became deeply interested in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric beliefs]]. Tscherim founded his organization in 2462: the Njarir&#039;Akhran Renewal Fraternity. Drawing inspiration from the stories of an idealized pre-First Contact society, the ideology known as Revival Royalism was born from the Fraternity&#039;s meetings. Posing as a regular club, Tscherim was able to introduce other nobles to his ideals. Knowing that the task of enforcing the old order was not an easy one, Sanguszkho chose a common enemy to unite the kingdom against: the Tajara of mixed heritage.&lt;br /&gt;
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Tscherim&#039;s plan came to fruition when his father died in a car accident in 2463; he inherited a landed title, a state, and a seat in the Parliament. Shortly after, the Njarir&#039;Akhran Renewal Fraternity opened its membership to the public and made its intentions clear. Thanks to a deal with the Officers and Royal parties, the Fraternity became the fourth faction in the Parliament. Despite being the leader of the smallest Party, Count Tscherim has already begun to plot to slowly introduce his ideology into the New Kingdom.&lt;br /&gt;
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Tscherim is commonly described as eccentric, volatile, and intelligent. The Count is prone to descend into long, grandstanding rants - for every subject, he has a strong opinion that is bound to divide the room he is in. Sanguszkho&#039;s demagogic tendencies have earned him a fair share of allies and enemies. Aside from his interest in esoteric ideas, Tscherim is a heavy drinker who frequently visits all kinds of pubs.&lt;br /&gt;
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===Ser Mrakhanjurl Ii&#039;rka===&lt;br /&gt;
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Mrakhanjurl was born in 2422 in a Zhan-Khazan family in a small village outside Olska. He received little education nor traveled far outside his village. As soon as he came of age at 16 he joined the rest of the village mining bauxite ore to be shipped to Olska to make aluminum. He eventually lost both parents to lung cancer from the mine&#039;s poor ventilation before he was 23. In 2452, when he was 29, he traveled with a dozen other Zhan-Khazan miners several miles to Olska to join a protest against the new legislation of President Hadii that was meant to crack down &#039;subversive elements&#039; that many felt were unfair to Zhan-Khazan. The army was called in and brutally repressed the demonstration, which saw Mrakhanjurl narrowly escape with his life. He returned to his village to find that it had been torched by the republican army for housing subversive agitators.&lt;br /&gt;
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Mrakhanjurl mourned the loss of his village and was picked up by rebel militia, who revealed that they had managed to provide early warning to the village and evacuate over a dozen people, but the army had managed to find and kill all but a handful of survivors. In gratitude for the rebels dying for his village, and to avenge the deaths, Mrakhanjurl joined the armed resistance that eventually joined itself under the New Kingdom of Adhomai. In a very short few years became a remarkable marksman, gaining the most recorded kills of any Tajara sniper. Current New Kingdom estimates put Mrakhanjurl&#039;s kill count at 285, 32 of those enemy PRA snipers.&lt;br /&gt;
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Mrakhanjurl also managed to evacuate countless civilians from Republic territory to northern New Kingdom holdings. During the famous &#039;&#039;Rout of the 2nd Battalion&#039;&#039;, in which New Kingdom defenders unsuccessfully attempted to prevent Republican forces from capturing Baltor, Mrakhanjurl assumed command of the 4th Company after both its leading officers had been killed by sniper fire. Despite a serious gunshot wound to the leg Mrakhanjurl began shouting orders and rallied the shattered defenders, who were the last line of defense between the advancing Republic forces and thousands of refugees attempting to flee the city. The &#039;&#039;Rally of the 4th Company&#039;&#039; on 2456 successfully managed to delay advancing Republic troops long enough for thousands of more refugees to escape into New Kingdom territory who would otherwise face atrocity.&lt;br /&gt;
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For his bravery and growing fame (which was now considered too important to risk in the war effort), Mrakhanjurl was given the Order of the Victorious Sun, the highest honor in the New Kingdom, as well as being the first Zhan-Khazan in history to be given the noble rank of Ser. He remains a hero to the Zhan-Khazan and the New Kingdom.&lt;br /&gt;
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===King of the Mountains Rustam Harmaliik===&lt;br /&gt;
[[File:harmaliik portrait.png|200px|thumb|right|A portrait of the king in his riding regalia, done in 2454.]]&lt;br /&gt;
Rustam Harmaliik was born in 2427 as the son of a deposed Njarir&#039;Akhran noble family. He spent most of his youth in the rural region of Harr&#039;masir, where he had contact with some groups of Rhazar&#039;Hrujmagh that inhabited the region. As an adult, he found employment in law enforcement and was sent by the People’s Republic to support the efforts to settle the rock nomads of the Harr’masir region in 2448 as a Republican official.&lt;br /&gt;
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While working alongside the authorities to make sure that the nomadic Zhan would accept and adopt a sedentary lifestyle, Rustam grew more interested in their culture and became skeptical of the Hadii’s regime and how they were treating the Rock Nomads. Unrest among the Rhazar&#039;Hrujmagh soon followed, and Rustam would try to offer his support in any way possible, such as sabotaging equipment shipment or relaying misleading intelligence. The government soon realized his treason, forcing Rustam to abandon his post and escape into the wilderness.&lt;br /&gt;
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Rustam found shelter among a caravan of the Rhazar&#039;Hrujmagh, and soon adopted their way of life. Unrest and resistance continued among the rock nomads, and Harmaliik joined their struggle against the People’s Republic. With the New Kingdom’s rebellion, the control of the region waned and the Republican efforts shifted to other problems, which allowed the nomad resistance to blossom into guerrilla warfare. Rustam climbed the ranks of his caravan’s forces, winning prestige and favor by leading them against the Republican forces.&lt;br /&gt;
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The second revolution happened, and the Rhazar&#039;Hrujmagh resistance continued. Rustam assumed the leadership of his adopted caravan and aimed to acquire more support among the other Rock Nomads. Through the years of the conflict, he gathered more men and wagons under his command, through diplomacy or conquest, but limiting himself to defensive tactics, ambushes, and raids. The political stance of Harmaliik has always been one of neutrality in the conflict, never compromising fully with the Adhomai Liberation army, due to his Njarir’Akhran origins and monarchist sentiments, and never declaring any support to the New Kingdom, in fear of losing the trust of his fellow nomads, &lt;br /&gt;
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Due to a republican offensive against the nomadic guerrillas in 2461, Rustam decided to declare himself the Almalik’Rhazar, a word roughly translated as &amp;quot;leader of the mountains&amp;quot;, following an ancient nomadic tradition that allows the largely independent Rock Nomad caravans to elect a ruler among themselves. This decision alienated him from his ALA allies and the other nomads, forcing him to side with the New Kingdom of Adhomai. Harmaliik and his caravans have joined the kingdom war effort. He and his people were later granted the southeast territories of the New Kingdom for their support during the conflict.&lt;br /&gt;
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===Brother Mikhail Ordau===&lt;br /&gt;
Little is known about Mikhail Oradu’s parentage. He was given to the Parivara at a very young age, left on the doorstep of Miran&#039;mir&#039;s abbey. Thus the Family took him in as they do many small children, teaching him and educating him about S’rendarr and Messa. Mikhail was an accomplished writer for his age, but a speech impediment left him at a disadvantage when it came to oral presentations. The boy was known to be bookish, and spent much of his free time in the abbey’s library as well as its restricted section, thanks to his close friendship with the abbot.&lt;br /&gt;
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He had an unusual interest in the sciences for a clergyman. As the Second Revolution loomed ahead, and whispers of splitting from the Republic crept into the local city, he busied himself with reading and tending to the monastery’s garden. Eventually, Miran’mir and all of northern Harr’masir split from the Republic to form the New Kingdom. With the war came plenty of hardship, and the Priests of S’rendarr did their best to help alleviate the tragedy amongst the peasants.&lt;br /&gt;
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With little farmable land and a severe manpower disadvantage, the New Kingdom struggled to provide for its people. Starvation was a very real threat, and the abbey’s garden was not sufficient. A conflicted Mikhail turned once again to the abbey’s library and science for an answer; and, as though a miracle from the Suns themselves, one came. He discovered an ancient text detailing breeding methods for slaves, from long before the First Revolution. Suggestions on how to pass on desirable traits and mannerisms; to breed subservience. Controversial, but an unknowing descriptor of genetics and hereditary traits.&lt;br /&gt;
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It was armed with this knowledge that Mikhail set about breeding new plants. Earthen roots, dirt berries, and more were cultivated for generations by Mikhail, aiming to pass on traits like hardiness and vitality. The plants became much more accustomed to growing in harsh conditions thanks to his work, and as the New Kingdom pushed back the Republicans and gained more territory, these hardier plants were easier to grow in the shell-shocked muddy battlefields. The threat of starvation became less and less pressing as more and more farms could deal with the way the war affected the terrain. For his efforts, Brother Mikhail was afforded a personal audience with the King.&lt;br /&gt;
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===Oleg Al&#039;Mor===&lt;br /&gt;
Born Oleg Murkov Al-Al’Mori in 2400, Oleg was a teenager when humanity stumbled upon the Tajara. His simple life of working and indentured servitude was suddenly upended with the influx of new ideals; he and his family, along with a contingent of other refugees of war avoided the conflicts erupting across the planet by staying in the mountains of Northern Harr’masir. To pass the time and keep themselves entertained, the telling of fireside epics became common. Oleg was noted to be imaginative with his tales even then, regaling other Tajara with stories of war and love.&lt;br /&gt;
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Eventually, however, the nomadic hunter-gatherer life in the mountains could no longer support their numbers, and Oleg’s group descended from their hiding place. By this point, rebel armies had mostly taken hold of Kal’tir and the surrounding areas, giving Oleg relative freedom. When the war finally came to an end in 2432, Oleg was well known as a traveling bard and performer who earned his living using his creative skills entertaining war-weary soldiers and newly freed slaves. The stability that came with the formation of the People’s Republic afforded Oleg the opportunity to settle down in Kal’tir once again, where he took an interest in the local theater scene.&lt;br /&gt;
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His first play, The Jester’s End, pioneered the form of black comedy and was a throwback to the days of servitude. Over the course of his career in Kal’tir, Oleg penned many more plays under his pseudonym Oleg Al’Mor, out of fear of inviting reprisals from the People’s Republic. Oleg’s plays were often scandalous or controversial for challenging the traditional morality held by Tajara. However, as time went on, his works became formulaic and much less shocking, and thus by extension more palatable to the average Tajara. Black comedy found a good home amongst the countless war veterans of the First Revolution.&lt;br /&gt;
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Oleg considered himself an intellectual, and when the New Kingdom of Adhomai split from the People’s Republic he was an outspoken supporter. He and his family had experienced the benefits of the old ways, and with his considerable wealth from play royalties, he financed the New Kingdom with donations. Sadly, Oleg Al’Mor passed away in December of 2460 after completing his final work. The play, titled A Maiden’s Voyage, was particularly well-received, with even the King himself getting a private showing. Many of his works are still performed in theaters all over the New Kingdom’s territory.&lt;br /&gt;
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==Others==&lt;br /&gt;
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===Father Valyan K&#039;rrirran===&lt;br /&gt;
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&#039;&#039;&amp;quot;From the stars, he saw Adhomai&#039;s cities and mountains become nothing more than specks. When he beheld the planet from far away, he realized that it was a small dot within this vast new galaxy. It was then he saw how truly special our homeland and our people are.&amp;quot;&#039;&#039;&lt;br /&gt;
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&#039;&#039;-Father Valyan K&#039;rrirran, written as the ending to the prologue in his novel &amp;quot;An Introduction to The Twin Suns&amp;quot;, 2430.&#039;&#039;&lt;br /&gt;
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Born in 2406 to a family of merchants in Dras’nrra, Valyan chose to join the faith at a young age, and became a fully-fledged Priest of S&#039;rendarr in the midst of the First Revolution. It was during this time that Valyan had also become one of the first few Tajara to leave Adhomai. Settling on Xanu Prime in 2426 and remaining there until the war’s end in 2431, Valyan provided much of the first glimpses into the theology of the Tajara during this time. He, later on, returned home after publishing his novel written in Tau Ceti Basic on the history of the S’rendarr and Messa. Following the Second Revolution, he had replaced Walid Al’qat as The Father of the Parivara after Al’qat died of heart failure. Since gaining his position in 2462 the new Father has already demonstrated to Adhomai that he is able to rise to the task of leading the Parivara. Alongside his archivers, he had revealed misinterpretations in the vows of the Suns Sisters and amended the Vow of Silence to the original Vow of Whispers. &lt;br /&gt;
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The Father has kept this momentum of progress going forward. In the same year, he began to assist with several archeological digs across Adhomai to gather more information on not just the history of the Suns faith, but also of the Tajara people. Much of this collection is digitalized and shared through a newly developed site (Simply dubbed “Parivara and Tajara History.pra”.) made by an influx of well-educated acolytes. Now, any curious Tajara or alien can find a trove of information on the Parivara and new details on the species’ history. This mix of preserving old traditions alongside progressing aspects of the church has made Valyan popular among the younger generations of Tajara, kindling their interest in the faith. K’rrirran once again made a historical change as he became the first Father to leave Sana Sahira. He embarked on a journey to each country’s capital to petition their governments for support for Parivara orphanages. K’rrirran returned largely successful and with his standing among the faithful of Adhomai heightened. &lt;br /&gt;
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However, Valyan is not free of any controversy. Some conspiracy theorists believe that he could have had a hand in the death of the previous Father, citing the lack of provided medical care and the quick selection of Valyan as the new Father. Others point to his connection to the revitalized Kin of S’rendarr and believe him to be funding the Kin, supplying them with off-world equipment and arms to continue their war against whoever is deemed the faith’s enemy. Nonetheless, these are regarded as little more than baseless rumors by much of the population. K’rriran’s PRA leg of his 2464 journey was also plagued by local disinterest in Nal’tor and an inability to dissuade anti-religious sentiments.&lt;br /&gt;
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===Tufir Nazzirai===&lt;br /&gt;
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Tufir Nazzirai forever changed Adhomai with six laser pistol shots in 2451. Very few details are known about the Zhan-Khazan. It is known that he was a member of the People&#039;s Strategic Intelligence Services where he served as a field agent. It is known that he was 26 when he carried out the assassination of Al&#039;marii Hadii. It is known that he had used an energy pistol, an advanced and rare weapon for a Tajara on Adhomai. Any other records of him have been removed from archives in the PRA by the PSIS. Many believe that only the upper party will know the full truth of Tufir Nazzirai. Theories abound about the Tajara and his motives. Some think that he was a double agent working for the Sol SIIB, received his pistol from them, and killed Al&#039;marii Hadii on their orders. Some think him to be a Crevan who killed Hadii for clamping down on his city&#039;s businesses and causing economic turmoil. Some point to him as a Zhan-Khazan frustrated with his people&#039;s suppression who had decided to take revenge on the man behind it all. If one was to ask a dozen Tajara about it they could receive a dozen different answers. The lack of clarity about Tufir, his motives, and swift hidden trial and execution opens itself to boundless theorization and propaganda usage.  &lt;br /&gt;
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Tufir&#039;s legacy is one that cannot be avoided. His name is associated with betrayal and disaster of the highest scale. The PRA maintains that he was a monstrous reactionary who had done the murder to try and end the dream of Hadiism and that his Zhan-Khazan genetics&#039; contributed to his desire for murder. The Al&#039;mariists see him as a corporate agent who killed Hadii for NanoTrasen after Al’marii pulled back on deals with the shadowy corporation. But, for some, Tufir Nazzirai became a martyr. Citizens of the NKA point to him as a hero, despite his position, for killing the man that founded the PRA. Conservatives in the DPRA hold similar views as Al&#039;marii Hadii was the one who began the suppression of local cultures and religions. Zhan-Khazan groups will also claim him to be a hero of their people. But, no idols or statues for him exist anywhere on Adhomai and beyond. Every day Tufir as a person slips away further and further into legend and infamy. &lt;br /&gt;
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===Crown Voices===&lt;br /&gt;
Crown Voices are an all-female Tajara singing group hailing from the NKA, they specialize in vocal jazz and classical performances. Due to this, they have performed alongside a variety of bands providing musical accompaniment with the longest-lasting being a Zhan group called &amp;quot;The Underclass Brass&amp;quot;. While relatively unknown, the three members were lifted from the edge of poverty by Prince Serhiy Oliinyk, who saw potential in them. Their biggest performance was at the Kaltir Royal Theater, where they performed an album titled &amp;quot;Northern Frost&amp;quot;, written by an anonymous writer.&lt;br /&gt;
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The song was panned by royalist critics, accusing him of attempting to push &amp;quot;misguided Nateedist ideas calling them unity.&amp;quot; Yasmin Piaf surprisingly also spoke out against the group, accusing them of being an obvious and cheap copy.&lt;br /&gt;
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Still, the group reaped applause and general positivity from lower nobles and peasantry, establishing them as a popular band among the lower social strata.&lt;br /&gt;
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====Masha Il-Azura====&lt;br /&gt;
Masha is a Hharar, born during the later inter-war era she was only a child when the war began. She, however, lived a relatively well-off life as her father was a lawyer, allowing her to get proper musical education and graduate with honors. She and her family funded the band&#039;s early endeavors and with her help, they were noticed by prince Oliinyk. She is very quiet off-stage and prefers to avoid any interviews or conferences, many question why she even decided to become a celebrity. She does, however, seem very at ease with the other band members and when performing.&lt;br /&gt;
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====Ilvya  Kolovova====&lt;br /&gt;
Ilvya is a Zhan-khazan, born during the middle of the inter-war period making her the oldest member of the band. She is also the shortest of the three, despite being a Zhan-khazan, making her quite an oddity. She makes up for this with her forward and aggressive personality, as she was raised alongside 6 brothers on the streets of Kaltir. She is also the only member of the group with performing experience, as she provided musical accompaniment in multiple late-night bars. Due to her small size, she has the highest-pitched voice of the trio.&lt;br /&gt;
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====I’sha S’rremich====&lt;br /&gt;
I&#039;sha is an oddity even in the band, born during the late inter-war period she is only slightly older than Il-Azura. Born to a dockworker, she spent most of her youth doing hard labor, the sea shanties she&#039;d sing with her father are what eventually got her a well-off spot in a local bar. In this bar she would meet with Kolovova and eventually Il-Azura. She is cool, levelheaded, and slow to agitate, serving as the spokesperson and centerpiece of the trio. Her critics also describe her as ugly and boyish, as she refuses to wear a dress, on or off-stage, due to her rough upbringing.&lt;br /&gt;
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===Rikdar Al&#039;Manq===&lt;br /&gt;
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Rikdar was born on &#039;&#039;&#039;2429&#039;&#039;&#039; the noble Njarir’Akhran Bayan line in Nal&#039;Tor, with Bayan being his birth name. However, his parents were disappeared by Republic secret police in one of the frequent purges of Njarir’Akhran and he was put into state-run foster care.  He has raised in the &#039;&#039;House Of Young Patriots&#039;&#039; orphanage until he was adopted at 14 to Hharar parents and took their last name of Al&#039;Manq. As he was going to school his parents and teachers immediately took notice of his artistic abilities and interest in painting, which the orphanage had initially tried to discourage. In 2446, when he was 18, Rikdar won an art contest where he submitted a portrait of his Environmental Geology teacher and gained a prestigious scholarship in the Nal&#039;Tor University of The Arts, a state-funded institution.&lt;br /&gt;
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Rikdar attended the university for several years, though his studies were sometimes interrupted or delayed by the periodic waves of anti-Njarir’Akhran demonstrations and violence that gripped the campus. However, he quickly became a prodigy amongst his peers. Al&#039;Manq&#039;s style of oil painting and doing portraits became a sensation in the capital, with the mayor and several city officials requesting their portraits done.  Rikdar graduated from university at 20 years old in &#039;&#039;&#039;2450&#039;&#039;&#039; with a Bachelor of Arts. Having already received several high-profile commissions, including the then-President Al&#039;Mari Hadii, whose portrait was done a week before his death. Al&#039;Manq managed to survive the resulting chaos across Adhomai following the assassination of Al&#039;Mari Hadii by the nature of his celebrity status, but his popularity remains confined within the major cities.&lt;br /&gt;
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At only 29 years old in &#039;&#039;&#039;2458&#039;&#039;&#039; the &#039;&#039;Al&#039;Manq Style&#039;&#039; has already become a famous style of painting across Adhomai. The Al&#039;Manq Style is noted for its use of rich oil-based paint that focuses on portraits and profiles. The colors are often bold or show rich texture and color. The hands of Tajara are painted without being anatomically correct. Critics blast Al&#039;Manq&#039;s apparent inability to draw hands correctly but Rikdar has stated that it&#039;s his personal style. This has influenced other artists, and many attempting to pay homage to Al&#039;Manq draw hands as stubby. Rikdar remains extremely popular on Adhomai. The People&#039;s Republic remains a quiet supporter of his work, and state officials pay him handsome commissions for their portraits to be done, though they frown on him taking commissions from New Kingdom officials as well. The Adhomai Liberation Army has painted Rikdar as just another nobleman and several members of the Liberation Army have given open contempt for his work.&lt;br /&gt;
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===Bloodstorm===&lt;br /&gt;
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Bloodstorm is a famous and infamous DPRA Heavy Metal Band that has surged in popularity with the younger “denier” generation. Those in this generation are categorized not only by refusing the current status quo, but also have a general disdain towards a complete return to Tajara roots or liberalization through corporations. Fans of this band are usually punks, anarchists,s and jaywalkers. While the band mostly operated inside the DPRA, during one of their galactic tours their citizenships were revoked, making it impossible for them to return to Adhomai. They currently preside in Mendell City.&lt;br /&gt;
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====Vargir Stenovich “Godslayer”====&lt;br /&gt;
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The lead guitarist of the group, Vargir Stenovich is known as the spokesperson of the band and the most controversial figures. Admitting to being a Raskara cultist in public and calling out the Parivara on their “bedding with the government”. Vargir has been involved in numerous scandals including protesting military parades, playing one of his songs next to a work camp without permission, and lastly ingesting drugs on live television and proceeding to slander the ALA for bombing the NKA parliament.&lt;br /&gt;
[[File:Bloodstorm.png|200px|thumb|right|Photo of Al-Atil at the Mztel&#039;Mir concert, &amp;quot;War Is Fuck, Let&#039;s Do It&amp;quot;, circa 2459.]]&lt;br /&gt;
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====Janos Al-Lung “Drowner”====&lt;br /&gt;
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Janos is the bassist of Bloodstorm and the only band member without a criminal record. He has frequently butted heads with Stenovich over the political extremities the band goes through to discredit not only PRA and NKA but also DPRA. Janos Al-Lung is currently the only member of Bloodstorm that is trying to re-apply for a DPRA citizenship.&lt;br /&gt;
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====Al-Atil Csihar “Nightmaster”====&lt;br /&gt;
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The vocalist, Al-Atil, is known for his “mrowl”, a high, long, yelp that is recorded as the loudest sound produced by a Tajara. He loves to interact with the public and often stays behind on the podium to sign autographs and fans using black or red spray paint.&lt;br /&gt;
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====Cecil Kernov “Bloodletter”====&lt;br /&gt;
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Cecil is the Drummer and has actually served time, unlike the other band members. Kernov has his nickname for a reason as he’s been charged with armed assault during his youth, which is how he met with Vargir. Later in life, he was arrested again, after he had brutally assaulted a fan who had climbed on stage with a drum, getting it stuck on said Tajara’s head and pushing him off the stage with a dropkick. This led to multiple fractures and long-term disabilities for the fan.&lt;br /&gt;
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====The Mist “Mih”====&lt;br /&gt;
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A yet unknown band member by the public, “Mih” remains anonymous always wearing a mask in public and never speaking. He plays the P&#039;rrama, an old Tajara string instrument, with 8 strings mirrored in a long horn-like pipe that extends to the ground which emits a loud, brass twanging noise described as an over-amped guitar. &amp;quot;Mih&amp;quot; has been under investigation multiple times, however, the enigmatic member always manages to avoid the authorities.&lt;br /&gt;
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&#039;&#039;&#039;Most Notable Albums Include:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Freezing Blizzard&#039;&#039; - An early, human metal-inspired album. &amp;quot;The Mih&amp;quot; was not a member at this time and the music avoids political messaging, mostly focused on heavy guitar riffs.&lt;br /&gt;
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&#039;&#039;War Is Fuck, Let&#039;s Do It&#039;&#039; - The &amp;quot;central&amp;quot; album of the band that rocketed them to popularity. Its anti-war messages resonated with a lot of the younger audiences who were tired of the usual acoustic and traditional sorrowful performances, preferring this new aggressive style.&lt;br /&gt;
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&#039;&#039;If Messa Was Here She&#039;d Be a Whore&#039;&#039; - A distinctly anti-Parivara album, attacking their behavior towards women and female priests. The Mih joins the band around this time, employing the now-iconic P&#039;rrama. While initially released to negative reviews, it slowly became a fan favorite.&lt;br /&gt;
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&#039;&#039;We Live in a Society&#039;&#039; - A very hateful album, attacking every faction on Adhomai, including the human Sol and Nanotrasen and their presence there.&lt;br /&gt;
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&#039;&#039;Shell In, Spine Out&#039;&#039; - Another anti-war album, the band&#039;s first attempt to create a narrative album describing the life of a dying soldier. Received both negatively and positively by the fans.&lt;br /&gt;
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&#039;&#039;S&#039;rrendar Loves You Except He Doesn&#039;t&#039;&#039; - The critique of Parivara escalates in this album, would remain unnotable if it wasn&#039;t for the recording of Cecil attacking a fan with the drum.&lt;br /&gt;
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&#039;&#039;If You&#039;re Old You Should Die&#039;&#039; - A call to arms, actively encouraging the younger generations to overthrow the current system and drag all the politicians down. For many, this was a return to form, but also most likely the album that led to Bloodstorm&#039;s exile from the DPRA.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Tajara&amp;diff=24050</id>
		<title>Notable Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Tajara&amp;diff=24050"/>
		<updated>2022-04-03T18:57:24Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Father Valyan K&amp;#039;rrirran */ Updates entries in accordance with IC developments&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
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[[Tajara|Tajaran]] history and society has a long list of notable individuals and heroes that are known across [[Adhomai]]. &lt;br /&gt;
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==People&#039;s Republic==&lt;br /&gt;
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&#039;&#039;&amp;quot;Comrades, in this struggle we fight to protect the progress we have fought so hard to make in the preceding decades. Our march forever onwards for a Hadiist society must not be stopped by the usurpers who would see us become a brutish military dictatorship, nor those fetid imperialists who would restore the atrocities of the old ways.&amp;quot;&#039;&#039;&lt;br /&gt;
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&#039;&#039;- President Njadrasanukii Hadii, in a televised address to the people in 2452.&#039;&#039;&lt;br /&gt;
===President Njadrasanukii Hadii===&lt;br /&gt;
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[[File:Hadii portrait.png|200px|thumb|right|A portrait of the president, done in 2460.]]&lt;br /&gt;
Njadrasanukii Hadii, also known as Malik Hadii, was born in &#039;&#039;&#039;2402&#039;&#039;&#039; to the noble Njarir&#039;Akhran Hadii line. His mother was Rajjurl Hadii, and his father Tajrhalrr Hadii. He got involved with the military at an early age, becoming a cadet for the Royal Navy at 16 and achieving a commission as a Lieutenant-Commander at 22, and leading his own destroyer as a Captain at 29. During the revolution, he briefly fought for the loyalists but was recalled to the Hadii Citadel to help defend his family&#039;s ancestral home. Following the revolution and the Hadii&#039;s rise in the new Federal Republic, Njadrasanukii was given the office of Vice-President under his brother Al&#039;Mari Hadii. &lt;br /&gt;
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Malik assumed the presidency in &#039;&#039;&#039;2451&#039;&#039;&#039; after the assassination of Al&#039;mari. He continued his brother&#039;s early agenda of collaborating with NanoTrasen and other galactic powers. Njadrasanukii purged any suspicious elements from his administration after the Nated&#039;s coup, consolidating his power through the imprisonment and execution of anyone that threatened his regime. Further authoritarian measures were established by him; the expansion of the secret police, the rapid industrialization of the PRA, and further persecution against those who did not conform to his policies. Under Malik Hadii&#039;s control, the current form of Hadiism took shape; an ideology focused on the creation of a monolithic Tajaran culture under the unquestionable guidance of the Hadii political line. The office of the president had its powers largely expanded under his rule, allowing Njadrasanukii to control all aspects of the People&#039;s Republic government. Total loyalty to Njadrasanukii is expected from all Party members.&lt;br /&gt;
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A state-endorsed cult of personality has been established around President Hadii. Through a robust propaganda system, republican citizens are informed daily about Malik&#039;s achievements and how only through his guidance the Republican can prosper. Portraits of President Hadii can be found in most Hadiist homes and government buildings. Njadrasanukii is known for his speeches praising his own administration and the bravery of his people; his voice can be heard frequently on the radio. While many admire him as a strong leader, others fear his ruthless ways of dealing with the opposition.&lt;br /&gt;
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President Hadii is famous for his extreme paranoia. Very few high-ranking members of the Party have direct access to him and little is known about his private life. He is constantly surrounded by hand-picked members of the secret service; those bodyguards are always under the risk of being purged for any reason. It is rumored that he has survived more than three hundred assassination attempts.&lt;br /&gt;
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The few Tajara who had the opportunity to know President Hadii personally, portray him as energetic, charismatic, thoughtful, but deeply paranoid and vindictive. Njadrasanukii cultivates an image of a simple Tajara; he leads a frugal lifestyle with few material needs. Because of the nature of the PRA&#039;s government, President Hadii&#039;s work and private life are deeply entangled. President Hadii&#039;s favorite pastimes are watching movies, playing Farehal, and reading books; rumors claim that Njadrasanukii has at least 20,000 Tajaran and alien books in his private collection.&lt;br /&gt;
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Despite the outcome of the Second revolution, Njadrasanukii continues to rule the People&#039;s Republic with an iron grip. He did not give up his plans of reestablishing Hadiist hegemony over Adhomai.&lt;br /&gt;
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[[File:headmaster portrait.png|200px|thumb|left|A rare picture of the camera shy Tyr&#039;adrr, taken during the closure of an illegal protest, dated to 2459.]]&lt;br /&gt;
===Headmaster Harrrdanim Tyr&#039;adrr===&lt;br /&gt;
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Harrrdanim was born in &#039;&#039;&#039;2425&#039;&#039;&#039; to a M&#039;sai family serving the Hadii during the First Revolution. Wishing to follow in the footsteps of his parents, he joined the Hadiist Party at a young age. He soon caught the attention of the People&#039;s Strategic Intelligence Service due to his craftiness and was given a position in the agency. Despite enjoying moderate success during the late years of Al’mari’s rule, Tyr&#039;adrr rose to prominence after the President’s assassination. Leading several purges within the secret service, he was able to secure a promotion as the Headmaster after the previous head was arrested for suspicious behavior. Under Tyr’addr’s control, the PSIS became the feared terror machine it is today. Heavy investments in surveillance technology, the establishment of a robust web of informants, and the large-scale repression of political opponents greatly weakened the opposition in the People’s Republic. His supposed adventures during this period have spawned an entire &amp;quot;spy thriller&amp;quot; genre in the Republic.&lt;br /&gt;
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After helping secure President Hadii&#039;s rule, Headmaster Harrdanim focused his efforts on fighting the Liberation Army and the New Kingdom. Ruthless anti-partisan campaigns were carried out under his supervision. The displacement of Chaniska’s native population, scorched-earth tactics in Northern Ras&#039;nrr, and the creation of Try&#039;urma Penitentiary were among some of his orders during the conflict. His actions during the Second Revolution earned him the reputation of being merciless and bloodthirsty. In spite of several assassination attempts, ALA agents failed to murder him and he continued his reign of terror unimposed.&lt;br /&gt;
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Even after the Armistice, Headmaster Harrdanim continues to work tirelessly to undermine the enemies of the Republic. He has a large interest in securing the Tajara population living outside of Adhomai and is responsible for the PSIS presence in District Six. He is eager to suggest more authoritarian solutions and believes in increasing, even more, the state’s control over the population. Because of the role of the Strategic Service in the government, Tyr&#039;adrr is one of the most powerful and hated Tajara in the People&#039;s Republic. While seemingly loyal to President Hadii, many in the Party fear where Tyr&#039;adrr&#039;s ambition might lead him.&lt;br /&gt;
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Analytic, controlling, and cold are some of the words frequently used to describe Harrrdanim&#039;s personality. The headmaster is known to calculate every step on his way; he tries his hardest to manipulate the events in his favor. Tyr&#039;adarr is also infamous for never assuming any kind of blame - a scapegoat, willingly or not, always shows up to take the fall. Thanks to his position in the government, little to nothing is known about his personal life.&lt;br /&gt;
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===Party Secretary Yakiv Hadii===&lt;br /&gt;
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Yakiv Hadii was born in &#039;&#039;&#039;2412&#039;&#039;&#039; as the second cousin to President Hadii. While too young to take part in the First Revolution, Yakiv joined the Hadiist Party as soon as he could. During Njadrasanukii’s rule, he excelled as a bureaucrat due to his organizational skills. He managed the distribution of land and the establishment of communal farms during the Republican Agrarian reforms. Through a combination of political maneuvers and nepotism, he quickly climbed the Party&#039;s ranks. Yakiv sought to further the Republican relationship with NanoTrasen, seeking their support for the development of Adhomai. This stance caused him to lose Al’mari’s favor during the years leading to the Second Revolution. He was then demoted to an unimportant position in the Ministry of Agriculture.&lt;br /&gt;
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Yakiv returned to prominence after Rhagrrhuzau’s assassination; he was seen as a way to link Malik’s rule to his now-deceased brother. Following the abolishment of the office of vice-president, Yakiv was promoted as the Party Secretary by Njadrasanukii. He became responsible for the internal organization and reviewing applications to the Party; he was quick to remove many of his political opponents from power using his new powers. Known as unquestionably loyal to President Hadii, he became infamous for being nothing but a yes man. He continued his policy of maintaining good relations with megacorporations, lobbying for more deals with NanoTrasen. Countless Tajara were given the opportunity to leave Adhomai due to his efforts, most sold as cheap labor while some others were able to acquire higher education. During the final stages of the war, he was one of the main proponents of the need for foreign intervention to save the People&#039;s Republic.&lt;br /&gt;
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After the Armistice, Yakiv remained as Party Secretary. He is one of the closest advisors to President Hadii, helping Malik in matters related to internal and external affairs. Despite being an orthodox Hadiist, he is eager to push for changes to appease NanoTrasen and other foreign powers in an attempt to gain their support. Many within the Party see Yakiv as a power-hungry and untrustworthy politician, eager to abuse his power to reach what he wants. Others recognize him as a cunning politician with a rather dangerous influence over President Hadii.&lt;br /&gt;
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Yakiv Hadii is a notorious opportunist and sycophant; he is always trying to acquire any kind of leverage where it might exist. Personally, this means that Yakiv is more than eager to make friends with anyone of any importance. However, the friendship might come with strings attached: a request to repay a favor or take part in a shady business. Yakiv takes full advantage of his position within the Hadiist Party to indulge himself in all luxuries available to the political elite. Because of this lifestyle, Yakiv has become noticeably overweight.&lt;br /&gt;
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===Minister of Defense Irbaykhan Mirarkiizar===&lt;br /&gt;
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Irbaykhan Mirarkiizar was born into a Hharar peasant family in &#039;&#039;&#039;2428&#039;&#039;&#039;. He was raised around veterans of the first revolution and was always interested in their stories. Owing to the new opportunities brought by the People’s Republic, Irbaykhan enrolled in a military academy and joined the Grand People&#039;s Army as an officer. He survived the purges of the early Hadiist government because of his political reliability; as he was one of the first army leaders to support President Hadii during his ascension. This left him in the privileged situation of being one of the few properly trained officers at the dawn of the Nated’s coup.&lt;br /&gt;
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Irbaykhan quickly climbed the ranks of the Republican Army during the Second Revolution. Making extensive use of artillery and motorized troops, he secured early victories that gave much-needed breathing room to the fragile Republic. While in command of the Dymtris Front in &#039;&#039;&#039;2456&#039;&#039;&#039;, he pushed the New Kingdom into the defensive position that they would remain in until the very end of the war. Mirarkiizar’s final promotion during the conflict was to the theater commander of the Rass’nrr Military District. With the help of the alien allies of the Republic, he managed to recapture the main region of the continent. He was given a seat in the Ministry of Defense after the Armistice, working alongside the upper echelons of the Party to refine the Republic’s strategy.&lt;br /&gt;
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Unlike most members of the Ministry of Defense, Irbaykhan has both political connections and practical experience in the field. This combination has made him one of President Hadii’s closest advisors in regard to military matters. Currently, he is responsible for the Hro&#039;zamal campaign. Mirarkiizar sees the Grand People&#039;s Army as an essential component of the Hadiist state; the ever-vigilant guardian of the Republic against its enemies. The Minister believes that strict discipline and union towards a common goal is the best way to safeguard the future of the People’s Republic.&lt;br /&gt;
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Irbaykhan Mirarkiizar is known for his disciplined and simple lifestyle. The Minister is very strict with his routine and commonly scolds Party members, other generals, and his family for being what he would call undisciplined. Irbaykhan is well-known for his unquestionable loyalty; he would prefer death over treason. He is only seen out of uniform when fishing - Irbaykhan&#039;s favorite pastime.&lt;br /&gt;
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===Minister of Technology Zhuldyz Hadii===&lt;br /&gt;
[[File:zhuldyz portrait.png|200px|thumb|right|A picture done of Zhuldyz Hadii in her lab, created in 2462.]]&lt;br /&gt;
Born in &#039;&#039;&#039;2420&#039;&#039;&#039; to the Hadii dynasty, Zhuldyz enjoyed the many privileges granted to her family. She grew up fascinated by the new technologies brought by human contact; she would spend hours tinkering and dismantling electronics during her childhood. Later she was sent to study in prestigious Solarian universities, where she ventured into the field of robotics. Zhuldyz returned to Adhomai in 2449 and was granted a post in the Ministry of Technology.&lt;br /&gt;
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Using the knowledge acquired off-world, Zhuldyz drew plans with the objective of modernizing the Republic through a technological revolution. The rapid industrialization aided by mechatronics would bring prosperity to the Tajara. While many of her initial projects were abruptly interrupted by Rhagrrhuzau&#039;s assassination, she remained in her position due to being a member of the Hadii dynasty. The unstable early years of Njadrasanukii’s presidency were unfavorable towards her dreams; stopping Nated’s coup and the Royalist uprising were top priorities at the time. However, as the frontlines stagnated and a semblance of normalcy returned to the People’s Republic, Zhuldyz had the chance to convince President Hadii of her plans. Knowing that losing the war would put an end to her pursuits, she turned her genius to the military field. Victory could be achieved through technological superiority. She was one of the driving forces behind the establishment of [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]], the expansion of the [[Tajara_Space_Capability#PRA_Army_Wing|Orbital Fleet]], and the creation of the Tesla Brigade. Zhuldyz was promoted to the office of the Minister of Technology shortly before the Armistice.&lt;br /&gt;
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The Adhomian Cold War became the perfect testing ground for Zhuldyz&#039;s projects. She sees the period of peace as an opportunity to turn the People&#039;s Republic into a technological powerhouse. Zhuldyz believes that the future of Hadiism lies in the science and that the Republic must become advanced enough to subjugate its enemies. Minister Hadii is not interested in ethical or safe research; she is eager to pursue dangerous and questionable experiments. No price is too small to pay during the march of progress. President Hadii gave Zhuldyz near uncontested authority to lead the Ministry of Technology. She was the mind behind the creation of the first independent robotic factory on Adhomai.&lt;br /&gt;
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Due to her upbringing, she is a brilliant scientist and a charming conversationalist, but at the same time, she frequently refuses to admit fault and is quick to scrutinize the work of others. Holding them to nearly impossibly high standards. Many scientists have been transferred to less desirable positions due to failing to meet Zhuldyz&#039;s demands. She is a notorious workaholic who only leaves her laboratory to attend political meetings.&lt;br /&gt;
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===Secretary of the Navy Hura&#039;zhi Mira&#039;zkui===&lt;br /&gt;
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Born in &#039;&#039;&#039;2422&#039;&#039;&#039; to an exiled line of minor nobility from the Zatushka Kingdom, Mira’zkui grew up in the chaos of the First Revolution as the armies of the Hadiist rebels marched across Adhomai. When the dust had settled, despite his personal wishes to enter the party itself, his family would convince him to uphold their old traditions and join the forming Republican Navy in &#039;&#039;&#039;2447&#039;&#039;&#039;. It was then that Mira’zkui met Dynhaas and joined the Oceanmasters Lounge.&lt;br /&gt;
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During the chaos of Dynhaas’ defection in &#039;&#039;&#039;2450&#039;&#039;&#039;, Mira’zkui narrowly avoided his own death. Informed early by a loyal lieutenant that his own crew was plotting to kill him, Mira’zkui fled in a lifeboat and watched as his fellow officers were thrown screaming from the decks of their own ships. A few days later, he was found on the shores of Ras’nrr. As the Republic fell into chaos, Mira’zkui returned to the Republican Navy as Secretary, entrusted by Malik Hadii to fight against the pirate flotillas of the ALA and the Royal Navy. However, Mira’zkui’s loyalty was not able to make up for his inexperience. While the last of the Liberation Army’s pirate vessels were sunk, he was unable to contend with the strength of the Royal Navy and unable to achieve his personal desire: Capturing or killing Dynhaas. &lt;br /&gt;
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Post-War, Mira&#039;zkui has largely become reclusive and withdrawn from the public eye. While he continues to try and develop the Republican navy, Mira’zkui is forced to contend with funding going towards the projects of the Orbital Navy and Grand People’s Army. With a relationship of mutual dislike between himself and Zhuldyz Hadii, many within the party believe that Mira’zkui will likely be replaced eventually. How he would react to being denied any chance for revenge against Dynhaas is something no one knows. &lt;br /&gt;
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===Minister of Education Kalim Khazdar===&lt;br /&gt;
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Kalim Khazdar was born in &#039;&#039;&#039;2430&#039;&#039;&#039; to a family of Hharar foremen in the city of Tampiska. Deemed a bright child by his teachers, he was sent to study in Al&#039;marii. Captivated by the tales of progress and prosperity brought by the interwar period, Kalim enrolled at the Al&#039;marii College of Hadiist Sciences. He continued his studies intending to become a college teacher. During his time as a student, he became a good friend and protégé of the rector of the university, Mahir Hadii. His friendship with a member of the political dynasty opened many doors for him.&lt;br /&gt;
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Kalim joined the Hadiist party during the Second Revolution. He later visited Tau Ceti to study the Adhomian community there; his experiences in District Six deeply affected his ideas. He saw all the social problems that those who lived under the megacorporation rule were subject to. Instead of losing faith in Hadiism, he started to believe that reforms were necessary to save the People&#039;s Republic; NanoTrasen should be a means to an end, not the end itself. Kalim returned to Adhomai in 2459 and became a college professor. Thanks to his connections, he soon got involved with the administration and politics of the university. His papers on the subject of Hadiist education were generally well-received by the academia.&lt;br /&gt;
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With the Armistice of Shastar, Kalim Khazdar aligned himself to the Young Hadiist faction; his sympathy towards the movement was largely unknown to the Party. His ascension to the position of Minister of Education in 2463 was the result of a confidential deal between his mentor and President Hadii. Despite being considered a powerless and inexperienced politician by the other members of the Hadiist cabinet, Kalim is not to be underestimated. Cunning will be necessary to avoid the wrath of President Hadii and his lackeys. The path to a truly free People&#039;s Republic will be a long and difficult one. &lt;br /&gt;
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Usually depicted as a wide-eyed idealist, Kalim Khazdar is anything but naive. The few years he spent navigating the political fields of the Al&#039;mari College transformed him into a bright, yet deeply cunning individual. Kalim rarely loses hope; he prefers to spin every defeat into a minor setback to maintain morale. Many wonder how long it will take for Khazdar&#039;s optimism to be crushed by the People&#039;s Republic politics. Besides his academic and political work, Kalim has published  Hadiist realist poems and short stories.&lt;br /&gt;
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===Chief Naval Commander Samirro Qarrarhaz===&lt;br /&gt;
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Born in Northern Ras’nrr in &#039;&#039;&#039;2407&#039;&#039;&#039;, Samirro was the son of a loyal M&#039;sai general in the Hadii Hegemony. Qarrarhaz&#039;s family raised and taught him to follow in his father’s footsteps. He would become an artillery officer in &#039;&#039;&#039;2428&#039;&#039;&#039;, finding great success during combat against monarchist groups through using extensive shelling to force and flush out the enemy. By &#039;&#039;&#039;2431&#039;&#039;&#039; Qarrarhaz was moved into Southern Harr’masir to prepare for an invasion of the Kingdom of Kaltir. His artillery crews were among those who scoured the Kingdom following its surrender, shelling whatever villas, castles, and manors they had found. A staunch ally of Al’mari Hadii and his family, Qarrarhaz has always stood by the Hadii family and the republic they had later built. &lt;br /&gt;
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While also providing training for future artillery commanders in the interwar period, Qarrarhaz became part of a committee formed by President Al’mari Hadii to plan and prepare a space fleet for the PRA. He, along with other committee members, traveled to the Coalition of Colonies&#039; planets of Xanu Prime and Himeo to observe anti-piracy operations in order to better develop the PRA’s own future space warfare doctrine in &#039;&#039;&#039;2452&#039;&#039;&#039;. When the Orbital Fleet was completed by &#039;&#039;&#039;2457&#039;&#039;&#039;, Qarrarhaz was appointed Chief Naval Commander by President Malik Hadii. Since then, he has won numerous victories against piracy, smugglers, and even bested a [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?do=findComment&amp;amp;comment=114422 Sol cruiser]. &lt;br /&gt;
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Post-war, Qarrarhaz continues to lead his spaceships and Kosmostrelki in the defense of the PRA’s claimed space. Comfortable and experienced in his position, Qarrarhaz has begun to speak more on the future of the PRA’s ventures into space. Controversially, the Commander has stated that the PRA must eventually extend its hand to the numerous small colonies and off-worlder communities dotting the frontier around them. Arguing that Hadiism’s light must be spread beyond Tajara, it is his belief that the PRA must one day uplift these groups from their poverty and absorb them into the state.&lt;br /&gt;
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===Yasmin Piaf===&lt;br /&gt;
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[[File:Yasmin portrait.png|200px|thumb|right|A piece of a poster, promoting Yasmin Piaf&#039;s concert, 2463.]]&lt;br /&gt;
Yasmina Burokov, aka Yasmin Piaf, was born in 2434 in the suburbs of Nal&#039;tor to a particularly well-off Njarir&#039;Akhran family. Yasmin&#039;s father, Boris Burokov was a low-ranking State department official and devout loyalist of the People&#039;s Republic. She spent her childhood being educated in the best State-run schools their family could afford and enjoyed relative wealth and prosperity far from the poorer outskirts of the city. &lt;br /&gt;
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Even from a young age, Yasmin was interested in music. She was part of her school&#039;s choir and participated in several nationwide contests for the honor of singing for President Rhagrrhuzau Hadii. The all-female &#039;Band of Njarir Maidens&#039; consisting of Yasmin and her classmates eventually won and sang for the President and other members of his cabinet at the end of the annual military parade held in Nal&#039;tor. Eventually, she graduated and went on to the Academy of Musical Arts with a full scholarship.&lt;br /&gt;
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Talent scouts pruning the burgeoning academy&#039;s student pool for the next starlet eventually discovered Yasmin during rehearsals for the school&#039;s upcoming musical, and she signed a tentative deal with the small publication Vostak Recordings. Her first record, simply titled The Man in Rouge, was released with minimal fanfare. Given that she had sung a small solo during her performance for the President, some Tajara recalled her name.&lt;br /&gt;
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Yet her voice, described by some as angelic and innocent, found purchase with an aging generation of Tajara who wished a brief return to peaceful normalcy following the First Revolution. Her dedication to the traditional pop standard and recognition for torch songs eventually elevated her to the status of a household name, with her recording label releasing hit after hit. As a result, Yasmin Piaf has become one of the most famous singers in the modern era - one who has fostered a close relationship with State officials. She is one of the few artists who are approved to be played on State radio KGTW-11.&lt;br /&gt;
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===Andrey Borisov===&lt;br /&gt;
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Out of all the Tajara that one could argue embody loyalty to the People’s Republic, perhaps none are more memorable than Andrey Alexander Borisov. In the average Republican household, his name is just as common as President Hadii’s, owing to the fact that he is the face of State propaganda and news network RAFИ. Born in 2416 to a line of M’sai warriors, Andrey was not even two years old before humanity stumbled across Adhomai and lit the flame that ignited the First Revolution.&lt;br /&gt;
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Andrey’s father and uncle were killed in the uprising, leaving him, his mother, and his sister alone to fend for themselves. His mother curried favor with the local rebel leader when their town fell to the onslaught of war; she became his concubine and, later, his wife. The ever-advancing front saw Andrey moved from home to home, where the young M’sai would often spend time talking to soldiers recovering after harsh fighting. They nourished a sense of patriotism in him, and eventually, he came to see the First Revolution as necessary for the future of the Tajara.&lt;br /&gt;
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The war ended in 2432, when he was merely 16 years old. As the newly founded People’s Republic began the arduous transition from a movement to a government, Andrey’s connections with the upper echelon of PRA politicians bore fruit. He was taken on as a member of an officer’s general staff, headquartered in Nal’Tor, where he served as little more than a glorified secretary. His position put him in contact with the elite, however, and many found him charming and personable. His silver tongue earned him the interest of Dmitrys Marakov, the owner of the only State-approved television station at that point in time.&lt;br /&gt;
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His ascension from lowly secretary to the major news anchor for RAFИ was one that involved plenty of political maneuvering, money - and, rumored by some, violence - but ultimately Andrey had proved his loyalty to the political elite of the People&#039;s Republic and he was rewarded with the honor of being their mouthpiece. As a result, no Tajara on Adhomai can go very long without seeing his smiling face on their television set, spinning the next story or cover-up at the behest of the State.&lt;br /&gt;
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==Democratic People&#039;s Republic==&lt;br /&gt;
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&#039;&#039;&amp;quot;We are soldiers. We are fighters. We are war. We have forsaken the corrupt and decaying corpse of the xeno-loving People&#039;s Republic. We have left our homes and our families, but our cause is righteous. The suns are with us! The vile usurper of my friend and comrade Al&#039;mari will have justice delivered to him! We will spill the blood of our enemies until our struggles are seen and heard, and we WILL retake OUR Republic!&amp;quot;&lt;br /&gt;
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&#039;&#039;- Supreme Commander Halkiikijr Nated&#039;Hakhan, the day after the coup de tat began, 2451.&#039;&#039;&lt;br /&gt;
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===Supreme Commander Halkiikijr Nated&#039;Hakhan===&lt;br /&gt;
[[File:Nateed portrait.png|200px|thumb|right|A surprise picture of Nated, taken in 2458.]]&lt;br /&gt;
Halkiikijr Nated&#039;Hakhan was born in &#039;&#039;&#039;2404&#039;&#039;&#039; to a M&#039;sai family under the service of the Hadii Dynasty. The son of a royal guard, Nated interacted with many Njarir children in his early life. He grew to resent their narcissism but was prepared to inherit his duty nonetheless. When the First Revolution ignited in &#039;&#039;&#039;2421&#039;&#039;&#039;, Halkiikijr fought for the loyalists alongside the Hadii family. Becoming a battle-brother of Rhagrrhuzau Hadii, or better known as Al&#039;Mari Hadii, Nated stood with the Hadii’s decision to abandon their royal roots and join the revolutionaries. When the war ended Al&#039;Mari was sworn into office, Halkiikijr was made a Commander in Chief of the Republican Army in return for his service. &lt;br /&gt;
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Al&#039;Mari supposedly made promises of swearing-in Halkiikijr as the next president of the People&#039;s Republic once the political climate on Adhomai had stabilized. The legitimacy of this claim is not known, but what is known is that Al&#039;Mari was assassinated during a military parade in &#039;&#039;&#039;2451&#039;&#039;&#039; and Njadrasanukii Hadii, vice president of the People&#039;s Republic, swore himself in as the successor of the presidency. Outraged at the assassination and accusing Njadrasanukii of treachery against the People’s Republic, Nated organized a coup against Malik. Bringing together military commanders dissatisfied with the new Hadiist policies, Halkiikijr created the Adhomai Liberation Army to dethrone the new President. He then took the title of Supreme Commander. &lt;br /&gt;
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As the putsch attempt was thwarted by the Hadiist forces, Nated fled to Shastar City. The coup then turned into a full-blown civil war between the Liberation Army and the People’s Republic. Without off-world help, Nated called to arms anyone willing to support his cause. His movement became a unifying front to all kinds of elements opposing President Hadii; from democratic reformers to extremists fighting to free Adhomai from alien influence. For a decade, Halkiikijr led the Liberation Army as an effective opposing force against the People’s Republic and the New Kingdom. He favored the extensive use of irregular warfare coupled with the deployment of the army to secure decisive battles. A cult of personality formed around Halkiikijr; extremists claimed that he was a prophet sent by the Gods. The Supreme Commander took advantage of this belief to cultivate undying loyalty and fanaticism among his followers. &lt;br /&gt;
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Believing that the territories under his control were ready for a democracy modeled after the Al&#039;mariist principles, Nated&#039;s undisputed rule came to an end with the creation of the Democratic People’s Republic of Adhomai. Halkiikijr retired from his position as Supreme Commander to prevent a coup against the newly elected president. His retirement did not last long; he returned to power because of the Amohdan crisis in &#039;&#039;&#039;2462&#039;&#039;&#039;. Nated was given back the control of the Liberation Army and its remaining juntas to retake the Island of Amohda. After this display of weakness, Halkiikijr is unsure if the DPRA is truly ready to rule Adhomai. For him, the ALA is now more essential than before. Nated also faces infighting between his two right-hand men; commander Kahan and Kyff.&lt;br /&gt;
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While some may call Nated an opportunist or a loyal friend to Al&#039;mari, what is certain is that he is determined. Both in his personal and political life, the Supreme Commander is known to never lose sight of his objectives. This might lead him to make promises that might be hard to fulfill, but Halkiikijr rarely goes back on his word. Because of his association with the most radical elements of the ALA and his tendency of using his position of authority to interfere in disputes, he is a firm believer that the end justifies the means. Because of the utility of his cult of personality, Nated avoids exposing much of his private life.&lt;br /&gt;
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===Commander Kahan Hro&#039;rammhad===&lt;br /&gt;
[[File:Kahan portrait.png|200px|thumb|left|Commander Hro&#039;rammhad in his summer uniform, taken in 2461.]]&lt;br /&gt;
Kahan Hro&#039;rammhad was born in &#039;&#039;&#039;2412&#039;&#039;&#039; to a Hharar family as their oldest children. A peasant from birth in the region of Southern Harr&#039;masir, he was taught the traditional values of S&#039;rendarr and Messa by his deeply religious parents. His childhood was cut short by the outbreak of the First Revolution; his family was expelled from their lands by the war. Thanks to its flat terrain, Southern Harr’masir saw the first deployment of armored vehicles in the conflict; trains, civilian cars, and trucks were outfitted for warfare by the rebels. Hro’rammhad joined the crew of an armored car as soon he turned 14 years old. Because of the high mortality among the revolutionaries, Kahan quickly found himself in the command of his own brigade. He became famous for his excellent use of the vehicles’ speed to encircle the enemy, and for his merciful nature. Monarchists soldiers were always given the chance of joining his side after capture. Hro’rammhad also forbade unnecessary executions and mistreatment of prisoners among his fighters.&lt;br /&gt;
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Commander Kahan and his brigade were incorporated into the Hadiist faction shortly before the end of the First Revolution. As a member of the Republican Army, he was a major proponent of the transformation of the People’s Army into a motorized force. Tank brigades and motostrelki units were created under his supervision. Kahan funded the reconstruction of many temples destroyed during the revolution and frequently donated to charity through the interwar period. Hro’rammhad joined Nated’s coup due to his profound disagreement with Malik’s policies; he saw the oppression of the Zhan-Khazan as morally corrupt. Armored units that defected alongside him were organized into the Hro&#039;rammhad Tank Corps under his command.&lt;br /&gt;
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Hro&#039;rammhad remained a merciful and pious Tajara through the Second Revolution. He rejected the notion of irregular warfare and continued to offer mercy to his enemies. As the leader of the main armored force in the Liberation Army, Kahan played an important role in decisive battles. This position allowed him to become a right-hand man for Nated. As part of his religiousness, Hro&#039;rammhad considered the conflict to be a battle to protect the faith against the innate atheism of Hadiism. Religious imagery and motifs became common among his Tajara. The men under Commander Kahan Hro&#039;rammhad are known to have the utmost respect for his bravery and mercy, most even going so far as to worship him as an embodiment of S&#039;rendarr&#039;s justice. His success during the civil war earned him the nickname of “Undefeated Commander&amp;quot;.&lt;br /&gt;
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Despite the armistice, Commander Kahan remains as one of the second-in-command for Halkiikijr. He is an avid supporter of the transition to democracy, advocating for the dismantlement of the juntas. This position earned him many enemies among the more authoritarian elements within the Liberation Army. He is known to despise Commander Kyff Hotak for his tactics and personality. Both Tajara are currently engaged in an internal struggle to consolidate their influence over the Liberation Army.&lt;br /&gt;
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Thanks to his religious upbringing, Commander Kahan is a forgiving and honest individual. He may be eager to let bygones be bygones, but he is not easily fooled by malicious intentions; anyone trying to take advantage of him will not have an easy time. Hro&#039;rammhad enjoys spending his free time with his family. His thirty years-long marriage sired nine children - three of whom lost their lives in the Second Revolution.&lt;br /&gt;
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===Commander Kyff Hotak===&lt;br /&gt;
[[File:hotak portrait.png|200px|thumb|right|A picture of Commander Hotak along with his pet Farwa, taken with flash in 2458.]]&lt;br /&gt;
Born in the year &#039;&#039;&#039;2406&#039;&#039;&#039; to a family of Zhan-Khazan miners in the Trizar, Kyff Hotak was supposedly destined to slave away for his Njarir master as his ancestors did for many generations. To avoid this fate, Hotak fled his home as a young Tajara. He ran into the wilderness until he found a bandit camp. Because of his age, the brigands decided to adopt Kyff as the group’s mascot. The boy grew up witnessing all kinds of crime and violence; later taking part in the band’s activity when old enough. The bandits sided with the rebels during the First Revolution in search of plunder. But their greed was their undoing; the criminals were massacred by the revolutionaries after they were discovered stealing rations. Hotak survived by being the one to report the activities of his previous comrades. As the war dragged on, Kyff became more bold and cruel in his revolutionary activities. He frequently engaged in assassinations, massacres, and false flag operations to crush the monarchists’ morale. Hotak was soon feared by his comrades and hated by his enemies. To him, everything was permissible to achieve victory. Impressed by the victories of the Hadii faction, he joined them as part of the early Ha&#039;narr Corps.&lt;br /&gt;
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The interwar period was fairly unremarkable for Kyff Hotak; he was given a low-ranking office position in the intelligence department. While Hotak advocated for the recreation of a force similar to the Mountain Ghost Corps, his request was ignored by the Hadiist high command. Memories of his excess in the First Revolution stopped Hotak from receiving any further promotions. He grew discontent with the People’s Republic, believing that he deserved more for his service. Seeing Nated&#039;s coup as an opportunity to rise to power, Kyff defected to the Liberation Army without hesitation.&lt;br /&gt;
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Hotak organized his own unit of commando early into the war; a battalion trained in stealth operations. As a major proponent of irregular warfare, he also helped organize guerilla cells and coordinate terrorist attacks. The success of these groups granted him enough influence to become one of Nated&#039;s right-hand men. However, Commander Kyff quickly returned to his old ways; he started to wage a campaign of unrestrained terror. The presence of his soldiers became a harbinger of indiscriminate persecution, murder, excessive property requisition, and collective punishment against any community suspected of working with the enemy. Despite the protest of the civilian population and Commander Kahan, Halkiikijr refused to replace Kyff. Taking advantage of his reputation, Hotak ordered his Tajara to spread stories of him being the earthly manifestation of Messa&#039;s wrath. This tactic proved to be effective both among his enemies and allies.&lt;br /&gt;
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Commander Kyff Hotak remains in service even after the armistice. Many within the army and the civilian administration desire to see Hotak punished for his war crimes, but Supreme Commander Nated continues to protect him. Kyff is a hardline supporter of the more authoritarian elements in the government and desires a strong centralized leadership above all else. He and Commander Hro&#039;rammhad are rivals; both Tajara commonly fight each other over which direction the Liberation Army should go. Hotak is always accompanied by his pet [[Adhomai#Farwa (Tree-Hopper)|Farwa]], Ghiyath.&lt;br /&gt;
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What little is known from Kyff&#039;s personal life does not paint a picture much different from his time in the army. Cold, ambitious, and cruel are some of the terms commonly used to describe Hotak. For him, other people are merely stepping stones on his path to power. To maintain his mythical image as Messa&#039;s wrath, he avoids any kind of social interaction with anyone outside of his inner circle. Kyff is a famous animal lover - besides his Farwa, he is also the proud owner of several domesticated Ha&#039;rrons.&lt;br /&gt;
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===President Almrah Harrlala===&lt;br /&gt;
[[File:harrlala portrait.png|200px|thumb|left|A portrait of the president during one of her speeches, done in 2461.]]&lt;br /&gt;
President Almrah Harrlala was born in &#039;&#039;&#039;2426&#039;&#039;&#039; to a family of Hharar factory workers in Shastar City. While her childhood was relatively unaffected by the First Revolution, she enjoyed many of the benefits brought by the People’s Republic during the interwar period. Being the first member of her household to receive a proper education, she became involved in the Party’s politics at a considerable young age. She believed that a stable democracy built upon the will of the people was the best path for Adhomai. She was also wary of the presence of megacorporations on the planet, considering their activities as harmful to the development of the Tajara species She campaigned for more worker’s rights and laws restricting corporation’s activities in the PRA. Almrah held a position within the Party until the ascension of President Njadrasanukii Hadii; he ordered the arrest of Harrlala due to her views.&lt;br /&gt;
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Harrlala was held prisoner in Shastar during the first moments of the Civil war, only the capture of the city by the Liberation Army saved her from being transferred to another location. Hoping to continue her career in politics, she aligned herself with the rebels. Even if the despotic and extremist tendencies of the ALA worried Almrah, she held to Nated&#039;s promise of saving the Republic. She was given the position of Provisional Minister of Civil Rights when the Democratic People’s Republic of Adhomai was established.&lt;br /&gt;
&lt;br /&gt;
As the Minister of Civil Rights, Almrah worked to protect the regional identities present in the DPRA. Her campaign to end military rule over the country while still upholding the principles of Al’mariism made her a popular figure among the moderate sectors of the population. Seeking to expand her political influence, she founded the National Adhomai Worker&#039;s Party. She was one of the candidates in the presidential elections of &#039;&#039;&#039;2460&#039;&#039;&#039;; she won the office of president by a narrow margin. President Harrlala’s ascension to power displeased the authoritarian wing of the Liberation Army, the military then planned a coup to restore their own rule. The putsch was stopped by the intervention of Supreme Commander Nated, who later resigned from his position to grant more powers to the civilian administration.&lt;br /&gt;
&lt;br /&gt;
Following the Armistice, President Almrah Harrlala continued with her internal policies while maintaining a strong stance against foreign dominance. Under her rule, schools to preserve local cultures and languages were established, Gakal’zaal was liberated from the Unathi rule, and the DPRA developed its nuclear program. Her status as one of the first female rulers in modern Tajaran history has inspired many women to engage in DPRA politics. However, her regime is plagued with deep issues. The ghost of separatism lingers over the nation after the Amohdan attempt to secede. Her ability to reconcile the various factions in the government was severely doubted when she failed to draw a plan to handle the rebellious island. Since the return of Halkiikijr to power, the authoritarian elements see this as a moment of weakness in the young Republic. President Harrlala must be ready to face further opposition if she wants to see her vision of Adhomai come to life.&lt;br /&gt;
&lt;br /&gt;
Often described as patient and focused, President Almrah Harrlala is not easily dissuaded from pursuing her objectives. When faced with hardship, she prefers to withstand the storm while continuing to work on her projects. Alongside her hectic political career, Almrah leads a modest life without much excitement or luxuries. In her sparse free time, she enjoys playing Mahmrro and visiting Das&#039;nrra&#039;s countryside.&lt;br /&gt;
&lt;br /&gt;
===Ex-interim President Brajrr Alnadruskiy===&lt;br /&gt;
&lt;br /&gt;
Born in &#039;&#039;&#039;2423&#039;&#039;&#039; in the city of Mztel’mir, Brajjr Alnadruskiy was the youngest child of a family of brewers. He later joined the Republican Army at 17 years old, slowly climbed the ranks through diligent service to the military. Brajrr attributed the prosperity of interwar Adhomai to the strong leadership of President Al’mari; he believed that the Republic always needed a strongman in control to succeed. He severely doubted Malik’s competence because of his decision to undo his brother’s reform. &lt;br /&gt;
&lt;br /&gt;
Brajrr finally rose to prominence with Nated&#039;s coup. Upon hearing of the revolution, he rallied the Liberation Army’s aligned troops in Das’nrra to assault Shastar. Alnadruskiy&#039;s attack was successful and he was named the Rrhaza-Akhran of the city. Shastar became the headquarter of the ALA, giving Brajrr a reasonable amount of influence within the army high command. He was known for his rigorous discipline and unforgiving nature. Many war prisoners were forced into labor by his orders. Brajrr was given the position of Interim President when the Democratic People’s Republic was created.&lt;br /&gt;
&lt;br /&gt;
Alnadruskiy ran for president in the 2460 elections, seeking to centralize the nation and maintain the Army’s sway over the government. He founded the Free Tajaran People’s Party, gathering the most authoritarian elements in the Republic. After Almrah Harrlala’s victory by a narrow margin, he took part in the putsch against the newly elected president. Despite the defeat of the mutiny, Brajrr managed to convince Halkiikijr that he was forced by the extremists to join them. He was released and allowed to return to politics.&lt;br /&gt;
&lt;br /&gt;
Ex-interim President Brajjr Alnadruskiy now leads the opposition to Harrlala’s regime. He continues to support a centralized state under the leadership of Supreme Commander Nated. Even when the successes of the current administration displease him, their latest crisis has given him enough to challenge Almrah. The return of Halkiikijr to the control of the Army is also considered a victory for him and his followers. Alnadruskiy awaits for the right moment of weakness to retake control of the DPRA.&lt;br /&gt;
&lt;br /&gt;
Brajrr Alnadruskiy is notorious for his unforgiving and rigid personality. He never forgets or forgives any wrongdoing, no matter how small. Brajrr has a large collection of grudges - he diligently waits for the opportunity to exact revenge upon those who wronged him. Alnadruskiy is also unreasonably stubborn; he rarely takes other points of view in his decisions. The Ex-interim President is a compulsive and skilled gambler; his favorite game is Suns and Moon.&lt;br /&gt;
&lt;br /&gt;
===Maksym Razin===&lt;br /&gt;
&lt;br /&gt;
Born in 2423 to a family of M&#039;sai foresters in Southern Ras&#039;nrr, Maksym was raised in a deeply religious household. As a follower of Mata&#039;ke, he spent his youth learning the skills necessary to become a hunter. At the age of 25, he joined the Priesthood of Mata&#039;ke after hunting an exceptionally large, Tajara-eating Ha&#039;rron who was terrorizing the region. Maksym became a firebrand priest who preached against the alien presence in Adhomai. He supporter Al&#039;mari late policies as a sign of an inevitable religious revival. Razin&#039;s service was cut short because of the outbreak of the Second Revolution. &lt;br /&gt;
&lt;br /&gt;
Deeming Njadrasanukii&#039;s rule to be an active danger to the Ma&#039;ta&#039;ke faith, Maksym joined the Liberation Army. In Supreme Commander Nated, he saw the very image of Mata&#039;ke - a Tajara sent by the Gods to defeat the enemies of Adhomai despite overwhelming odds. Thanks to the usefulness of his skill as a hunter in guerilla warfare, Razin quickly climbed the ranks; in a matter of time, he became the Rrhaza-Akhran of Mezuma. He was known for making extensive use of ambushes and traps. During his time in the liberation arm, Razin was an avid supporter of Hotak. After the failed putsch of 2461, Maksym followed Nated&#039;s example and stood down as a junta leader.&lt;br /&gt;
&lt;br /&gt;
As a member of the Followers of Nated, Maksym Razin was elected to be a representative in the National Assembly. In his time in politics, Razin became acquit In the 2464 elections, he was chosen to be the candidate for the presidency. With or without the approval of Commander Nated, he now plans to turn the Democratic People&#039;s Republic into a holy realm free of the Alien influence; a nation guided by the wills of the Gods. Maksym is not afraid of doing whatever it might take to ensure the triumph of Theocratic Natediism. He firmly believes that Nated will return to the leadership of the DPRA after his followers have seized the government. &lt;br /&gt;
&lt;br /&gt;
Maksym is a notorious thrill seeker; no challenge is too small for him. His trophy wall is covered with all types of Adhomian animals. His bravery is only matched by his zealotry; Razin&#039;s faith plays a central role in his life.  He rarely takes any meaningful decision without consulting the Gods through rituals or before saying a prayer.&lt;br /&gt;
&lt;br /&gt;
===Bakhteiarova Mirzakhani===&lt;br /&gt;
&lt;br /&gt;
Born in 2435 on a small farm in Northern Ras&#039;nrr, Bakhteiarova was likely destined to spend her life as a mere farmer. Destiny was abruptly changed with the assassination of President Al&#039;marii. As a Zhan-Khazan, she saw her family join Nated&#039;s side due to the discrimination of her people. While too young to take part in the revolution, she was old enough to understand what was to come. As the war dragged on, she witnessed the death of most of her relatives, the destruction of her land, and the nuclear strike at Quizosa.&lt;br /&gt;
&lt;br /&gt;
Left without anything but scars, Bakhteiarova fled to Southern Ras&#039;nrr as a refugee. There she became involved in the still young Ruralist cause. The memories of Hadiist war machines and the bomb were enough to convince her that the real culprit was modernity itself. Moved by a mixture of nostalgia for better times and a legit concern for Adhomai&#039;s environment, she became deeply involved in the movement. Thanks to her background and experiences, she was able to bridge the gap between the Ruralist and Environmentalists of the Adhomian Blue Party. She worked alongside the party&#039;s theorists to make sure that the Ruralist Experimental Farms were viable.&lt;br /&gt;
&lt;br /&gt;
Mirzakhani was chosen as a candidate for the 2464 presidential elections by the Adhomian Blue Party. As a committed Ruralist, she is eager to implement their plan of returning to an idealized pre-industrial society. However, she recognizes that implementing such a project is impossible without reuniting Adhomai. Bakhteiarova may be willing to work with the rest of the DPRA to achieve the Al&#039;mariist victory, but she has no interest in ever giving up her dream - an Adhomai free of the evils of modernity; an idyllic paradise the Tajara once held. Besides the other parties and candidates, her main political enemy is Ahem Kah&#039;nrir, the warlord who continues to strangle her homeland.&lt;br /&gt;
&lt;br /&gt;
Because of her upbringing, Bakhteiarova Mirzakhani enjoys the simple things in life. Listening to the folktales, taking care of her garden, and riding a Zhsram are among her favorite activities. Either because of her duties or some unknown personal reason, Bakhteiarova frequently appears to be tired. Rumors claim she has trouble sleeping and must make use of medicine to rest properly.&lt;br /&gt;
&lt;br /&gt;
===Dr. Aleksandra Hro&#039;makar===&lt;br /&gt;
&lt;br /&gt;
The first and thus far only incident of weapons of mass destruction being employed on Adhomai happened in 2458, when the People’s Republic dropped a four-megaton nuclear bomb on the Liberation Army base in Quizosa. The death toll from the detonation was staggering, but the fallout from the bomb was carried on strong winds, leading to severe cases of radiation poisoning from the neighboring camps.&lt;br /&gt;
&lt;br /&gt;
Tajara medical experience with radiation poisoning and the effects of nuclear bombs were practically non-existent. The only species in the galaxy that had the technology long before the Tajara were Xenos, and the Liberation Army did not have the luxury of free contact with extraplanetary forces. With the sick and dying mounting, a call for help was sent out to the surrounding territories. Many physicians and doctors made the long and difficult journey in the winter snows to help - at the forefront of them, Dr. Aleksandra Hro’makar.&lt;br /&gt;
&lt;br /&gt;
The effects of the bomb were catastrophic. Survivors were badly burned. Their fur fell out, never to grow back again - leaving them susceptible to Adhomai’s frigid temperatures. Their skin peeled off in sickly ribbons, hanging limply to the ground. Doctors were at a loss, with only a rudimentary understanding of what could have happened. Dr. Aleksandra took a sort of unofficial command of the medical effort, and coordinated efforts to assist the sick and dying.&lt;br /&gt;
&lt;br /&gt;
Liberation-sympathetic Tajara, at her prodding, recovered as many documents as they could regarding the atom bomb from PRA-aligned holdings, downloading information from the extranet and thieving textbooks from high-security locations. Thanks to her ingenuity and leadership, the haphazard medical team of doctors saved a great many innocents from a slow, painful death - though they would have to live with the effects of the bomb for the rest of their lives. Dr. Aleksandra is widely known for her opposition to nuclear proliferation, due to her experiences, and has become the face of a growing anti-WMD movement across Ras’narr.&lt;br /&gt;
&lt;br /&gt;
===Arzjun Haurjuhrl===&lt;br /&gt;
&lt;br /&gt;
Rumors persist that Arzjun Haurjuhrl was sired out of wedlock, a result of an affair between a Zhan-Khazan mistress and a rebel leader. He was born in &#039;&#039;&#039;2427&#039;&#039;&#039; in the warmer regions near the city of Olska, and lived alone with his mother. He was scarcely a child when the war ended and the People’s Republic came to prominence. Both he and his mother suffered much in the way of discrimination - for being Zhan-Khazan as well as having a bastard child. This disconnect between what the People’s Republic promised and the way they were treated caused the young Arzjun to become disillusioned with the Republic.&lt;br /&gt;
&lt;br /&gt;
He was further tested when his mother suddenly fell ill and died in the winter of 2445. With nothing left tying him down, abandoned as he had been by Adhomain society, he took what little funds they had been saving and paid a smuggler to carry him off-world. It took every penny but eventually, he found himself in Mendell City, carrying nothing but the clothes on his back. For a time, he lived on the streets, forced to beg to make ends meet. He soon found work at one of the shelters he had often stayed at. The community of Little Adhomai was more welcoming to him than the homeworld had been.&lt;br /&gt;
&lt;br /&gt;
Deciding to pay back the kindness he received, he took part in many community outreach programs, including plays and dramas for the children of Little Adhomai. His passion for the arts as a medium of expression took root here, and his name rose to some prominence amongst the local Tajara population thanks to his charity work. He aspired to work on his own big picture and got his chance thanks to the collective donations of many Tajara. Wealthy Xenos also had an interest in seeing what the immigrant could do, though perhaps a few thought it would look good as a public relations move.&lt;br /&gt;
&lt;br /&gt;
The script he wrote went through many revisions and sat for a good while before it was picked up by a studio. The community who had helped him before had done it once again; the surprise blockbuster When Summer Came to Nazira was one of the top ten highest-grossing films in Biesel history. Its anti-tyranny message was seen by some as an expression of the director’s own viewpoint on the People’s Republic. In some ways, they were correct - Arzjun is a quiet supporter of the DPRA, which has put him at odds with the Republican government. As a result, his film is banned from showing on Adhomai - though this has not stopped smuggled copies from being distributed amongst DPRA theaters.&lt;br /&gt;
&lt;br /&gt;
==New Kingdom==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Loyal subjects, countrymen, brothers. It is with a heavy heart that I must announce that we must conscript from the provinces in order to maintain our fight in this war. However, you are not alone. Even as the new compulsory service legislature is passed, the aristocrats across the kingdom are likewise mobilized under a new service gentry system, so that all of the Kingdom is together in this struggle.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- King Vahzirathaamro Azunja, announcing the beginning of conscription and formalization of the service gentry in 2453.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== King Vahzirthaamro Azunja===&lt;br /&gt;
[[File:Azunja portrait.png|200px|thumb|left| A picture taken of King Vahzirthaamro Azunja, presenting his saber, circa 2450. The black ribbon marks his death.]]&lt;br /&gt;
King Azunja was born in 2400 in the city of Kaltir to the noble Njarir’Akhran Azunja line. His father was Farkhanzirhal and his mother Dramahdarmah. Located in the far reaches of Kaltir, the Azunja family line was one of compassion and fair treatment, as only in unity and brotherhood could they hope to survive the harsh far reaches of Northern Adhomai. Their peasants were kept well and treated with dignity, and the nobles, while privileged, never indulged in cruelty. A noble paige since the age of 10, Vahzirthaamro excelled in reading and writing from an early age. He prepared to inherit the family throne as the sole son of his parents until the first civil war of Adhomai ignited in 2421.&lt;br /&gt;
&lt;br /&gt;
When war broke out between the nobility and peasants, house Azunja was hesitant to pick sides, as they disagreed with the morals of both sides. Their distant position in the wild made them capable of ignoring the war until its end, as the Hadii family was placed at the head of Adhomai in 2432. Carrying the flags of the newly founded People&#039;s Republic of Adhomai, the Republic&#039;s army demanded the surrender of all nobility in Kaltir. The entire populace requested to be left in peace, as the peasantry and nobility there had never declared war on one another. Believing the peasants were utterly spineless and brainwashed, the People&#039;s Republic executed all current nobles ruthlessly, scattering the royalty of the region. Vahzirthaamro was placed in prison by his father&#039;s retinue of intellectuals, who declared he had to remain hidden amongst the lowest of the low if he wished to stay alive. From that moment on, Vahzirthaamro Azunja knew that peace was impossible so long as a compromise was not made, and a true constitutional monarchy was made the unanimous government on Adhomai.&lt;br /&gt;
&lt;br /&gt;
Word passed amongst the Tajara at the work camps about the possibility that Vahzirthaamro still lived as many pre-war intellectuals gathered with him in private. They spun every possibility of a government, even discussing adopting human political systems as they gathered workers, fighters, poets, and philosophers to form an organized nation as they spread their ideas to the guards of the facility, a majority of which who were old peasants under the Azunja family who thought the entirety of the nobility had been executed. Delighted to see his return, they joined his side and swore allegiance to his family once more.&lt;br /&gt;
&lt;br /&gt;
In 2449, in the middle of the night, Vahzirthaamro was released in secret along with the entirety of his retinue, as they quickly spread from town to town, asking for assistance from newly appointed officials and workers. Before long, the reminiscent families of the Kaltir region were happy to rejoin their flock. By 2450 his claim to rule had spread to all of Northern Harr&#039;masir, and the New Kingdom of Adhomai officially seceded as an independent nation under the newly declared King Vahzirthaamro Azunja. He then led the Kingdom for the next decade, managing the balance between the different factions within the government and the ongoing war. Vahzirthaamro became a unifying figure for the population. After successfully securing Kaltir&#039;s ancient lands and negotiating the armistice that brought the end to the war, King Vahzirthaamro passed away in 2463. His niece, Shumaila Azunja, inherited his throne.&lt;br /&gt;
&lt;br /&gt;
===Queen Shumaila Azunja===&lt;br /&gt;
&lt;br /&gt;
[[File:Shumaila portrait.png|200px|thumb|right| A portrait done of Queen Shumaila Azunja, holding the ceremonial orr&#039;bu s&#039;rrendar, circa 2460.]]&lt;br /&gt;
Shumaila Azunja was born in 2431 in Northern Harr’smirr, as the daughter of one of the kingdom’s princes. She survived the Republican slaughter by being hidden away among the peasantry, raised in secret by individuals still loyal to the old ruling dynasty. From a young age, Shumaila began to participate in secretive royalist circles within Kaltir. Here, she began her service to the kingdom by helping distribute leaflets proclaiming the coming of the New Kingdom of Adhomai. When the uprising broke out in 2450, she joined the new Imperial Adhomian Army. Shumaila then rose through the officer ranks quickly, becoming a commander in the Jabrut Almumalik and establishing a name for herself on the front.&lt;br /&gt;
&lt;br /&gt;
Many of those who served under Shumaila describe her as being a woman of unbreakable will, never faltering as casualties stacked or as barrages shattered the ground around her. Some even say she wouldn’t even blink at the sight of the PRA’s dreaded tanks rolling towards the lines. For her exploits in the war’s 2459 offensive and the defense of the Vlrralkhzazhul line, Shumaila came to be known as “The Storm of Harr’smir”, matching her iron will with a burning fury to destroy the kingdom’s enemies. &lt;br /&gt;
&lt;br /&gt;
In 2460, after meeting with several prospective heirs, King Vahzirthaamro had chosen his niece Shumaila to serve as the Crown Heir. Although the majority supported this decision alongside most of Parliament and the nobility, a large fraction remained wary of the decision of a military leader over other options. However, this opposition has shrunk over the past few years. Shumaila remains strong on her position of expanding the military, but she has also spoken about increasing ties to the galaxy’s Megacorporations to modernize the New Kingdom. Nor has she made any comments regarding changing the democratic systems of Parliament and the Chamber. Coupled with her public appearances and active presence in the newspapers, many woes and worries of her ascension have been dissuaded. &lt;br /&gt;
&lt;br /&gt;
Since entering the public eye in 2459, Shumaila enjoys much support from the women of Kaltir. Many look to her as an inspiration, buying “military” style jackets to emulate her look, given that Shumaila became one of the few Tajara women to lead a nation. However, this fame has also led to calls from the nobility and her family to choose a husband. Shumaila retains that her marriage comes after her coronation. She was finally crowned in 2463 after King Azunja passed away. Outside of continuing her uncle&#039;s legacy, her plans to the Kingdom are still unclear to the wide public&lt;br /&gt;
&lt;br /&gt;
Often called headstrong, Queen Shumaila&#039;s personality is very different from her predecessor. She appears calm and resolute during her public apparitions, however, rumors claim that she has frequent bouts of rage while in private. During her free time, Shumaila enjoys collecting and riding cars, playing Traiaz, and hunting. She has shown little to no interest in arranging a marriage to secure a direct heir.&lt;br /&gt;
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[[File:Marshal portrait.png|200px|thumb|left| A portrait of Field-Marshal Zarkradar&#039;Akhan, circa 2420.]]&lt;br /&gt;
===Field-Marshal Rrhazhal Zarkradar&#039;Akhan===&lt;br /&gt;
&lt;br /&gt;
Rrhazhal was born in &#039;2380 to the noble Njarir’Akhran Zarkradar&#039;Akhan line, however, he was a legitimized bastard of a Zhan-Kazan maid. As the youngest of his brothers, Rrhazhal was sent into the service of the Azunja family as King Farkhanzirhal Azunja&#039;s servant at the age of 10. King Azunja noticed the young child had a talent for philosophy and strategy. The two had many intellectual discussions together as Rrhazhal quickly became a trusted advisor of King Farkhanzirhal by the time he was 20. At this time, King Azunja decided he trusted Rrhazhal with protecting the life of the newly born Vahzirthaamro. On the eve of the First Civil War, Rrhazhal was tasked with training the peasantry of Kaltir in order to defend their fiefdom and nobility against attackers. When Kaltir was annexed by the People&#039;s Republic of Adhomai in 2432, Farkhanzirhal frenziedly ordered Rrhazhal to hide Vahzirthaamro before People&#039;s Republic soldiers stormed the palace, killing almost everyone. From then on Rrhazhal Zarkradar&#039;Akhan personally accompanied Vahzirthaamro Azunja as his protector and chief advisor. &lt;br /&gt;
&lt;br /&gt;
In 2450, once the New Kingdom had officially declared independence from the People&#039;s Republic of Adhomai, Rrhazhal Zarkradar&#039;Akhan was promoted to the rank of Field-Marshal personally by King Azunja, and today oversees all military operations inside of the New Kingdom of Adhomai. Respected for his tactical skill but notorious for his radical belief that a compromise is not possible and a complete return to the old nobility is Adhomai&#039;s only option for peace, Field-Marshal Rrhazhal Zarkradar&#039;Akhan is one of the oldest fighting nobles left on Adhomai.&lt;br /&gt;
&lt;br /&gt;
Rrhazhal is old-fashioned, methodic, and extremely loyal. Accustomed to the strict military life, the Marshal rarely deviates from his routine. Zarkradar&#039;Akhan is notorious for his lack of sense of humor. Rrhazhal&#039;s sharp mind has begun to show the signs of his age after the death of King Azunja; the marshal sometimes forgets details and has trouble remembering his previous orders. In his sparse free time, Rrhazhal enjoys practicing wood carving.&lt;br /&gt;
&lt;br /&gt;
===Grand Admiral Mahtra Dynhaas===&lt;br /&gt;
[[File:dynhaas portrait.png|200px|thumb|right|A commissioned portrait of Grand Admiral Mahtra Dynhaas from his book cover, done in 2463.]]&lt;br /&gt;
Hailing from a royal cadet line and born in 2402, Dynhaas followed his father and brothers to join the Das’nrra Empire’s navy at a young age. When the First Revolution came, naval losses coupled with the rebel conquest of Das’nnra resulted in Dynhaas, the last man left of his line, surrendering and being imprisoned. With the war’s end in 2432, Dynhaas was offered a pardon by the Party in exchange for developing the Republican Navy. He would come to accept this over the alternative of death. &lt;br /&gt;
&lt;br /&gt;
Accepting his defeat and believing that the age of nobility came to an end, Dynhaas came to view the Republican Navy as his new purpose in life. He worked to advance it alongside other pardoned nobles and founded the Oceanmasters Lounge, a private club within the naval officer corps. This path in life would change with the announcement of the New Kingdom of Adhomai. Believing that a way to restore the old glory days of kingdoms laid with the NKA, Dynhaas began to plan a revolt. Partnering with other sympathetic admirals, he had the Republican Navy’s Grand Admiral and several other loyalists killed on a fateful night at the Shastar Naval Base before fleeing eastwards in 2450. In the same year that the New Kingdom was declared, Dynhaas delivered them the strongest naval force Adhomai had ever seen. King Azunja had declared him the Kingdom’s Grand Admiral shortly after meeting with Dynhaas in Miran’mir. &lt;br /&gt;
&lt;br /&gt;
With the Republican Navy&#039;s command almost crippled and the ALA unable to compete with their dominance of the sea, Dynhaas used his fleets during the war to support and supply the Royal Army while helping smash the enemies of the New Kingdom. The artillery barrages of his ships were important in coastal battles during the NKA&#039;s offensives while their supremacy saved the Royal Marines from certain destruction following the failed Ras&#039;nrr expedition. The prestige of his position made Dynhaas an instant celebrity in the NKA as well. Many propaganda reels and photos showed him as a majestic lord of the sea, something he capitalized on heavily to present himself as the very pinnacle of noble glory. Always well-groomed, well-dressed, and impeccable at talking despite whatever circumstances he was in, Dynhaas never passed the opportunity to host an interview. Most notable was Dynhaas&#039; interview on his opinions of xenos of the S&#039;rand’marr coalition, conducted on his capital vessel while it sieged Nal&#039;tor in the final stages of the war. His statements on Unathi and Skrell were less than positive. After the expulsion of the People&#039;s Republic from Harr&#039;masir in 2461, Admiral Mahtra infamously ordered the Royal Navy to engage in an unrestricted bombardment campaign of the eastern Hadiist coast. Cities and villages were targets of frequent naval artillery strikes; the battleships shelled military and civilian targets indiscriminately. The Navy infamously used incendiary shells during these attacks, causing entire neighborhoods to be engulfed in firestorms.&lt;br /&gt;
&lt;br /&gt;
Post-war, Dynhaas went on several speaking tours in the first year of the armistice. Traveling from city to city, his public events were used to promote his upcoming biography and drew crowds in the tens of thousands. Politically, he maintains that the future of the NKA always lies within the navy, and that the industry of the New Kingdom must always retain a heavy focus on their shipyards. Dynhaas has also been vocal in his beliefs of a stronger monarch, often using the emergency powers King Azunja had as an example of the strong benefits that could come with such. He is yet to comment at all on his supposed rival, Mira&#039;zkui, at all.&lt;br /&gt;
&lt;br /&gt;
Mahtra is an infamous glory hound; his boisterous and prideful personality is often the source of much interpersonal conflict. Dynhaas can not go long without telling war stories or exalting his actions during the previous conflict. Among the Royalists circles, the Grand Admiral is either loved or hated. Mahtra is never seen out of his fancy dress uniform adorned by a large roll of medals.&lt;br /&gt;
&lt;br /&gt;
===Grand Duke Akym Yudenikh===&lt;br /&gt;
&lt;br /&gt;
Born in the Das&#039;nrra Empire to a noble family in 2412, Akym Yudenikh survived the First Revolution by escaping to Northern Harr&#039;masir and hiding his identity. After the Hadiist occupation of the Kingdom of Kaltir, Yudenikh joined the People&#039;s Republic bureaucracy; he became responsible for the administration of the local rail system. Akym was infamous for his corruption; he frequently sold permits, disregarded contraband reports, and accepted bribes. &lt;br /&gt;
&lt;br /&gt;
Because of his background, Akym was contacted by the underground royalist movement. He quickly became one of the main supporters of the group; he used his position within the Hadiist government to secure supplies and funding for the incoming uprising. Weapons, machinery, and ammunition were diverted to the Royalist cells. Akym was awarded the title of baron, a seat in the parliament, and some land confiscated from the People&#039;s Republic when Vahzirthaamro returned. However, his ambitions did not stop there. Using the money made from his time as a Republican bureaucracy, alongside whatever profit he could extract from his new holdings, Yudenikh continued to acquire more estate. Newly liberated farms were sold to him at a meager price thanks to his connections within the government. In a question of years, he became a Grand Duke and one of the major landowners of the New Kingdom. Akym controversially used prisoners of war as workers in his plantations during the Second Revolution as part of deals with the military.&lt;br /&gt;
&lt;br /&gt;
Following the Armistice, Akym Yudenikh now leads the Royalist Party; his main mission is to maintain the status quo. The continuation of the constitutional monarchy and the privileges of the nobility align perfectly with his interests. He is one of the major supporters of further deals with megacorporations. Grand Duke Akym is not afraid to use his position to protect his interest in the parliament. Under his vision, prosperity for the New Kingdom means more power and wealth to its elite.&lt;br /&gt;
&lt;br /&gt;
While Akym might appear friendly and easygoing at the first sight, this facade hides treacherous tendencies. The Grand Duke only keeps a secret if it benefits him directly; anything else is fair game in the social game of the New Kingdom&#039;s nobility. Thanks to this behavior, Yudenikh has his clique of noble friends who frequently support each other in political and personal affairs. As a lover of the finer things in life, the Grand Duke likes to hold feasts, bet on Zhsram races, and collect bottles of Nm&#039;shaan Liquor.&lt;br /&gt;
&lt;br /&gt;
===Prince Serhiy Oliinyk===&lt;br /&gt;
&lt;br /&gt;
Born as the third son to a family of Njarir&#039;Akhran in 2434, Serhiy Oliinyk&#039;s life was profoundly affected by events over which he had no control. Raised in a household of avid royalists supporters, Serhiy was exposed to his parents&#039; ideology since his youth. However, the boy had his reservations in regards to the possible return of the monarchy; he doubted that they could truly avoid the mistakes of the past. For his support during the uprising in Northern Harr&#039;masir, the patriarchy of the Oliinyk family was given a seat in the parliament, a title of nobility, and a modest tract of land. Serhiy mistakenly believed that he could escape his bloodline&#039;s obligation thanks to his status as the third child. He already had a passion in his life: playing the P&#039;rrama.&lt;br /&gt;
&lt;br /&gt;
The war was cruel to the Oliinyk. Serhiy&#039;s brothers were killed while serving the army. This put him in an uneasy position as the heir of a parliamentary seat. The growing debt forced his father to sell whatever land they had left; the Oliinyk had officially joined the ranks of landless nobility. The final blow came in 2459 with the bombing of the Parliament; Serhiy inherited his progenitor&#039;s seat after his demise in the attack. The young musician was thrown into the midst of the New Kingdom&#039;s politics. Influenced by his social status and beliefs, he aligned himself to the Commoners Party.&lt;br /&gt;
&lt;br /&gt;
If he is truly unable to escape his fate, Prince Serhiy decided to make the best out of it.  Because of his age and a family full of martyrs, Serhiy became the Commoners Party&#039;s main spokesperson. Convincing the Queen to support the Populists will not be easy; the Conservatives and Absolutists are far more powerful and influential. A powerful strategy is necessary to guarantee the Commoners Party triumph in the parliament. Serhiy plans to retire from politics after the hereditary parliamentary positions are abolished and the Kingdom is fairer to its population. He hopes to return to his greatest passion: music.&lt;br /&gt;
&lt;br /&gt;
Prince Oliinyk is a reserved person who prefers the company of his few trusted friends to the parties and neverending social schemes of the New Kingdom. Serhiy tries his hardest to separate his role in the parliament from his private life; he relies mostly on political alliances instead of his friendships to gather support. Besides his passion for music, Oliinyk enjoys frequenting Kaltir&#039;s theaters.&lt;br /&gt;
&lt;br /&gt;
===Count Tscherim Sanguszkho===&lt;br /&gt;
&lt;br /&gt;
Hailing from a cadet house of the Rrhakaslov dynasty, Tscherim Sanguszkho was born in 2433 shortly after his family escaped to Kaltir to avoid the First Revolution&#039;s massacres. He was raised on a small farm frequented by disposed nobles and royalist sympathizers. Sheltered from the rest of Adhomai, he grew only knowing the world only through the nostalgic tales of pre-contact Njarir&#039;Akhran, The Sanguszkho family was quick to offer their support to King Azunja when he returned; the Tscherim&#039;s father was given a seat in the parliament. Tscherim became a low-ranking officer in the army.&lt;br /&gt;
&lt;br /&gt;
Tscherim Sanguszkho&#039;s military career came to an end in 2460 when he was gravely wounded in combat. Taking advantage of his pension and family&#039;s position, Tscherim spent the next years in gentlemen&#039;s clubs. In these places, he entered into contact with radical Absolute Royalists and became deeply interested in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric beliefs]]. Tscherim founded his organization in 2462: the Njarir&#039;Akhran Renewal Fraternity. Drawing inspiration from the stories of an idealized pre-First Contact society, the ideology known as Revival Royalism was born from the Fraternity&#039;s meetings. Posing as a regular club, Tscherim was able to introduce other nobles to his ideals. Knowing that the task of enforcing the old order was not an easy one, Sanguszkho chose a common enemy to unite the kingdom against: the Tajara of mixed heritage.&lt;br /&gt;
&lt;br /&gt;
Tscherim&#039;s plan came to fruition when his father died in a car accident in 2463; he inherited a landed title, a state, and a seat in the Parliament. Shortly after, the Njarir&#039;Akhran Renewal Fraternity opened its membership to the public and made its intentions clear. Thanks to a deal with the Officers and Royal parties, the Fraternity became the fourth faction in the Parliament. Despite being the leader of the smallest Party, Count Tscherim has already begun to plot to slowly introduce his ideology into the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
Tscherim is commonly described as eccentric, volatile, and intelligent. The Count is prone to descend into long, grandstanding rants - for every subject, he has a strong opinion that is bound to divide the room he is in. Sanguszkho&#039;s demagogic tendencies have earned him a fair share of allies and enemies. Aside from his interest in esoteric ideas, Tscherim is a heavy drinker who frequently visits all kinds of pubs.&lt;br /&gt;
&lt;br /&gt;
===Ser Mrakhanjurl Ii&#039;rka===&lt;br /&gt;
&lt;br /&gt;
Mrakhanjurl was born in 2422 in a Zhan-Khazan family in a small village outside Olska. He received little education nor traveled far outside his village. As soon as he came of age at 16 he joined the rest of the village mining bauxite ore to be shipped to Olska to make aluminum. He eventually lost both parents to lung cancer from the mine&#039;s poor ventilation before he was 23. In 2452, when he was 29, he traveled with a dozen other Zhan-Khazan miners several miles to Olska to join a protest against the new legislation of President Hadii that was meant to crack down &#039;subversive elements&#039; that many felt were unfair to Zhan-Khazan. The army was called in and brutally repressed the demonstration, which saw Mrakhanjurl narrowly escape with his life. He returned to his village to find that it had been torched by the republican army for housing subversive agitators.&lt;br /&gt;
&lt;br /&gt;
Mrakhanjurl mourned the loss of his village and was picked up by rebel militia, who revealed that they had managed to provide early warning to the village and evacuate over a dozen people, but the army had managed to find and kill all but a handful of survivors. In gratitude for the rebels dying for his village, and to avenge the deaths, Mrakhanjurl joined the armed resistance that eventually joined itself under the New Kingdom of Adhomai. In a very short few years became a remarkable marksman, gaining the most recorded kills of any Tajara sniper. Current New Kingdom estimates put Mrakhanjurl&#039;s kill count at 285, 32 of those enemy PRA snipers.&lt;br /&gt;
&lt;br /&gt;
Mrakhanjurl also managed to evacuate countless civilians from Republic territory to northern New Kingdom holdings. During the famous &#039;&#039;Rout of the 2nd Battalion&#039;&#039;, in which New Kingdom defenders unsuccessfully attempted to prevent Republican forces from capturing Baltor, Mrakhanjurl assumed command of the 4th Company after both its leading officers had been killed by sniper fire. Despite a serious gunshot wound to the leg Mrakhanjurl began shouting orders and rallied the shattered defenders, who were the last line of defense between the advancing Republic forces and thousands of refugees attempting to flee the city. The &#039;&#039;Rally of the 4th Company&#039;&#039; on 2456 successfully managed to delay advancing Republic troops long enough for thousands of more refugees to escape into New Kingdom territory who would otherwise face atrocity.&lt;br /&gt;
&lt;br /&gt;
For his bravery and growing fame (which was now considered too important to risk in the war effort), Mrakhanjurl was given the Order of the Victorious Sun, the highest honor in the New Kingdom, as well as being the first Zhan-Khazan in history to be given the noble rank of Ser. He remains a hero to the Zhan-Khazan and the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
===King of the Mountains Rustam Harmaliik===&lt;br /&gt;
[[File:harmaliik portrait.png|200px|thumb|right|A portrait of the king in his riding regalia, done in 2454.]]&lt;br /&gt;
Rustam Harmaliik was born in 2427 as the son of a deposed Njarir&#039;Akhran noble family. He spent most of his youth in the rural region of Harr&#039;masir, where he had contact with some groups of Rhazar&#039;Hrujmagh that inhabited the region. As an adult, he found employment in law enforcement and was sent by the People’s Republic to support the efforts to settle the rock nomads of the Harr’masir region in 2448 as a Republican official.&lt;br /&gt;
&lt;br /&gt;
While working alongside the authorities to make sure that the nomadic Zhan would accept and adopt a sedentary lifestyle, Rustam grew more interested in their culture and became skeptical of the Hadii’s regime and how they were treating the Rock Nomads. Unrest among the Rhazar&#039;Hrujmagh soon followed, and Rustam would try to offer his support in any way possible, such as sabotaging equipment shipment or relaying misleading intelligence. The government soon realized his treason, forcing Rustam to abandon his post and escape into the wilderness.&lt;br /&gt;
&lt;br /&gt;
Rustam found shelter among a caravan of the Rhazar&#039;Hrujmagh, and soon adopted their way of life. Unrest and resistance continued among the rock nomads, and Harmaliik joined their struggle against the People’s Republic. With the New Kingdom’s rebellion, the control of the region waned and the Republican efforts shifted to other problems, which allowed the nomad resistance to blossom into guerrilla warfare. Rustam climbed the ranks of his caravan’s forces, winning prestige and favor by leading them against the Republican forces.&lt;br /&gt;
&lt;br /&gt;
The second revolution happened, and the Rhazar&#039;Hrujmagh resistance continued. Rustam assumed the leadership of his adopted caravan and aimed to acquire more support among the other Rock Nomads. Through the years of the conflict, he gathered more men and wagons under his command, through diplomacy or conquest, but limiting himself to defensive tactics, ambushes, and raids. The political stance of Harmaliik has always been one of neutrality in the conflict, never compromising fully with the Adhomai Liberation army, due to his Njarir’Akhran origins and monarchist sentiments, and never declaring any support to the New Kingdom, in fear of losing the trust of his fellow nomads, &lt;br /&gt;
&lt;br /&gt;
Due to a republican offensive against the nomadic guerrillas in 2461, Rustam decided to declare himself the Almalik’Rhazar, a word roughly translated as &amp;quot;leader of the mountains&amp;quot;, following an ancient nomadic tradition that allows the largely independent Rock Nomad caravans to elect a ruler among themselves. This decision alienated him from his ALA allies and the other nomads, forcing him to side with the New Kingdom of Adhomai. Harmaliik and his caravans have joined the kingdom war effort. He and his people were later granted the southeast territories of the New Kingdom for their support during the conflict.&lt;br /&gt;
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===Brother Mikhail Ordau===&lt;br /&gt;
Little is known about Mikhail Oradu’s parentage. He was given to the Parivara at a very young age, left on the doorstep of Miran&#039;mir&#039;s abbey. Thus the Family took him in as they do many small children, teaching him and educating him about S’rendarr and Messa. Mikhail was an accomplished writer for his age, but a speech impediment left him at a disadvantage when it came to oral presentations. The boy was known to be bookish, and spent much of his free time in the abbey’s library as well as its restricted section, thanks to his close friendship with the abbot.&lt;br /&gt;
&lt;br /&gt;
He had an unusual interest in the sciences for a clergyman. As the Second Revolution loomed ahead, and whispers of splitting from the Republic crept into the local city, he busied himself with reading and tending to the monastery’s garden. Eventually, Miran’mir and all of northern Harr’masir split from the Republic to form the New Kingdom. With the war came plenty of hardship, and the Priests of S’rendarr did their best to help alleviate the tragedy amongst the peasants.&lt;br /&gt;
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With little farmable land and a severe manpower disadvantage, the New Kingdom struggled to provide for its people. Starvation was a very real threat, and the abbey’s garden was not sufficient. A conflicted Mikhail turned once again to the abbey’s library and science for an answer; and, as though a miracle from the Suns themselves, one came. He discovered an ancient text detailing breeding methods for slaves, from long before the First Revolution. Suggestions on how to pass on desirable traits and mannerisms; to breed subservience. Controversial, but an unknowing descriptor of genetics and hereditary traits.&lt;br /&gt;
&lt;br /&gt;
It was armed with this knowledge that Mikhail set about breeding new plants. Earthen roots, dirt berries, and more were cultivated for generations by Mikhail, aiming to pass on traits like hardiness and vitality. The plants became much more accustomed to growing in harsh conditions thanks to his work, and as the New Kingdom pushed back the Republicans and gained more territory, these hardier plants were easier to grow in the shell-shocked muddy battlefields. The threat of starvation became less and less pressing as more and more farms could deal with the way the war affected the terrain. For his efforts, Brother Mikhail was afforded a personal audience with the King.&lt;br /&gt;
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===Oleg Al&#039;Mor===&lt;br /&gt;
Born Oleg Murkov Al-Al’Mori in 2400, Oleg was a teenager when humanity stumbled upon the Tajara. His simple life of working and indentured servitude was suddenly upended with the influx of new ideals; he and his family, along with a contingent of other refugees of war avoided the conflicts erupting across the planet by staying in the mountains of Northern Harr’masir. To pass the time and keep themselves entertained, the telling of fireside epics became common. Oleg was noted to be imaginative with his tales even then, regaling other Tajara with stories of war and love.&lt;br /&gt;
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Eventually, however, the nomadic hunter-gatherer life in the mountains could no longer support their numbers, and Oleg’s group descended from their hiding place. By this point, rebel armies had mostly taken hold of Kal’tir and the surrounding areas, giving Oleg relative freedom. When the war finally came to an end in 2432, Oleg was well known as a traveling bard and performer who earned his living using his creative skills entertaining war-weary soldiers and newly freed slaves. The stability that came with the formation of the People’s Republic afforded Oleg the opportunity to settle down in Kal’tir once again, where he took an interest in the local theater scene.&lt;br /&gt;
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His first play, The Jester’s End, pioneered the form of black comedy and was a throwback to the days of servitude. Over the course of his career in Kal’tir, Oleg penned many more plays under his pseudonym Oleg Al’Mor, out of fear of inviting reprisals from the People’s Republic. Oleg’s plays were often scandalous or controversial for challenging the traditional morality held by Tajara. However, as time went on, his works became formulaic and much less shocking, and thus by extension more palatable to the average Tajara. Black comedy found a good home amongst the countless war veterans of the First Revolution.&lt;br /&gt;
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Oleg considered himself an intellectual, and when the New Kingdom of Adhomai split from the People’s Republic he was an outspoken supporter. He and his family had experienced the benefits of the old ways, and with his considerable wealth from play royalties, he financed the New Kingdom with donations. Sadly, Oleg Al’Mor passed away in December of 2460 after completing his final work. The play, titled A Maiden’s Voyage, was particularly well-received, with even the King himself getting a private showing. Many of his works are still performed in theaters all over the New Kingdom’s territory.&lt;br /&gt;
&lt;br /&gt;
==Others==&lt;br /&gt;
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===Father Valyan K&#039;rrirran===&lt;br /&gt;
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&#039;&#039;&amp;quot;From the stars, he saw Adhomai&#039;s cities and mountains become nothing more than specks. When he beheld the planet from far away, he realized that it was a small dot within this vast new galaxy. It was then he saw how truly special our homeland and our people are.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Father Valyan K&#039;rrirran, written as the ending to the prologue in his novel &amp;quot;An Introduction to The Twin Suns&amp;quot;, 2430.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born in 2406 to a family of merchants in Dras’nrra, Valyan chose to join the faith at a young age, and became a fully-fledged Priest of S&#039;rendarr in the midst of the First Revolution. It was during this time that Valyan had also become one of the first few Tajara to leave Adhomai. Settling on Xanu Prime in 2426 and remaining there until the war’s end in 2431, Valyan provided much of the first glimpses into the theology of the Tajara during this time. He, later on, returned home after publishing his novel written in Tau Ceti Basic on the history of the S’rendarr and Messa. Following the Second Revolution, he had replaced Walid Al’qat as The Father of the Parivara after Al’qat died of heart failure. Since gaining his position in 2462 the new Father has already demonstrated to Adhomai that he is able to rise to the task of leading the Parivara. Alongside his archivers, he had revealed misinterpretations in the vows of the Suns Sisters and amended the Vow of Silence to the original Vow of Whispers. &lt;br /&gt;
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The Father has kept this momentum of progress going forward. In the same year, he began to assist with several archeological digs across Adhomai to gather more information on not just the history of the Suns faith, but also of the Tajara people. Much of this collection is digitalized and shared through a newly developed site (Simply dubbed “Parivara and Tajara History.pra”.) made by an influx of well-educated acolytes. Now, any curious Tajara or alien can find a trove of information on the Parivara and new details on the species’ history. This mix of preserving old traditions alongside progressing aspects of the church has made Valyan popular among the younger generations of Tajara, kindling their interest in the faith. K’rrirran once again made a historical change as he became the first Father to leave Sana Sahira. He embarked on a journey to each country’s capital to petition their governments for support for Parivara orphanages. K’rrirran returned largely successful and with his standing among the faithful of Adhomai heightened. &lt;br /&gt;
&lt;br /&gt;
However, Valyan is not free of any controversy. Some conspiracy theorists believe that he could have had a hand in the death of the previous Father, citing the lack of provided medical care and the quick selection of Valyan as the new Father. Others point to his connection to the revitalized Kin of S’rendarr and believe him to be funding the Kin, supplying them with off-world equipment and arms to continue their war against whoever is deemed the faith’s enemy. Nonetheless, these are regarded as little more than baseless rumors by much of the population. K’rriran’s PRA leg of his 2464 journey was also plagued by local disinterest in Nal’tor and an inability to dissuade anti-religious sentiments.&lt;br /&gt;
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===Tufir Nazzirai===&lt;br /&gt;
&lt;br /&gt;
Tufir Nazzirai forever changed Adhomai with six laser pistol shots in 2451. Very few details are known about the Zhan-Khazan. It is known that he was a member of the People&#039;s Strategic Intelligence Services where he served as a field agent. It is known that he was 26 when he carried out the assassination of Al&#039;marii Hadii. It is known that he had used an energy pistol, an advanced and rare weapon for a Tajara on Adhomai. Any other records of him have been removed from archives in the PRA by the PSIS. Many believe that only the upper party will know the full truth of Tufir Nazzirai. Theories abound about the Tajara and his motives. Some think that he was a double agent working for the Sol SIIB, received his pistol from them, and killed Al&#039;marii Hadii on their orders. Some think him to be a Crevan who killed Hadii for clamping down on his city&#039;s businesses and causing economic turmoil. Some point to him as a Zhan-Khazan frustrated with his people&#039;s suppression who had decided to take revenge on the man behind it all. If one was to ask a dozen Tajara about it they could receive a dozen different answers. The lack of clarity about Tufir, his motives, and swift hidden trial and execution opens itself to boundless theorization and propaganda usage.  &lt;br /&gt;
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Tufir&#039;s legacy is one that cannot be avoided. His name is associated with betrayal and disaster of the highest scale. The PRA maintains that he was a monstrous reactionary who had done the murder to try and end the dream of Hadiism and that his Zhan-Khazan genetics&#039; contributed to his desire for murder. The Al&#039;mariists see him as a corporate agent who killed Hadii for NanoTrasen after Al’marii pulled back on deals with the shadowy corporation. But, for some, Tufir Nazzirai became a martyr. Citizens of the NKA point to him as a hero, despite his position, for killing the man that founded the PRA. Conservatives in the DPRA hold similar views as Al&#039;marii Hadii was the one who began the suppression of local cultures and religions. Zhan-Khazan groups will also claim him to be a hero of their people. But, no idols or statues for him exist anywhere on Adhomai and beyond. Every day Tufir as a person slips away further and further into legend and infamy. &lt;br /&gt;
&lt;br /&gt;
===Crown Voices===&lt;br /&gt;
Crown Voices are an all-female Tajara singing group hailing from the NKA, they specialize in vocal jazz and classical performances. Due to this, they have performed alongside a variety of bands providing musical accompaniment with the longest-lasting being a Zhan group called &amp;quot;The Underclass Brass&amp;quot;. While relatively unknown, the three members were lifted from the edge of poverty by Prince Serhiy Oliinyk, who saw potential in them. Their biggest performance was at the Kaltir Royal Theater, where they performed an album titled &amp;quot;Northern Frost&amp;quot;, written by an anonymous writer.&lt;br /&gt;
&lt;br /&gt;
The song was panned by royalist critics, accusing him of attempting to push &amp;quot;misguided Nateedist ideas calling them unity.&amp;quot; Yasmin Piaf surprisingly also spoke out against the group, accusing them of being an obvious and cheap copy.&lt;br /&gt;
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Still, the group reaped applause and general positivity from lower nobles and peasantry, establishing them as a popular band among the lower social strata.&lt;br /&gt;
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====Masha Il-Azura====&lt;br /&gt;
Masha is a Hharar, born during the later inter-war era she was only a child when the war began. She, however, lived a relatively well-off life as her father was a lawyer, allowing her to get proper musical education and graduate with honors. She and her family funded the band&#039;s early endeavors and with her help, they were noticed by prince Oliinyk. She is very quiet off-stage and prefers to avoid any interviews or conferences, many question why she even decided to become a celebrity. She does, however, seem very at ease with the other band members and when performing.&lt;br /&gt;
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====Ilvya  Kolovova====&lt;br /&gt;
Ilvya is a Zhan-khazan, born during the middle of the inter-war period making her the oldest member of the band. She is also the shortest of the three, despite being a Zhan-khazan, making her quite an oddity. She makes up for this with her forward and aggressive personality, as she was raised alongside 6 brothers on the streets of Kaltir. She is also the only member of the group with performing experience, as she provided musical accompaniment in multiple late-night bars. Due to her small size, she has the highest-pitched voice of the trio.&lt;br /&gt;
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====I’sha S’rremich====&lt;br /&gt;
I&#039;sha is an oddity even in the band, born during the late inter-war period she is only slightly older than Il-Azura. Born to a dockworker, she spent most of her youth doing hard labor, the sea shanties she&#039;d sing with her father are what eventually got her a well-off spot in a local bar. In this bar she would meet with Kolovova and eventually Il-Azura. She is cool, levelheaded, and slow to agitate, serving as the spokesperson and centerpiece of the trio. Her critics also describe her as ugly and boyish, as she refuses to wear a dress, on or off-stage, due to her rough upbringing.&lt;br /&gt;
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===Rikdar Al&#039;Manq===&lt;br /&gt;
&lt;br /&gt;
Rikdar was born on &#039;&#039;&#039;2429&#039;&#039;&#039; the noble Njarir’Akhran Bayan line in Nal&#039;Tor, with Bayan being his birth name. However, his parents were disappeared by Republic secret police in one of the frequent purges of Njarir’Akhran and he was put into state-run foster care.  He has raised in the &#039;&#039;House Of Young Patriots&#039;&#039; orphanage until he was adopted at 14 to Hharar parents and took their last name of Al&#039;Manq. As he was going to school his parents and teachers immediately took notice of his artistic abilities and interest in painting, which the orphanage had initially tried to discourage. In 2446, when he was 18, Rikdar won an art contest where he submitted a portrait of his Environmental Geology teacher and gained a prestigious scholarship in the Nal&#039;Tor University of The Arts, a state-funded institution.&lt;br /&gt;
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Rikdar attended the university for several years, though his studies were sometimes interrupted or delayed by the periodic waves of anti-Njarir’Akhran demonstrations and violence that gripped the campus. However, he quickly became a prodigy amongst his peers. Al&#039;Manq&#039;s style of oil painting and doing portraits became a sensation in the capital, with the mayor and several city officials requesting their portraits done.  Rikdar graduated from university at 20 years old in &#039;&#039;&#039;2450&#039;&#039;&#039; with a Bachelor of Arts. Having already received several high-profile commissions, including the then-President Al&#039;Mari Hadii, whose portrait was done a week before his death. Al&#039;Manq managed to survive the resulting chaos across Adhomai following the assassination of Al&#039;Mari Hadii by the nature of his celebrity status, but his popularity remains confined within the major cities.&lt;br /&gt;
&lt;br /&gt;
At only 29 years old in &#039;&#039;&#039;2458&#039;&#039;&#039; the &#039;&#039;Al&#039;Manq Style&#039;&#039; has already become a famous style of painting across Adhomai. The Al&#039;Manq Style is noted for its use of rich oil-based paint that focuses on portraits and profiles. The colors are often bold or show rich texture and color. The hands of Tajara are painted without being anatomically correct. Critics blast Al&#039;Manq&#039;s apparent inability to draw hands correctly but Rikdar has stated that it&#039;s his personal style. This has influenced other artists, and many attempting to pay homage to Al&#039;Manq draw hands as stubby. Rikdar remains extremely popular on Adhomai. The People&#039;s Republic remains a quiet supporter of his work, and state officials pay him handsome commissions for their portraits to be done, though they frown on him taking commissions from New Kingdom officials as well. The Adhomai Liberation Army has painted Rikdar as just another nobleman and several members of the Liberation Army have given open contempt for his work.&lt;br /&gt;
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===Bloodstorm===&lt;br /&gt;
&lt;br /&gt;
Bloodstorm is a famous and infamous DPRA Heavy Metal Band that has surged in popularity with the younger “denier” generation. Those in this generation are categorized not only by refusing the current status quo, but also have a general disdain towards a complete return to Tajara roots or liberalization through corporations. Fans of this band are usually punks, anarchists,s and jaywalkers. While the band mostly operated inside the DPRA, during one of their galactic tours their citizenships were revoked, making it impossible for them to return to Adhomai. They currently preside in Mendell City.&lt;br /&gt;
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====Vargir Stenovich “Godslayer”====&lt;br /&gt;
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The lead guitarist of the group, Vargir Stenovich is known as the spokesperson of the band and the most controversial figures. Admitting to being a Raskara cultist in public and calling out the Parivara on their “bedding with the government”. Vargir has been involved in numerous scandals including protesting military parades, playing one of his songs next to a work camp without permission, and lastly ingesting drugs on live television and proceeding to slander the ALA for bombing the NKA parliament.&lt;br /&gt;
[[File:Bloodstorm.png|200px|thumb|right|Photo of Al-Atil at the Mztel&#039;Mir concert, &amp;quot;War Is Fuck, Let&#039;s Do It&amp;quot;, circa 2459.]]&lt;br /&gt;
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====Janos Al-Lung “Drowner”====&lt;br /&gt;
&lt;br /&gt;
Janos is the bassist of Bloodstorm and the only band member without a criminal record. He has frequently butted heads with Stenovich over the political extremities the band goes through to discredit not only PRA and NKA but also DPRA. Janos Al-Lung is currently the only member of Bloodstorm that is trying to re-apply for a DPRA citizenship.&lt;br /&gt;
&lt;br /&gt;
====Al-Atil Csihar “Nightmaster”====&lt;br /&gt;
&lt;br /&gt;
The vocalist, Al-Atil, is known for his “mrowl”, a high, long, yelp that is recorded as the loudest sound produced by a Tajara. He loves to interact with the public and often stays behind on the podium to sign autographs and fans using black or red spray paint.&lt;br /&gt;
&lt;br /&gt;
====Cecil Kernov “Bloodletter”====&lt;br /&gt;
&lt;br /&gt;
Cecil is the Drummer and has actually served time, unlike the other band members. Kernov has his nickname for a reason as he’s been charged with armed assault during his youth, which is how he met with Vargir. Later in life, he was arrested again, after he had brutally assaulted a fan who had climbed on stage with a drum, getting it stuck on said Tajara’s head and pushing him off the stage with a dropkick. This led to multiple fractures and long-term disabilities for the fan.&lt;br /&gt;
&lt;br /&gt;
====The Mist “Mih”====&lt;br /&gt;
&lt;br /&gt;
A yet unknown band member by the public, “Mih” remains anonymous always wearing a mask in public and never speaking. He plays the P&#039;rrama, an old Tajara string instrument, with 8 strings mirrored in a long horn-like pipe that extends to the ground which emits a loud, brass twanging noise described as an over-amped guitar. &amp;quot;Mih&amp;quot; has been under investigation multiple times, however, the enigmatic member always manages to avoid the authorities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Most Notable Albums Include:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Freezing Blizzard&#039;&#039; - An early, human metal-inspired album. &amp;quot;The Mih&amp;quot; was not a member at this time and the music avoids political messaging, mostly focused on heavy guitar riffs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;War Is Fuck, Let&#039;s Do It&#039;&#039; - The &amp;quot;central&amp;quot; album of the band that rocketed them to popularity. Its anti-war messages resonated with a lot of the younger audiences who were tired of the usual acoustic and traditional sorrowful performances, preferring this new aggressive style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If Messa Was Here She&#039;d Be a Whore&#039;&#039; - A distinctly anti-Parivara album, attacking their behavior towards women and female priests. The Mih joins the band around this time, employing the now-iconic P&#039;rrama. While initially released to negative reviews, it slowly became a fan favorite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We Live in a Society&#039;&#039; - A very hateful album, attacking every faction on Adhomai, including the human Sol and Nanotrasen and their presence there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shell In, Spine Out&#039;&#039; - Another anti-war album, the band&#039;s first attempt to create a narrative album describing the life of a dying soldier. Received both negatively and positively by the fans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;S&#039;rrendar Loves You Except He Doesn&#039;t&#039;&#039; - The critique of Parivara escalates in this album, would remain unnotable if it wasn&#039;t for the recording of Cecil attacking a fan with the drum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If You&#039;re Old You Should Die&#039;&#039; - A call to arms, actively encouraging the younger generations to overthrow the current system and drag all the politicians down. For many, this was a return to form, but also most likely the album that led to Bloodstorm&#039;s exile from the DPRA.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=S%27rendarr_and_Messa&amp;diff=24049</id>
		<title>S&#039;rendarr and Messa</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=S%27rendarr_and_Messa&amp;diff=24049"/>
		<updated>2022-04-03T18:56:15Z</updated>

		<summary type="html">&lt;p&gt;Canon35: Updates children of parivara and kin of s&amp;#039;rendarr updates for IC developments from Article arc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
==S&#039;rand&#039;marr Worship==&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;  &lt;br /&gt;
- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship  &lt;br /&gt;
&lt;br /&gt;
The worship of the twin Adhomai suns, S&#039;rendarr and Messa has a long-standing tradition among the Tajara people and has archaeologically been regarded, with the exclusion of other minor sects, as one of the oldest known religions, alongside the worship of Ma&#039;ta&#039;ke. The religion holds onto very traditional values, promoting collectivism, sharing, and helping those in need.&lt;br /&gt;
[[File:100fixed - kopie.png|1000px|center|thumb|The two gods of the S&#039;rand&#039;marr religion.]]&lt;br /&gt;
&lt;br /&gt;
===Dichotomy of S&#039;rand&#039;marr===&lt;br /&gt;
The idea of S&#039;rendarr and Messa being the literal suns is only a recent creation of misunderstanding of human researchers, instead, the two gods are a universe-spanning concept with the holiest reflection of their visage being the twin Suns of Adhomai. Many have questioned what the meaning of the two suns going out would be, the priests have an answer, as it has been prophesied that no Tajara shall live on Adhomai by the time the suns go out.&lt;br /&gt;
&lt;br /&gt;
S&#039;rand&#039;marr was encountered by human researchers shortly after their arrival, as it is one of the oldest and certainly the most prominent religions on the planet. It grounds itself in strong communal morals, which have arisen from the frigid and dangerous environments of Adhomai. Its most important virtues are selflessness, restraint, family, and community. In this way, Tajara adherent to the ways of the S’rand’marr can come off as closed off to outsiders, backward, and even authoritarian in their way of belief.&lt;br /&gt;
&lt;br /&gt;
Hiding one&#039;s feelings, keeping private matters private, and acting with reservation are expected of every Tajara, young or old. This has created a very conservative view on social life, wherein the whole village is expected to take care of the young and educate them, with the women providing for shelter and warmth and the men food and labor.&lt;br /&gt;
&lt;br /&gt;
But times change, and with the arrival of industrialization, modernization, urbanization, and war, the faith has changed too. Nowadays it is not viewed as boorish or shameful if a woman works, as there is no shame in labor. However, she is still expected to be the one taking care of her children at the end of the day. Likewise, while some liberalization has taken place, the idea of harboring relations with someone not of your own species, of the same gender, or behaving much too openly is still considered sinful. It is, however, important to note, that the faith has never historically encouraged or partaken in violent action against such sinful behavior, rather encouraging spiritual counseling or recuperation.&lt;br /&gt;
&lt;br /&gt;
The official religious body is referred to as &amp;quot;Parivara&amp;quot; which roughly translated means &amp;quot;Family&amp;quot;. This branch is further split into the female Sun Sisters and male Priests of S&#039;rendarr. Their main role is to act as mediators and healers and to remain out of political matters. But with the frequent factionalism of Adhomai, this is an impossible task and the church often ends up violating this rule. They do try their best to remain neutral, however, and many times in the past the Parivara has called for a ceasefire so that diplomatic talks could be had. There is also a certain silent agitation about the Ma&#039;ta&#039;ke religion and S&#039;rendarr&#039;s position within their pantheon.&lt;br /&gt;
&lt;br /&gt;
==The Parivara==&lt;br /&gt;
&lt;br /&gt;
===Sana Sahira===&lt;br /&gt;
Sana Sahira, a holy city on the tallest mountain of Adhomai, the name roughly translates to &amp;quot;The City of the Suns&amp;quot;, this temple-fortress is the capital of the S&#039;rand&#039;marr faith. . Being located in the Southern mountains of Adhomai close to Nazira, Sana Sahira has remained in the hands of the Parivara without dispute ever since it was built and its modification and improvement have never stopped. The venerable age of this temple is well known and respected, however, that never prevented the various Fathers from improving or attempting to improve on the original construction. With the additions of towers, temples, or walls to shield from winds, bandits, or invading wannabee conquerors. It is said that all who attempt to take the fortress, will be dragged away by the specter of Messa herself.&lt;br /&gt;
&lt;br /&gt;
As of now, the temple is attempting its greatest project, properly archiving the “great horde of scrolls”. This &amp;quot;horde of scrolls&amp;quot; are venerated and holy texts that were hidden within the temple, however, the issue is that no previous Father bothered with giving any outlines or guides on what classifies as a Holy Text, and thus everything from hymns, poems, holy interpretations to even simple and menial works of fiction, diaries and even some shopping lists have made it into these &amp;quot;holy texts&amp;quot;. The current priesthood of the temple is almost fully occupied with the task of proper sorting and plenty of debates are often held over what is and isn&#039;t to be considered sanctions.&lt;br /&gt;
&lt;br /&gt;
The temple of Sana Sahira is not the only church of S’rand’marr, many have been built all over Adhomai and even in outer space. They provide both a place of respite and prayer for weary travelers and a place to stay for priests that consider priesthood employment. Sun Sisters and Priests of S’rrendar live together in these temples, however, in separate dorms. If it comes to smaller temples, like chapels or in remote faraway villages, preference is given to Priests of S’rrendar, as they’re considered more vital by the majority of Tajara.&lt;br /&gt;
&lt;br /&gt;
===Children of the Parivara===&lt;br /&gt;
&lt;br /&gt;
Adoption is frequent with the sun&#039;s priests and has been a time-honored tradition. However, these orphanages lacked much support from Pre-Contact Kingdoms or the PRA. Their situation worsened in the Second Revolution. Many children were turned away during this time as orphanages filled and Priests were overwhelmed. Father K’rriran’s 2464 journey was done to accrue governmental support for these orphanages. Now they have full tax and material support from the NKA, full financial support in DPRA Civilian government territory, and some PRA financial support in exchange for the Ministry of Education holding oversight on them. Conditions are gradually improving and Priests are no longer forced to turn away children because of a lack of resources.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seedlings&#039;&#039;&#039; – Youngest children who are either given to the church by their parents, taken as orphans or given as “bad seeds” to be re-educated. No gender differentiation or separation at this time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saplings/Mistlings&#039;&#039;&#039; – The rank for those raised in the church, students usually learning and studying how to reach priesthood. Both male(Saplings) and female(Mistlings), have to reach the age of 18 before becoming priests. Their education mirrors that of the Sun Daughters and Son’s of Dawn.&lt;br /&gt;
&lt;br /&gt;
===Acolytes of the Parivara===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sun Daughters&#039;&#039;&#039; - A Sun Daughter is the acolyte role of the Messa sisterhood. They can be outsiders of any age, as long as they pass a complex series of tests and interviews to see if they&#039;re qualified for the role. Their education is focused on theology, physical care, and mental care. In order to ascend to Sisterhood, two senior sisters must approve of their progress. Sun Daughters are allowed to leave the temple and preach in other areas, as long as they’re assigned to a local church that has agreed to keep an eye on them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sons of Dawn&#039;&#039;&#039; - A Son of Dawn is the acolyte role of the S&#039;rendarr priesthood. They can be outsiders of any age, as long as they pass a complex series of tests and interviews to see if they&#039;re qualified for the role. Their education is focused on theology, oratory skills, and tradition. In order to ascend to Priesthood, two senior priests must approve of their progress. Sons of Dawn are allowed to leave the temple and preach in other areas, as long as they’re assigned to a local church that has agreed to keep an eye on them.&lt;br /&gt;
&lt;br /&gt;
===Clergy of the Parivara===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sun Sister&#039;&#039;&#039; – Their role is to heal, advise, and accompany those dying, helping them on their final voyages. They&#039;re a frequent sight in hospitals all across Adhomai and many physicians were raised as Mistlings or were Sun Daughters themselves. Mistlings become Sun Sister&#039;s upon being of age, however, outsiders must first become Sun Daughters. Due to the Vow of Whispers, they’re expected to take a secondary role in preaching, politics, and church finances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priests of S&#039;rendarr&#039;&#039;&#039; – The main body of the faith, are tasked with preaching, the blessing of children, reading and copying of holy scriptures, and other priestly duties. They often have access to advanced education, meaning many of them are on the level of state-educated scientists, chemists, and philosophers. Saplings become Priest&#039;s of S&#039;rendarr as they have been raised for such a task. Outsiders must first become a Son of Dawn.&lt;br /&gt;
&lt;br /&gt;
===Head&#039;s of the Parivara===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S&#039;rendarr’s Closest&#039;&#039;&#039; – Selected from Priests of S&#039;rendarr by other S&#039;rendarr&#039;s Closest. The application is based on reputation. A successful applicant will be given a region of Adhomai to administer, as well as a seat on the council. From then on he is responsible for all churches in that region, financially, morally, and in the actual physical upkeep of the buildings. Recently this system has been called into question, as the limited number of council members (44) means that churches outside of Adhomai do not have a legal administrator and are usually kept to the local priests. The applicant must be male, 44 years of age, and a Tajara born on Adhomai.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Father&#039;&#039;&#039; – Currently Valyan K&#039;rrirran. While usually leaving the administration to the S&#039;rendarr&#039;s Closest, The Father holds ultimate power. At any time he can order, recall, or veto any statement made by any previous Father or member of the S&#039;rendarr faith. This power is rarely exercised and the position of The Father has remained mostly an honorary one. Applicant must be at least 54 years old, and can only be selected from S&#039;rendarr’s Closest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Mother&#039;&#039;&#039; – Currently Zuzana Il-Rranha. The Mother holds a secondary role to The Father, despite the duality of the religion. She holds no official power and remains mostly a figurehead. While in the past a Vow of Silence has been upheld, with her support it has been replaced with a new Vow of Whispers. Despite this, Zuzana opted to keep to the Vow of Silence to full effect until her death. The applicant must be at least 55 years old, and can only be selected from Sun Sisters.&lt;br /&gt;
&lt;br /&gt;
===Vow of Whispers===&lt;br /&gt;
&lt;br /&gt;
In the past, Sun Sisters used to swear a Vow of Silence. Forever forbidding themselves from speaking, with the exception of the Shi-rr’ata (Eclipse) holiday. This Vow had been in effect for hundreds of years, until the 18th of August, 2462 Central Galactic Time. After the Armistice of Shastar was signed, translators from the PRA were invited to the Sana Sahira in hopes of helping with certain translations. There, they had made a grand discovery, the sacred Vow of Silence was mistranslated in the past. With this knowledge, the newly elected Father Valyan K&#039;rrirran, with The Mother&#039;s permission made an important announcement. The Vow of Silence is no longer a required vow and instead, it will be replaced with the Vow of Whispers.&lt;br /&gt;
&lt;br /&gt;
Not as restrictive as the previous vow, the Vow of Whispers allows a Sun Sister to speak. However, her words must be heard only by the intended recipients, and only when it serves a purpose. If she wishes to preach, she can do so, but it should only be done if there is no Sun Priest present. If the sister chatters, spreads rumors, and babbles idly, it is to be reported to the nearest Sun Priest, who will administer her punishment. If no brother is present, she is to administer her own punishment. This vow is not literal, and the priestess can speak with normal intonation.&lt;br /&gt;
&lt;br /&gt;
Answering a question, sharing a diagnosis, explaining holy teachings, and talking others through their issues are now all on the list of responsibilities. Some disagree with this decision, mostly the brotherhood. Some argue that this is infringing on the duties of the priests, while others say that it distracts the sister&#039;s from their maintaining and healing duties. Still, for the most part, it is a welcome change and while many sisters still choose to keep their Vow of Silence, many more welcome being able to heal the mind as well as the body.&lt;br /&gt;
&lt;br /&gt;
==S&#039;rendarr==&lt;br /&gt;
&lt;br /&gt;
(The Golden One, Bringer of Seeds, Father of Daylight, All-father, Joy-Bringer)&lt;br /&gt;
&lt;br /&gt;
S&#039;rendarr is the deity of life, fertility, sunlight, youthful energy, and everything associated with the time of summer and daylight. He is considered the patron of pregnancy, youth, and farmers and so ends up being the more popular of the two siblings. However contrary to popular belief, S&#039;rendarr is not associated with just the positive; fire, impatience, brashness, weeds, and natural drugs also belong in the domain of S&#039;rendarr. In many ballads and hymns, he is described as overexcited and overzealous sometimes leading his more unrestrained followers into their opulence from which they are often rescued by Messa.&lt;br /&gt;
&lt;br /&gt;
S&#039;rendarr is the god Tajara call upon during their marriage rituals, with the birth of newborns, when giving praise or compliments to physical attributes;&lt;br /&gt;
&amp;quot;He has S&#039;rendarr&#039;s eyes&amp;quot;, paying someone a compliment. &lt;br /&gt;
&amp;quot;S&#039;rendarr give you both long lives&amp;quot;, a wish to the newlyweds. &lt;br /&gt;
&amp;quot;S&#039;rendarr did not spare on this one&amp;quot;, being impressed with one’s skill.&lt;br /&gt;
&lt;br /&gt;
The most common portrayal of S’rrendar is a simple golden sun, if color is not available a simple whited-out circle will suffice. Such symbols are often drawn on cribs, field markers, or directly on livestock to bring life or a bountiful harvest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Holy S&#039;rendarr, bless this ravaged body!”&#039;&#039; - Post-battle prayer when one has sustained many wounds during their fight, 25th page, the third verse of The Brightest Sunlight Tome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kahara S&#039;rendarr Mai&#039;&#039;&#039;&lt;br /&gt;
(Walk of S&#039;rendarr On Earth)&lt;br /&gt;
&lt;br /&gt;
Often simply referred to as “Mai”, this national holiday is popular with Tajara of all cycles, young or old. On this day a Sage of S&#039;rendarr is chosen (usually a mayor) in each city and blessed by the priest. He is given a jug and seed and tasked with putting at least one seed and one drop of water upon every doorstep. While the tradition is still followed accurately in rural areas, in the more urbanized centers of Adhomai this has taken a more liberal approach as instead men of all ages run into the streets, visiting door to door asking for Ruined Water(Alcohol) and Rotten Seeds(eggs) while singing carols. The woman of the house is tasked with providing such things, if the carol is sung well the carolers are rewarded, if their singing, however, is slanted and drunken they&#039;re instead doused in cold water and forced to return home.&lt;br /&gt;
&lt;br /&gt;
===Marriage===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;S&#039;rendal&#039;Mati&#039;&#039;&#039;  &lt;br /&gt;
(Live with S’rrendar)&lt;br /&gt;
&lt;br /&gt;
One of the most joyous and important matters of the clergy is marriage, unlike the religion of Ma&#039;ta&#039;ke, the church of S&#039;rendarr recognizes the importance of a wedding, and the preparations for such celebration can take days. The day of the wedding begins early in the morning with the preparation of seating and decoration of the local church or other equally important building, be it spiritually or administratively. Once those preparations are finished, usually two to three hours before noon, the food is brought in, consisting of rich meats and fruits, however, during the war it was usually substituted with rations. About an hour before the wedding ceremony, the bride and groom are woken up and dressed, the groom in a bright yellow and white wedding suit with a tall, frilly hat. While the bride takes on a much darker, fully encompassing dress but not restricted regarding the coloration. Nowadays, many Tajara opt for more humanized styles of clothing, such as suits and wedding dresses.&lt;br /&gt;
&lt;br /&gt;
Precisely at noon the bride and groom meet at the altar, and a present priest recites the holy vows and with the wedding wrist wraps, one blue for the bride and one of gold for the groom ties their hands together. Afterward, a representative of the local government has the bride and groom sign into the marriage registry. From then on celebrations begin and many use wedding days to secure their own future brides and grooms. The bride and groom are required to stay tied together by these wrist wraps until the end of the celebrations. From then on the two wear their respective wrap, in order to signal that they’re taken. The PRA government does not officially support this ceremony and does not provide representatives, newlyweds must visit the local city hall or post office to sign the registry. It is illegal to be considered married without signing the government registry.&lt;br /&gt;
&lt;br /&gt;
Cloth wrist wraps are not a requirement but it is required that the two items which are supposed to signify a bond must &amp;quot;connect&amp;quot; or be capable of intertwining together. Further one must be darker than the other one. Jewelry, silk, or even rope has been used in the past instead of wrist wraps.&lt;br /&gt;
&lt;br /&gt;
==Messa==&lt;br /&gt;
&lt;br /&gt;
(The Last Mother, The Sister, The White Goddess, Soldiers Wife, The Weeping One)&lt;br /&gt;
&lt;br /&gt;
Messa, the somber, colder, and female goddess of Adhomai. Contrary to initial human belief, Messa is not an evil deity, she is, however, tasked with the difficult job of ushering the deceased into her realm, bringing both life and death into balance. She is the deity of inevitability, old age, and winter, but also of guidance, wisdom, protection, and patience. It is she who protects the souls of the dead and it is she who permits the end of suffering. In this way, she also represents peaceful resolutions and the inevitable end of conflicts.&lt;br /&gt;
&lt;br /&gt;
Messa is the god Tajara call upon when they wish for a peaceful resolution, have met with someone unpleasant, or when describing a Tajara&#039;s mental attributes.&lt;br /&gt;
“Messa guides him,” a wish of farewell.&lt;br /&gt;
“Messa! Look what you did!” a curse offering a sense of reprieve.&lt;br /&gt;
“He has Messa&#039;s patience,” a compliment.&lt;br /&gt;
&lt;br /&gt;
Messa is usually depicted as a blue sun, if color is not available an empty circle will suffice. Her symbol isn’t representative of a blessing, but protection. It is drawn to chase out evil spirits, protect the souls of the deceased, and even during exorcisms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shi-rr’ata&#039;&#039;&#039;&lt;br /&gt;
(Eclipse)&lt;br /&gt;
&lt;br /&gt;
Due to the trajectory of Adhomai, there comes a time every year where Messa the blue sun completely eclipses S&#039;rendarr the yellow sun. This results in the reduction of natural light and a complete change of the Adhomai color pallet. For most Tajara this means that they’ll partake in the ancient rituals of “Shi-rr’ata” or “The Eclipse” as it is translated to Tau Ceti basic. Preparations for these rituals usually take up the whole week. Candles, incense, the burial of all that is dead, purchase of talismans from the local Sun Sisters, and many other local rituals commence. Some Tajara seek the advice of ancestors during these times, others wish to make peace with the dead or those wronged and others still wish to simply live out this day in contemplation and prayer. This day is not somber for all, however, for example, the Sun Sisters celebrate during these times, seeing it as a sign of their goddess’s satisfaction.  There is, however, a dark ritual carried out. A rumor has spread that if one dies during this holiday, they are guaranteed a passage to Messa’s forever, regardless of how sinful their life is. The Parivara has denied this, despite this, cases of the poor, hungry, sick or dying, being killed by their relatives appear from time to time. Many say the Sun’s Penitent has started this rumor, the group refuses to comment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virr Henhati&#039;&#039;&#039;&lt;br /&gt;
(Last Ritual)&lt;br /&gt;
&lt;br /&gt;
Upon death, a ritual to call Messa is to be performed as soon as possible. Usually, the closest relative or a member of the clergy would be expected to perform this ritual, but with the recent turbulent years, it is something a close friend or a physician can perform instead. The steps to follow are to make the body face the skies, reinforce their grip upon the last thing they held in their hands and close their eyes. Once rigor mortis sets in, the body is ready for burial, as it marks the soul leaving the body.&lt;br /&gt;
&lt;br /&gt;
==Burial==&lt;br /&gt;
&lt;br /&gt;
While Burial is regarded as much less important than the death ritual itself, it is nonetheless an important part of passing, as disrespect to the dead can cause reprisal and wrath.&lt;br /&gt;
The proper way to pass, according to the S’rrand’marr, is to become one with the stars. The preferred method being incineration, however, in the cold climate of Adhomai, this is not always possible. Thus the more common methods were tree burials and elevated burials, wherein the deceased would be sealed inside a wooden coffin and raised among the branches or upon an elevated platform. There his body would be safe from scavengers and would eventually, with time, turn to bones, which would be later burned in a regular fire and their name would be etched inside their home by a relative to watch over them. &lt;br /&gt;
&lt;br /&gt;
With urbanization, starvation, and warfare these burials became too lengthy and towns would quickly run out of space, and so families were encouraged to store bodies until enough accumulated to justify a mass burial bonfire. Many were outraged and a few peasant rebellions were launched, which were quickly suppressed. Family tombs became popular for those who could build them, those who couldn’t; would simply store their dead in their own homes, usually in the attic which wasn’t heated, or an adjacent shack. With the rise of industrialization, cremation became viable and even preferred and now makes up the majority of burials in Adhomai, with even smaller villages keeping a dedicated furnace for the dead. A few Tajara have taken it a step further and had their bodies launched straight into the suns, although this is considered distasteful by most, NT promotes this service.&lt;br /&gt;
&lt;br /&gt;
===Death===&lt;br /&gt;
&lt;br /&gt;
The nature of Messa’s forever has been disputed ever since the two gods existed. Some argue it is a quiet and peaceful place where one enjoys their final rest, others say it’s a great hall where Tajara dine at giant golden tables, Ma&#039;ta&#039;ke at the head, mead, and meat aplenty. Even more say that Messa’s forever is akin to the life Tajara lives today, however malleable to suit the wishes and needs of every Tajara. But all texts agree that it is a pleasant place, many alleging that the fact they do not know what greatness awaits them, means it is indescribable.&lt;br /&gt;
&lt;br /&gt;
The power of Messa over the souls of the dead is indisputable, and while Tajara do believe in ghosts, spirits, and other such things, they are often understood as Messa giving someone a lesson or a chance to finish their earthly deeds before their final rest.&lt;br /&gt;
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It is ascribed that Messa is relatively forgiving. Those who lived sinful lives will spend a hundred years on their journey for each sin not forgiven or repented for. Said journey is cold, lonely, and painful, ensuring that what is owed in repentance is paid in suffering. But for those who purposefully go off the path, those who betray, lie and mislead. Only one faith awaits, Raskara.&lt;br /&gt;
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==Raskara==&lt;br /&gt;
&lt;br /&gt;
(The Strange One, Whisperer, Black Mirror, Stranger, Door and Key, Maggot Fathermother)&lt;br /&gt;
&lt;br /&gt;
Raskara is an anomaly, not only theologically and historically but also astrologically as the moon, representing Raskara, is older than Adhomai. This suggests it is an asteroid snatched by Adhomai’s gravity, rather than a piece of Adhomai that separated during its forming. Some historical sources disagree, saying the moon was no present until Tajara inhabited the surface, but this has been debunked by modern science and the Parivara itself.&lt;br /&gt;
&lt;br /&gt;
Raskara is only described in a few scriptures and is always referred to as “it”, rather than “he” or “she” as is the case with the other gods. Likewise, it seems to be identical to its representation in the Ma’ta’ke pantheon, that a being of pure evil. In S’rrand’marr it represents everything unnatural or evil; debauchery, treachery, unrighteous war, denial. The worship of Raskara is forbidden by clergy, and while the law does not outright forbid it, worshippers are usually arrested on vague charges of public debauchery or political dishonesty. Despite this, there are a few who invoke its name for worship.&lt;br /&gt;
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Using Raskara in an insult or a cuss word is on the level of an extremely inappropriate slur and should be avoided in all formal social situations.&lt;br /&gt;
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&#039;&#039;&#039;Shi-rra Arr’Kahata&#039;&#039;&#039;&lt;br /&gt;
(Darkest Eclipse)&lt;br /&gt;
&lt;br /&gt;
There is a day every twelve years where Raskara eclipses both S&#039;rendarr and Messa. These are considered very bad times. Tajara do not leave their homes, clergy spend their day praying and hoping for tomorrow, complete darkness envelops Adhomai even during the daytime. Likewise, all trade is halted, and a state-mandated holiday is ordered for all Tajara present on Adhomai. Life brought to the world on this day is not celebrated, as it is said that children born on this day have traded their souls for special powers, they are accredited with the ability to read minds, project curses, control others with a single glance and read the future. Many families choose to dispose of their newborns on this day, and while it is illegal, every governmental body on Adhomai, outside of the atheistically minded PRA, tends to turn a blind eye to this practice.&lt;br /&gt;
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==The Suns War of Harr&#039;masir==&lt;br /&gt;
&lt;br /&gt;
Throughout the history of Adhomai, the Raskariim was always a secretive religion, living on the edges of society. However, ancient historical and religious texts indicate that during a certain period of Tajaran history the cult of Raskara had a large influence over the continent of Harr’masir.&lt;br /&gt;
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Around the year 1600 CE, the empire of Azumah was affected by a succession crisis that resulted in a civil war between several factions; claimants to the throne, rebels, and separatists. Most of Harr’masir soon turned into a lawless hinterland, controlled by bandits and warring princes, which facilitated the resurgence and spread of the faith of the Moon. Many nobles and commoners formally adopted the Raskariim as their official faith, renouncing S’rendarr, Messa, and the deities of Ma’ta’ke. Temples and shrines dedicated to Raskara were built across the land of Harr’masir, and the society descended into debauchery and cruel religious rituals, including the return of ritual murder. It was a common practice for criminals and even armies to raid the colonies and other kingdoms such as the isle of Amohda.&lt;br /&gt;
&lt;br /&gt;
The Parivara, distressed by the growth of the Raskariim, requested that the kingdoms and empires of Adhomai act against Harr’masir. An alliance between several monarchs and noble houses, led by the kingdom of Kaltir, organized a massive military campaign to invade the continent. The expedition landed on Baltor and marched to the interior of the country, defeating the drunken and splintered warring princes easily. Hunting down criminals and pirates, destroying temples, and killing countless warlocks and followers of Raskara.&lt;br /&gt;
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It was a resounding victory that sent the Raskariim fleeing into obscurity. The cult was considered utterly defeated by the nobility at the time, with many believing that it would never rise again. Unfortunately, this attitude would prove to be a mistake as it allowed the cult to rise again hundreds of years later, now with a much friendlier and adaptive attitude to the modern Tajaran lifestyle and mindset. But where Raskara goes those capable of fighting it follow, and the renewed Kin of S&#039;rendarr.&lt;br /&gt;
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===Kin of S&#039;rendarr===&lt;br /&gt;
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The Kin of S&#039;rendarr is a knightly order of the Parivara church, established during the long-ago Sun Wars. The order itself had fallen out of grace during the later years, its internal hierarchy completely subservient to the Parivara and without any ties to the aristocracy made the ruling classes displeased and suspicious after the Sun Wars had ended and the usual bickering between nobles resumed. Parivara, however, continued their recruiting, and eventually, the amount of armed peasantry in the Kin outnumbered the aristocratic knights, leading to the monarchs at the time to enforce strict taxations and tariffs upon the order militant. Members of the Kin, unable or unwilling to pay these taxations all eventually renounced the order, disbanding it.&lt;br /&gt;
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The Discovery of humanity, wars, suffering, and corruption have all lifted the Raskariim out of the shadows with Tajara even publicly admitting to membership. With the Adhomai governments refusing to take this issue seriously, the Parivara was forced to once again call in the order militant. An act that has so far gone mostly unnoticed, as the number of recruits so far numbers in the low hundreds. These new investigators have taken to the streets, trying to find and weed out any possible cultists. Be it with the governments&#039; help or without it. Shining armor replaced by a classy trenchcoat, sword with a revolver, and zeal with cunning, these new investigators have begun to trail all Raskariim activity. The investigators themselves have practically no authority, as they’re not recognized as official investigators by any of the governments, although many of them are employed in the police force. The New Kingdom once had heavy taxes levied on any member of the organization. These were removed shortly after Father K’rrirran’s private meeting with Queen Shumaila. &lt;br /&gt;
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The investigators of this order usually identify each other with Rosettes depicting S&#039;rendarr orange sun clutched in a gloved hand, and ritual shillelaghs they carry on their person at all times. The order accepts all Tajara above the age of 15 with the exception of the mentally or physically handicapped or those born while Raskara, the moon, was at its peak.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category:Mythology]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Crevus&amp;diff=23659</id>
		<title>Crevus</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Crevus&amp;diff=23659"/>
		<updated>2022-03-03T04:28:49Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Criminal Organizations */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
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= Overview =&lt;br /&gt;
The Free City of Crevus is a semi-autonomous city-state in the [[Democratic People&#039;s Republic of Adhomai]]. It was founded in 50 CE in Das&#039;nrra as a fishing village that eventually grew into a powerful and rich merchant city. In modern times, Crevus exists in a state of anarchy. While considered part of the civilian government the National Assembly of the DPRA has little to no power within Crevus. Instead, the city&#039;s politics are dominated by crime families that fight one another for control of its profitable entertainment and services economy.&lt;br /&gt;
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= Geography = &lt;br /&gt;
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Crevus is situated on the western coast of the Das’nrra continent. It experiences the same harsh winters and temperate summers as much of [[Adhomai]]’s equator. The presence of the waters of the Sum’add ocean and its warmer current alleviates the cold weather. In contrast to the winters, summers are typically cloudless but retain the light breezes or windstorms that Crevus receives year round. The biome of Crevus is a boreal forest. The forest’s floor is covered in feets of snow in the winter and bare grassless dirt come summer. The only natural plant life are local hardwood trees and some small mammals such as ice-tunnelers. Growing domestic plants requires credits and dedication, making gardens a symbol of status. The region’s population has been fed through the local fisheries with the nearby waters hosting much in the way of fish, crustaceans, and clams. But, the local fishing villages and rural hamlets around Crevus have been steadily declining due to urbanization. This has led to Crevus relying more on food imports by sea or land.&lt;br /&gt;
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=== The City === &lt;br /&gt;
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[[File:CrevusTopographic.png|thumb|Crevus is a sprawling metropolis on an otherwise lifeless and barren tundra. Travellers to the city can see its shining lights from afar at night.]]&lt;br /&gt;
Crevus itself is an architectural exception upon Adhomai. Owing to its history, the city’s buildings are a crossroads of traditional Adhomaian architecture and Xeno influences. Classical styles of Tajara remain the most popular, with blocky (Sometimes ziggurat-like) buildings, art-deco facades, and domed or terraced tiled roofs. Establishments decorate their facades with vibrant neon signs, some buildings even going as far as to pay for extensive work that covers stories upon stories with line-tube art. The local love for bright displays and beaming lights dazzles many visitors to the city. Metal, airlock like designs have a major market in Crevus with many establishments and manors springing for fanciful doors. Skrellian influence can be seen with an explosion of flashy gardens and grey/black walled interiors with vibrant painted furniture. Buildings in the mostly out-of-sight poorer regions are a far cry from the glamor of Crevus’ developed areas. They are cramped and made of simple brickwork, but provide a cheap residence for those who need it. The streets are paved in concrete with heat lamps below every street lamp. This keeps the poor from freezing and assists xenos unused to the cold of Adhomai. Owing to its accelerating development and expansion Crevus is turning into a massive centre for construction. This attracts both humble workers and aspiring architects who wish to leave their own mark on the city.&lt;br /&gt;
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Crevus is split into several informal districts. Those neighbouring the river Kir and west of it are of the wealthiest. The poorest live in shantytowns along the edge of the east. Hephaestus provides cheap transportation such as suspended tram cars, taxi services, and buses. Personal cars and motorbikes are becoming more common for the regular citizen. Most citizens currently rely on Icycles if they need a personal transport. Some areas of Crevus are so winding and cramped that one would need a local guide to avoid getting lost. This is more common in the poorer neighbourhoods of the east and south.&lt;br /&gt;
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= History = &lt;br /&gt;
&lt;br /&gt;
Originally founded as a fishing village, Crevus grew in size and importance due to a brief period of peace between the warrings kings of its time. It was able to establish itself as a strong trading port as it developed. The city attracted several unlanded nobles that founded trade companies and served as captains for the countless ships bound for exploration or trade with other parts of Adhomai. Some merchant&#039;s families amassed large treasuries, becoming powerful patricians that held great influence upon the king of Das’nrra.  &lt;br /&gt;
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Mayors of Crevus were elected for life by the city’s aristocrats. The merchant dynasties were known for their incessant plotting against each in an attempt to gather enough favor to have their members selected for the office. Murder, sabotage, and warfare between private armies were common sights in the months prior to the election. Life for the other races was only a degree better than the toil of peasants in the kingdoms. The patricians saw them as little more than fodder to fuel their ambitions for power and wealth. &lt;br /&gt;
Due to the riches brought by the trade and exploration, Crevus was able to buy its status as a free city from the Empire of Das’nrra. The Mayor would pay an annual tribute to its neighbor in exchange for military protection, but the inhabitants were allowed to handle their own internal affairs in any way they saw fit. Despite this treaty, the patricians controlled a large fleet composed of merchant and military ships.&lt;br /&gt;
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After the age of exploration was over and other kingdoms opened their own trade routes, Crevus’ importance and wealth started to decline. The patricians revitalized the city by promoting it as a tourist attraction for the nobility. This marks the beginning of Crevus’ famous service economy as the first casinos and clubs opened. Life marginally improved for the peasants during this time. Crevus became the only city on Adhomai with something close to resembling a middle class. The patricians allowed their workers to have a day off each week to distract themselves with the new Crevan lifestyle. This kept wages flowing back into the coffers of the merchants while ensuring that Crevus wouldn’t have to rely on a constant military presence to suppress rebels. &lt;br /&gt;
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This status quo would end dramatically in &#039;&#039;&#039;2418&#039;&#039;&#039;. In mid-summer a strange transmission was repeating on ham radios and wireless receivers across Adhomai, repeating a single message in the halls of the noblemen and military generals who exclusively had use of radio technology. It was [[Sol Alliance]] Representative Pam Hu announcing the arrival of the humans and their intended landing in the Free City of Crevus.&lt;br /&gt;
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The Free City of Crevus became host to hundreds of nobles from all across Adhomai. All of the important leading families came to Crevus. Then-Mayor Imazkar Juhrakur spent obscene amounts of the city’s funds entertaining the visiting noblemen and the alien dignitaries. Crevans were the first to become translators for humanity. With this and their ability to act as brokers, Crevus became the link between humanity and Tajara. Once Pam Hu and her team integrated into the Tajara language and customs, within a year they founded the Pam Hu district. Members of her science team then began to enter the casinos and clubs to begin ‘field research’. Megacorporations followed the explorers and established their inroads in Crevus. Idris, Hephaestus, NanoTrasen, and the EPMC made their offices and constructed the Crevan spaceport in just a year after contact.&lt;br /&gt;
 &lt;br /&gt;
During the uprisings following humanity’s cataclysmic impact upon Adhomai, Crevus attempted to stay neutral in the conflict. Turmoil in the Empire of Das’nrra allowed Mayor Juhrakur to ignore the payment of tribute. The Free City was able to defend itself from several rebels&#039; incursions using its fleet and mercenaries. When the Hadii faction reached Crevus the patricians argued whether to throw their support behind the revolution or beg a megacorporation to defend the city. Ultimately, the revolutionary side won out. The merchant dynasties traded their independence for safety and a place in the new world order under the Hadii. Their ships were used by the newborn Republic to conquer the rest of Adhomai and they were left alone to live as regular citizens. Some even rose to become party members and military officials.&lt;br /&gt;
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Relations between the People’s Republic and Crevus turned sour in the first year of Al’marii’s rule. The treaty between the merchant dynasties and the Hadiists stated that Crevus would retain a special status within the People’s Republic and remain autonomous. However, the party had other plans. All businesses owned by the Njarir’akhran were seized and put into a state-corporation run by the Mayor of Crevus. Mayor Juhrakur then disappeared without a trace while travelling to attend a wedding in Shastar City. His replacement, Poaima Krramazsi, was not chosen through a local election but a party committee. The sudden economic changes and drying of the tourist industry thanks to the aftershock of the First Revolution brought heavy unemployment to Crevus. Criminal organizations sprang up across the city performing burglaries and heists. Eventually, these organizations began to be invested in and led by the angered dynasties. These new leaders established rules, ranks, rites of initiation, and began the first Crevan mafias. These organizations fought each other in street wars to carve out their territory. The situation worsened as some criminal organizations in other regions were uprooted by the PSIS and destroyed. Their surviving members often made their way to Crevus to continue plying their criminal skills to those who would pay. Most notably in &#039;&#039;&#039;2442&#039;&#039;&#039;, some surviving Amohdan crime syndicates banded together underneath the Raghmara Clan and cut a bloody swathe into the city. &lt;br /&gt;
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Overwhelmed by the violence on the streets and her inability to control the population, Mayor Krramazsi tried her hardest to expand the Crevan police department. New guns and equipment were brought in, officers from other cities were hired at high wages, but it wasn’t enough to control the population. When the Adhomai Liberation Army rose up in &#039;&#039;&#039;2451&#039;&#039;&#039; the situation in Crevus was finally lost. The families came under a truce and sided with Supreme Commander Nated. One fateful night in Crevus they launched an all out attack on the Hadiist authority remaining in the city. Police officers, city officials, and the mayor herself were killed in coordinated attacks. Only those who hid or escaped before the purge survived. This event became known as the Crevan Uprising. The heads of the major families met afterwards to decide who would become mayor. Initially the Rhan-Cresh and Raghmara leaders put their support behind Laikr J’shar. After his sudden death Mazula Azuala became the next choice.&lt;br /&gt;
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Throughout the Second Revolution Crevus supplied the Adhomai Liberation Army whatever they demanded. Artillery smuggled in from the [[Eridani Federation]], arms from [[Vysoka]], credits made from the now-booming tourism industry, anything to support the on-going war effort and ingratiate Crevus to the ALA command. Life in Crevus has changed rapidly and most denizens will say it is for the better. The strong economy allows Crevans to live a better life than citizens anywhere else in the DPRA. The corporate presence allows easy employment while also providing products never seen in other cities of the DPRA. The parties never stop and while the violence continues it is more than easy to avoid the conflict-ravaged blocks when the next Raghmara raid begins or the J’shar and Azaula come to blows once more. Critics point to the corruption and gang violence as clear signs that Crevus is deeply unstable; A powderkeg ready to explode. Lovers of the city simply say that it&#039;s part of the charm.&lt;br /&gt;
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= Culture =&lt;br /&gt;
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Crevan culture can be summed up in a single term: “Live, and let live.”. Luxury and vice is an integral part of the city and the daily lives of the people there. A lucky man can find great wealth in Crevus only to lose it all in the same night, and return to repeat the cycle again and again. Money can buy anything in this city and money dictates the power. Some outside of Crevus find the city appalling, a display of pure decadence, and refer to its people as “Crevans&amp;quot; in a spiteful pun. This term is readily accepted by the denizens of Crevus as a perfect term for themselves. &lt;br /&gt;
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Life for a typical citizen in Crevus is a cycle of work in the service economy and burning away their money in those same businesses at night. While a lucky few make it big enough to join the rich of The Knuckles many remain stuck in this repetition of working and partying. Oftentimes when a Crevan becomes bored they find escape through the gangs (And subsequently, the families.) or join onto the megacorporations to seek some sort of adventure. The poor rub shoulders with the rich in most businesses, and one can become the other in just an hour. The unluckiest find themselves in downward spirals with no way out, their debts racked high, and stuck to a life of dodging debt-collectors in the slum of Liceland. The only way out of Crevus for these unfortunates is a trip to the bottom of the ocean or onto a smuggler’s vessel. &lt;br /&gt;
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The city’s wealthy are mostly the same Njarir dynasties that ruled the city before the Hadiists came. These centuries-old houses survived much of the chaos of the First Revolution thanks to careful planning and willingly handing the city over to the rebels when they reached Crevus. However, the effects of Hadiist rule on them were similar to their counterparts outside of the city. Many of their practices were ceased on order of authorities and in an effort to avoid attracting attention to themselves. Those who didn’t stop found themselves sent to Castle Vladis. Much of the younger generation of Crevus’ Njarir grew up not knowing the cultures of their predecessors. There are rumors of hidden societies that continue to preserve the old Njarir culture, but their existence following the arrival of the [[People&#039;s Republic of Adhomai#People&#039;s Strategic Intelligence Service|PSIS]] is doubtful. Not all of the city’s Njarir’akhan were this lucky. Some nobility survived the First Revolution by fleeing to Crevus only to wind up living among the same “commoners&amp;quot; they looked down upon. No Njarir’akhran in Crevus styles themselves a noble except for those who hail from the New Kingdom. Nonetheless, to be one of these old houses or the newer upper-crust is to have all of Crevus open to you. Some businesses pride themselves on exclusivity, such as posh opera houses and decorated smoking lounges. To just be in one of these acclaimed businesses for a night is something lower class Crevans strive towards. &lt;br /&gt;
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Due to its history as an open port, Crevans are more open minded towards outsiders and new experiences than other Tajara. It was for this reason that Crevus became a welcoming city for xenos and megacorporations. Any Tajara can also come to Crevus to try and find their fortune. Though the same problems Tajara face still plague the city. Many of the Zhan-Khazan have been stuck in the poorer blocks and slums, political radical groups continue on in the Crevan underground, and spies of the various nations fight here in a game of cloak and dagger. This is to say nothing of the massive underworld the city is infamous for. A single wrong step in a night of carousing can result in someone stumbling unto a deadly meeting, or taking the turn onto a block broiling with conflict. This hotbed is made even worse by the army presence in Crevus. Soldiers of all factions can be seen given its status as a popular spot for military leave. When these rivals bump shoulders it without fail turns into a violent clash until they’re pried apart by family enforcers. Along with this are the competing officers of the ALA warlords. Each wishes to grant their general an upper hand in the city and gain them favor among the families.  &lt;br /&gt;
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Within Crevus there exist three cultural minorities: Amohdans, Southern Harr’masir, and Northern Harr’masir. Each dwells within their own districts and holds tight to their original cultures. All Tajaran languages can be found in the city. Ya’ssa has seen its own hidden revival among some of the Njarir’akhran, but they avoid speaking it publicly so as to not draw negative attention. Humans and Skrell can be found in The Knuckles living in the Pam Hu district. These aliens come from all walks of life and lack any cohesive or unique culture, barring their own love for the Crevan lifestyle. IPCs are a rare sight in the city but not unheard of. Citizenship with another nation doesn’t stop one from being able to live in Crevus as much of Silver Streets’ population hold NKA citizenship and PRA citizens can still be found in the city.&lt;br /&gt;
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== Media ==&lt;br /&gt;
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Production companies became a massive business in Crevus in the interwar period. With crime family-funded record labels and studios popping up across the city, an entire industry of film, television, and music sprouted in just a few years. The Crevan attitude of gambling extends to this industry as well. Executives are always happy to take a risk and promote new ideas, which keeps Crevan media much more diverse than their counterparts in the PRA and NKA. The rapid interwar growth was hampered by the second revolution but post-war it continues to diversify. Young artists are drawn to the city to try and make their way even if they’re consigned to being one of the many street musicians. Anyone can find something to suit their personal music taste in Crevus. Be it beautiful Njarir’akhan opera singers, duelling rockers from the slums, traditional Ras’nrr folk singers, and even imported [[Republic of Elyra|Elyran]] and [[Venus|Cytheran]] holotapes. &lt;br /&gt;
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Thanks to a lack of local regulation, Crevus is popular among DPRA film studios to set up in. The cheap cost of production also lends itself to making films with a wider scope. Many of those in the film industry hope to overtake the radio as the entertainment of choice in the Democratic Republic. Shows and movies made here usually centre around daring crime tales, historical epics, and the Tajaran favorite of war stories. Small markets are growing for experimental and artistic films, action-comedies with exaggerated fights, and documentaries. Crevan television and films do sometimes feature xeno actors. Due to the wider attitude towards them in the DPRA they are relegated to antagonistic roles.&lt;br /&gt;
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== Religion ==&lt;br /&gt;
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The majority of Crevans are [[Ma&#039;ta&#039;ke Gods|Ma’ta’ke]] pantheon followers with [[S&#039;rendarr and Messa|S’rand’marr]] worshippers making up around a tenth of the population as a prominent minority. The Parivara keep to their own neighbourhoods that are built around the local temples. Sun Priests take a less favorable view on Crevus’ culture of carousing and gambling than their Ma’ta’ke counterparts. This is shared by most of their followers, who stick to the more respectable businesses. Priests and priestesses of the Ma’ta’ke pantheon are much rarer in Crevus owing to a lack of interest in the native population in embracing the life of a priest. Shrines and temples dedicated to the gods are small and hidden away. There is one notable exception to this trend: Rredouane.&lt;br /&gt;
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=== Rredouane ===&lt;br /&gt;
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[[File:Rredouane.png|thumb|The huge colossus of the Ma&#039;ta&#039;ke god Rredouane is considered one of the greatest wonders of Adhomai.]]&lt;br /&gt;
[[Ma&#039;ta&#039;ke Gods#Rredouane|Rredouane]] is revered as the patron god of the Free City. At the northernmost shore on an artificial island, on a former star fort, there is a large colossus of Rredouane that stands 275ft tall from its feet to its raised goblet. It shows Rredouane holding up a goblet with an arm outstretched towards the sea, beckoning sailors with promises of games and fun. He holds a sword that displays his warrior status. No casino or bar is considered legitimate until they have a painting or statue of Rredouane. Rings bearing his sword and goblet are commonplace in the city and a sign of Crevan origins. Every Crevan, no matter their walk of life, revere and pray to the god. While most prefer to beg for lucky rolls some continue the tradition of Rredouane’s warlike nature. ALA fighters from Crevus were well-known for their fanaticism for Rredouane and for encouraging veneration of the deity among their army units. Crime family members pray to him for blessings so that they may overtake their enemies and destroy their competition. Around the city one can find several venues that pay homage to the god through martial tournaments such as boxing and wrestling. Some even use animals in their fights, most notable being the extensive sham’tyr fighting rings. The luckiest in Crevus are considered to have gained Rredouane’s blessing somehow. But, every Crevan knows that the god’s blessing is finite. When it runs dry negative luck will surge back to the person in a tidal wave of mistakes and misery. Some occultists in the city claim to be able to channel Rredouane’s blessing into artifacts. Crevans ignore them but tourists will always be happy to buy a charm if they believe it will help them strike it big.&lt;br /&gt;
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=== The Lock === &lt;br /&gt;
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Crevus is a popular gathering point for [[Tajaran Minor Religions#Raskariim|Raskariim]]. Cultists are known to come to the city to party their brains out. Repeatedly being uprooted and kicked out of the city for their more deadly or horrific rituals, the cult has slowly learned to not wear out their welcome by being public with the things they do; their main gathering grounds is a particularly seedy nightclub called The Lock where sometimes fewer people come out than went in. The Lock always relocates and gains its followers no matter how many times it is burnt down, broken up by enforcers, or smashed by fearful gangs. There is no shortage of abandoned buildings that can fit speakers, flashing lights, smoke machines, and music. Hopeful entrants into the club only need to speak the 2-word password to get in.&lt;br /&gt;
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= Criminal Organizations = &lt;br /&gt;
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Once merchant families before the revolution, the ruling Njarir dynasties of Crevus were forced to hand over their enterprises to the new mayoral office following the First Revolution. Rather than simply retire and enjoy their new lives as regular citizens most of these dynasties found another way to dominate the city once more: Crime. &lt;br /&gt;
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Extortions, smuggling, drug production, trafficking, nothing is off the table when dealing with the lords of Crevus’ underworld. Within Crevus there exist four major families acting as the dominant powers. Each one is an organization made of dozens of lesser families. These operate businesses and are led by their own Njarir’akhran line or Hharar administrators. Underneath those are the gangs, who are used as cheap labour and a recruitment pool if some members prove useful. Following the second revolution the major families have become de facto rulers of Crevus. The mayor of Crevus since the Crevan Uprising has been the head of the Azaula family. Positions on the city council are held by the other leaders of the major families and their cronies. For now the major families try to coexist with one another. None has declared a full-scale war against the other, but lesser families still freely clash with other lesser families for power and control. This allows competition without a full escalation while also containing the violence to a few easily contained neighbourhoods.&lt;br /&gt;
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&#039;&#039;&#039;Azaula Entertainment:&#039;&#039;&#039; The wealthiest of the families, the Azaula currently control Crevus’ mayoral office and dominate the city’s politics. Azaula businesses are the favored ones for most denizens of Crevus and considered the most luxurious by those who get into Azaula territory. Their location next to The Knuckles allows them to get the off-worlder cash stream as well. The Azaula are based out of the massive Rredouane&#039;s Palace. This sprawling complex of courtyards, restaurants, bars, discos, and gambling houses is the premier business of Crevus. It is the entire experience of the city from its drug dens to high-rise restaurants condensed into a few city blocks. The Azaula have tied themselves closely to Idris Incorporated for better and worse. While their businesses have seen a steady increase in profits thanks to allowing Idris to co-partner on them, many outside and within the family question just how much control the company should be given over family affairs. Another problem has been the temptation of Azaula enforcers to join Idris. Some lesser families are already reporting a crippling lack of manpower thanks to their enforcers leaving to join the banking corporation. A few of these lesser families attempt to use ISUs to bolster their numbers but the high costs outweigh the usefulness of the units. The head of the Azaula family is Mazula Azaula, the elderly but cunning matriarch of the family and mayor of Crevus for the last decade. Never seen without her pistols, this has earned her the nickname “Twin-gun Granny”. As both mayor and the accepted leader of the families Mazula meditates the larger conflicts between the leaders of the major families.&lt;br /&gt;
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&#039;&#039;&#039;J’shar Mariners:&#039;&#039;&#039; Led by the voracious and decadent Tul’baq J’shar, who took over after his father Laikr’s death from a seizure, the J’shar Mariners dominate the dockyards of Crevus and the coastal districts. When travellers arrive in the city by boat it is the J’shar’s businesses they find themselves losing their vacation money in. Their control of the fishing industry has naturally lent itself to the J’shar modifying their boats for smuggling. These trawlers are retrofitted for long journeys and have hidden holds. Many believe that some of the sailors for the J’shar fleet were former members of the ALA pirate flotillas. The loss of Duellist’s Crest to the Raghmara and the mayoral office to the Azaula is a shame on Tul’baq, but he tries to avoid continued conflict with both. However lesser families bordering Duellist’s Crest continue to attempt forays into the district with predictable (And bloody.) results. When the people of Kaltir began to flee to Crevus and settled at the Silver Streets the J’shar came to rule over them following a war against the Rhan-Cresh. This has allowed them to control the Silver Streets&#039; alcohol industry and exert some control over the Northern Harr’masir people. The crown jewel of the J’shar businesses is Minharrzka’s Heart, a casino boat known to double as a bank for the family. Besides the fresh seafood and comedy shows Minharrzka&#039;s Heart is also famous for the “Five mile rush”. A game in which drunk gamblers attempt to swim from the ship to the docks. While not encouraged by the family and stopped by their enforcers, daring customers continue to attempt the swim for their personal glory. The J’shar also have control of the Crevan icon “Mr Snuffles”, a centuries old steelclad destroyer that patrols their docks and sinks those who routinely balk at the dockig fees. The J’shar have denied Hephaestus offers to improve their vessels and Mr Snuffles. Their stated reasons being that they wish to stand on their own two feet, not rely on megacorporations for expansion and profit. &lt;br /&gt;
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&#039;&#039;&#039;Rhan-Cresh Charities:&#039;&#039;&#039; Holding onto power through domination of Crevus’ land routes and the poorer southern half are the Rhan-Cresh. They control the population there through soup kitchens and food drives. This not only allows them to claim lip service to Al’mariist ideals but also instills a stronger sense of loyalty in their blocks. Zhan-Khazan make up a large number of enforcers from the Rhan-cresh as the Zhan communities lie in their territory. Many of them also found work in the Rhan-Cresh “Highway Patrol”, which is a supposed police force tasked with helping keep the rail lines and highways to Crevus clear of bandits. As they hold Crevus’ train stations most visitors from Das’nrra wind up spending their time in the cheaper businesses of the Rhan-Cresh. This family also presides over the Southern Harr’masir enclave of Herder District. This section of the city provides a valuable arms production industry for the Rhan-Cresh’s profit. Over the last two decades gunsmiths went from working in workshops to legitimate factories thanks to Hephaestus&#039; assistance. This assistance was through upgrading machines and also providing industrial IPCs to be used in moving and working with the materials needed for the factories. But of all their businesses the fancy trains that bring visitors to the city are the family’s pride. The railcars of these trains are full of high-class cafes, bars, small gambling halls, and even saunas or pools. They stand in stark contrast to the poor businesses within Rhan-Cresh territory. Those are only popular due to their cheap prices. Idris has poured investments into the Rhan-Cresh’s luxury trains to expand their operations. Currently they travel across Das’nrra on routes to Shastar City and Mztel’mir. The leader of this family is the affable Prr’oak Rhan-Cresh, who maintains an image of being a gentle philanthropist. Prr’oak enjoys high loyalty in not just his family but also the communities they preside over. Keen-eyed citizens know that Prr&#039;oak&#039;s philanthropy only exists to keep his recruitment numbers high.  &lt;br /&gt;
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&#039;&#039;&#039;Raghmara Clan:&#039;&#039;&#039; Considered the most brutal of the families, the Raghmara Clan struck fear into the hearts of Crevans when they tore into the criminal underworld. Wiping out rival Azaula and J’shar families Iakarr Raghmara led his band of Amohdan warriors and surged into Duellist’s Crest. His Clan is infamous for their brutal methods of handling those who attempt to encroach on their claimed streets. When J’shar families attempt to break into Duellist’s Crest the survivors often come back a few limbs lighter. Their failures at rebuilding the economy of Duellist’s Crest kept the Raghmara contained. But, with refugees arriving from the failed 2462 Amohdan [https://forums.aurorastation.org/topic/5604-adhomai-liberation-network/?do=findComment&amp;amp;comment=142055| Rebellion], their numbers have been bolstered and their lesser families have begun to push into rival territory. This manpower did not come without any drawbacks, however. With these new arrivals came an increase in political tensions in the Amohdan community and the Raghmara clan. With lesser clans now bickering and split between nationalists, royalists, and DPRA or NKA loyalists, Iakarr has his hands full trying to keep the internal peace in his syndicate. Due to the sea trade being monopolized by the J’shar the Raghmara turned to drug production as their primary income. Synthetic drugs like nightlife and the dangerous red nightshade have found their way to Crevus thanks to the hired chemists of the Raghmara. Most people outside Duellist’s Crest avoid going to the Raghmara’s businesses but they do hold one popular spot: The Starry Lounge. This disco is popular among punks, gangers, and others who enjoy the small-time pride of bragging that they went into Raghmara turf and lived to tell the tale. Some guests aren’t brought into the dance floor with its flashing lights and thumping music. Some are brought by enforcers into the sound-proofed and tarp-covered rooms of the back. The Raghmara Clan are the only family within Crevus led by M&#039;sai instead of Njarir and Hharar. Because of a lack of interest stemming from their overly violent methods, none of the Crevan corporate offices have approached the Raghmara for any dealings.&lt;br /&gt;
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=== Gangs === &lt;br /&gt;
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For the beginners of Crevus’ crime scene, there are the gangs. These thugs are often younger Tajara who came to Crevus in search of quick riches or teenage citizens fed up with their current lot in life. Gangers are small-time and aimless punks who wish for nothing more than to rob others, fight their rivals in street brawls, and enjoy the Crevan lifestyle in its basest form. Whatever businesses they own are horribly run and only for the most desperate to turn to with poorly-equipped workshops and junkyard-supplied casinos being the most common. The gangs of Crevus provide a never-ending stream of easy muscle and potential recruits for the families. The luckiest will become made men and join a crime family proper. The most unlucky run afoul of an actual crime organization and are destroyed. It is incredibly rare for a gang to last longer than a few years. When one splits apart from infighting, the death of its leader, or other reasons, members tend to blend into other gangs or attempt to go down a more legitimate path. Gangs typically identify themselves through common colors, clothing, and simple names. &lt;br /&gt;
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=== Olokun Curios === &lt;br /&gt;
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Arriving in Crevus following the Steeple Peace in &#039;&#039;&#039;2461&#039;&#039;&#039;, Olokun Curios is a company led by members of the EPMC’s [[Eridani Federation Military|Ringspire]] company. Allying with so-called archeologists, delvers, prospectors, and even the warlord [[Democratic People&#039;s Republic of Adhomai#Din&#039;akk Mountains|Alexeii K&#039;marr]], Olokun Curios gather artifacts from across Adhomai to sell to wealthy buyers in the Eridani Federation. It operates underneath the guise of simply being an art dealership. This business model has proven quite lucrative. The company&#039;s core leadership is the Eridanis who came to Crevus to make a profit. These intrepid businessmen are the ones who handle deals for artifacts or lead expeditions to find anything worthwhile to sell. However, the xenophobic attitudes of many Tajara on Adhomai force them to stay out of sight during expeditions. The majority of the organization is Crevan Tajara who hope to make quick credits and get a shoe-in for the EPMC when they join Ringspire proper. Eridani technology gives them an advantage when thieving and allows them to outgun most resistance they encounter. The arrival of these profiteers has not escaped the notice of the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Restorers]] or the [[Little Adhomai#Society of the Hidden Dusk|Society of the Hidden Dusk]]. The latter patronize the company to gather artifacts for them, providing maps and allowing them to sell any artifacts they deem “unimportant” in their pursuit of occult knowledge. The former, along with [[S&#039;rendarr and Messa#Kin of S&#039;rendarr|others]], are forced to fight Olokun Curios whenever they cross paths.&lt;br /&gt;
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=== Crevan Liberation Army ===&lt;br /&gt;
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When it became clear that Crevus would tolerate the xeno and corporate presence there, some former ALA members banded together to begin waging a war against the families. Putting aside political differences they established what became known as the Crevan Liberation Army in the closing years of the Second Revolution. The CLA’s stated goal is to overthrow the crime families and for the Crevans to find their destiny in the hands of another government. CLA attacks are a problem outside of the Pam Hu district, which is protected by the EPMC, with the enforcers of the families struggling to fight CLA troops wherever they appear. While they do get a large amount of war material from an unknown source the CLA lack any popular support among the Crevan population. They are largely despised for their constant arsons, bombings, vandalism, and assassinations. Most people in the city expect the group to die out as more of their fighters are gunned down and more of their safehouses are destroyed.&lt;br /&gt;
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= Economy = &lt;br /&gt;
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Trade is still a cornerstone of Crevus’ economy today, but their tourism industry is what fills the coffers of the ruling families. Most Crevans are employed in the service economy to work in hotels, casinos, bars, drug dens, clubs, and discos. Any business can be found in Crevus, legal or not. People travel to the city to spend their time carousing and gambling so they can forget their woes or enjoy their lives to the fullest. Crevus is all the more happy to oblige these seekers. Between the diversions, drinking, and drugs, visiting gamblers tend to burn away their money fast. It is for this reason that every seasoned tourist recommends that travellers buy return tickets as well so that they do not become one of the many beggars who failed to plan a way back. &lt;br /&gt;
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Given its site as first contact with humanity the city became a natural choice for the first spaceport upon Adhomai. With legitimate businessmen also came smugglers. Allying with anyone willing to do business these less-than-savory merchants brought illegal goods from across the spur into Crevus. Tajaran smugglers provided their own wares or labour to be taken in exchange, thus beginning the on-going trend of Tajaran smuggling. The spaceport of Crevus has no authority beyond corporate safety officers. There are no weapons checks, no security scans, no cargo inspections. This has made Crevus the jugular of Adhomai’s black markets. These smugglers also found an income through transporting Tajara to far-away ports like Tau Ceti. Known as “Ha’rron” they would later establish more legitimate transportation businesses after the armistice. These vessels brought guns and equipment to Adhomai during the Second Revolution and now are used by the ALA to bring their influence to far-flung planets. &lt;br /&gt;
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Xeno tourism exploded following first contact as humans and skrell from across the galaxy arrived to take in the splendours of Tajaran culture. The interwar period saw these numbers decline as the PRA tightened its grip on the city. It paradoxically exploded once again during the Second Revolution. With Crevus relatively safe from attacks and megacorporations providing protected transport, tourists flocked to the city for a safe cultural experience. Now, one can find a diverse range of travellers within the city. Even if most stay in The Knuckles and the Azaula’s territory. The threat the CLA pose to alien tourists is a major driving force behind the families’ drive to wipe the army out. The Idris supporting families of the Azaula and Rhan-Cresh hope that, given time, Crevus can become one of the biggest tourist spots in the Orion Spur. Other families like the J’shar fear that catering to xeno tastes will eat at Crevus’ own identity.&lt;br /&gt;
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=== Megacorporations ===&lt;br /&gt;
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Just a year after first contact, Idris Incorporated, Hephaestus Industries, and Nanotrasen established offices to draw in Tajara workers. Post-First Revolution NanoTrasen had dominated Crevus as they did with the rest of Adhomai. But, the Hephaestus and Idris branches still remained open as a way for Tajara to find work and leave Adhomai. EPMC’s Phalanx Incorporated has always been present to function as security for the company offices and the Pam Hu District. They were allowed to establish a base at an old gun-fort on the city’s outskirts. The gun-fort also doubles as an office for recruiting Tajara and as Olokun Curios’ base of operations.&lt;br /&gt;
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The influence of megacorporations can be felt across Crevus. Idris goods and employees are cropping up in many of the popular businesses. Hephaestus runs several transportation businesses including a new system of suspended tram cars to act as “public” transportation. NanoTrasen holds the least influence, but their subsidiary Getmore Corporation is active in the city to facilitate trade of exotic foodstuffs. Hephaestus and Idris both run rental services for their IPCs. For Idris, the ISUs are rented to the rich to serve as bodyguards and steel muscle. Hephaestus rents out their units to function as engineers for establishments and to assist in family-run factories. IPCs are unsurprisingly expensive to rent out due to the costs of maintaining them in a city unsuited for their regular use such as Crevus. Unlike the rest of the DPRA , the companies are respected by the locals. Families have their own relationships and ties to these companies. Only the J’shar and Raghmara are somewhat free of their influence. The presence of megacorporations in Crevus have led to calls from both army radicals and civilian lawmakers to restore order in the city. President Harrlala and Supreme Commander Nated do not heed these calls. For them, the credits and ships Crevus provides is enough to justify the city’s lawless status. &lt;br /&gt;
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= Notable Locations = &lt;br /&gt;
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[[File:CrevusTopographicWithoutBox.jpg|thumb|left|A map of Crevus depicting its districts, locales, and the territories of the major families. The Knuckles and Pam Hu District are considered neutral ground.]]&lt;br /&gt;
*&#039;&#039;&#039;The Knuckles:&#039;&#039;&#039; The Knuckles is the home of Crevus’ rich. It is full of manor houses and estates neatly arranged into grids and protected by virtue of being where the crime family leaders live. The wealthy of Crevus are not just descendents of its old Njarir’akhran houses, but also new money in the form of Tajara who struck it rich after the First Revolution. Some of its denizens are even rumored to be members of the Party or former ALA commanders. Life in The Knuckles is idyllic if one can afford it. There is always a banquet or jubilee to attend and families’ leadership ensure that their business doesn’t spill into their own backyards. The entire district is heavily guarded by patrolling cars of family enforcers and hired mercenaries. The Tajara who live here live in pure comfort and have their every need met by servants waiting on them. This wealth disparity may anger new-comers to the city, but for native Crevans, it is the ideal that they all aspire to and hope to one day attain. &lt;br /&gt;
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*&#039;&#039;&#039;Pam Hu District:&#039;&#039;&#039; Home to the xeno population of Crevus, Pam Hu is a section of The Knuckles. Here lives human and skrell megacorporation workers alongside wealthy expats who made their home in the city for one reason or another. The houses here are the same as the rest of the Knuckles. Lower class workers, such as Idris servers or Hephaestus tram driving instructors, live together in manses paid for by their corporation. High class workers and the expat population live comfortably in their own manors. Located in the Pam Hu district is a statue of its namesake, Xeno-Culturalist Pam Hu, shaking hands with a Tajara noble. The expats of Pam Hu came to Crevus for their own reasons. Some were drawn in by Crevus’ culture, cheaper costs, or a wish to remain here to party and enjoy their life to the fullest. Others were drawn to Crevus by an idea circulated in illicit circles. An idea that as long as one has wealth, Crevus provides the perfect place to lay low and hide from off-world forces. &lt;br /&gt;
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*&#039;&#039;&#039;Herder District:&#039;&#039;&#039; Herder District is the home of the Crevan Southern Harr’masir people. Many of them were brought in to work in the meat-packing industries and logging during a labour shortage in the 22nd century. The district is rife with concert halls, weapons shops, and race tracks. The traditions of zhsfram riding has been kept alive by the locals through rider associations and gave rise to a culture of urban riders. Herder District has seen the most improvement of all districts in the previous decade. Under Rhan-Cresh leadership the streets have been repaved, businesses have been revitalized, and local income has steadily increased. Dwellers of Herder District are generally considered a wild-eyed sort. This reputation is supported by the fact that many gunslingers from the district have become infamous as hitmen for the families. Herder District and its people are firmly under the control of the Rhan-Cresh family and is administered by local lesser families. &lt;br /&gt;
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*&#039;&#039;&#039;Duellist’s Crest:&#039;&#039;&#039; The Amohdan quarter of Crevus is the oldest of the cultural enclaves. Amohdans have been arriving to Crevus since the 18th century, travelling along their shipping lines to the city and establishing a strong community there. They historically found work in the marine industries such as fishing and shipping. Their traditions of swordsmanship were kept alive through dojos and mercenary bands that worked for the Njarir’akhran dynasties of Crevus. After the First Revolution it came underneath J’shar and Azaula control. But, when the Raghmara came, those families fled along with Duellist’s Crest’s prosperity. Now the district is one of the poorest in Crevus. It’s buildings have fallen into disrepair as the Raghmara desperately try to attract customers or corporate interest. With Amohdan refugees arriving from the isle however, the Raghmara’s lesser families have instead begun trying to expand into their rival’s businesses instead. The Crevan-Amohdans that remain in the enclave have found their lives to be fraught with hardship thanks to the high poverty and increasing political divides. This leads the younger generation to see fighting for the Raghmara or signing onto a megacorporation as the only ways to support themselves. &lt;br /&gt;
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*&#039;&#039;&#039;Silver Streets:&#039;&#039;&#039; Originally considered part of Herder District, the Silver Streets became a gathering place for Northern Harr’masir Tajara in their diaspora following Kaltir’s fall. In just a decade, their numbers swelled to the point that southern harr’masir became a minority in the district. Following a war between the Rhan-Cresh and J’shar it came underneath J’shar control. The Silver Streets supports itself through breweries, beerhalls, and local traditional artisans. Their control of the best of the breweries has made the ruling lesser families wealthy enough to avoid conflicts with the other families. This allows them to put on a veneer of neutrality despite pledging fealty to the J’shar. The culture of Northern Harr’masir runs strong in the Silver Streets and their dialect is still commonplace. The district has seen heavy construction following the return of denizens who volunteered to fight for the NKA. Pillboxes, sewer bunkers, and sniper nests have been constructed across the streets in the event of an attack. The majority of the population here holds citizenship with the NKA and not the DPRA.  &lt;br /&gt;
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*&#039;&#039;&#039;The Hephaestus Grand Pyramid:&#039;&#039;&#039; As the name implies, The Hephaestus Grand Pyramid (Referred to as “the pyramid” for short.) is Hephaestus Industries’ foothold in Crevus. Twenty stories tall, protected by black plasteel plating, and covered by brilliant tube-art depicting soaring ships, Hephaestus is able to lure in Tajara with its stunning visuals alone. The pyramid is also well known for its excellent food court with several styles of grill-centred eateries. At night this court is packed full of drunken gamblers wanting to round out their night of partying with a heavy meal. It also sports an extensive robotics lab located in the pyramid’s top. This is where its rented industrials are maintained and kept until bought via contract. &lt;br /&gt;
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*&#039;&#039;&#039;The Shard:&#039;&#039;&#039; Situated in the centre of The Knuckles, The Shard is the central tower for NanoTrasen in Crevus. It cuts a magnificent figure with its silver plated cladding to catch the eye and entice Crevan to shop, dine, and gamble there. NanoTrasen’s domination of Adhomai in the interwar years enabled them to field thousands of employees in the once-bustling skyscraper, but the changed political situation has resulted in their influence waning. Now, much of the Shard is emptied and supposedly abandoned. It has a reputation of being a first-time casino full of young rich-kids and xenos too afraid to venture out of The Knuckles. &lt;br /&gt;
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*&#039;&#039;&#039;Twin Nm’shaan Mall:&#039;&#039;&#039; Once just a bank, the Twin Nm’shaan Mall grew as Idris Incorporated bought more land around it to develop the location further. Now with its raised glass ceilings, white marble facades, and gleaming luxury stores, the Twin Nm’shaan Mall is a favorite for any Crevan shopper. Besides its stores the mall also boasts a glorious holo-theatre and a sprawling park featuring a heated Konyang style koi pond. ISUs are on constant patrol here to ward off any attackers or robbers. Tajara who shop here are easily drawn in by the company’s image of glitz and glamour. Idris retains a recruitment office at this location to bring in Crevans or any other Tajara seeking to employ with them. &lt;br /&gt;
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*&#039;&#039;&#039;Kjal’hr Gambling Hall:&#039;&#039;&#039; The decrepit Kjal’hr Gambling Hall is not a business famous for its nightlife or food, but its story. The tale goes that a royal cadet branch, the Kjal’hr, settled in Crevus after the First Revolution. They constructed a gambling hall and hoped for nothing more than to be left alone. In the first years the gambling hall performed well. But in the fifth year came the haunting. Guests vanished in their rooms. Workers began to commit suicide from plummeting from the roof or jumping down opened elevator shafts. These came randomly and with no warning or reasons why. When the customers stopped coming and the money dried the head of the Kjal’hr line, Rreghal Kjal’hr, ended his house himself: Through locking the doors of the hall and setting the building alight. The charred brick-work ruins are avoided by Crevans. No construction occurs around it, and its entire block lies dark and abandoned. People who venture into the block on dares come back with stories of their electronics going haywire and seeing odd things in the dark corners. &lt;br /&gt;
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*&#039;&#039;&#039;Depot 37E:&#039;&#039;&#039; Built in the interwar period, this PRA naval depot was lost to the DPRA after its crew defected during the Crevan uprising. Though still considered in-use by the ALA the depot sits abandoned in the docks of Crevus. All it holds is badly damaged destroyers and torpedo boats scoured for parts to sell by the squatters dwelling there. These same squatters venture into the docks to steal from whatever shipments they can find. Rumors remain abound about the secretive community of vagrants in 37E, ranging from it being a cult to being secretly ruled by rogue Hotak commandos. Between fears of catching Supreme Commander Nated’s ire for damaging a technically still used depot and the vagrants’ stubborn resistance, the J’shar refuse to clear out the building. &lt;br /&gt;
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*&#039;&#039;&#039;Liceland:&#039;&#039;&#039; Liceland is a sprawling shantytown in the east. Made up of Crevus’ poorest and those who lost everything in the casinos, its population exploded in the previous decade due to refugees arriving in streams. People there live in cramped squalor and are preyed on by violent gangs seeking to make the riches to escape by any means necessary. Periodically these gangs find their way into the bordering Rhan-cresh, or J’shar territories and wreak havoc. The massive increase in population led to Liceland eventually spilling into city blocks controlled by the aforementioned families, who’s previous tenants ran deeper into the city. Liceland is widely considered as one of the worst places a Tajara could live in. It becomes even more horrible the deeper one goes inside. With no feasible plans to clear it out and move its victims, the families leave Liceland alone. For now.&lt;br /&gt;
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		<author><name>Canon35</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=SCCV_Horizon&amp;diff=23624</id>
		<title>SCCV Horizon</title>
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		<updated>2022-02-26T07:04:28Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Medical Services */&lt;/p&gt;
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= SCCV Horizon =&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Horizon undocking.jpg|900px]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The SCCV Horizon undocking from the NTCC Odin for one of its first missions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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The SCCV Horizon is a prototype Cruiser-Class vessel designed to uncover Phoron - capable of doing such at distances never previously thought possible. Created by the Stellar Corporate Conglomerate, primarily by Hephaestus Industries and Zavodskoi Interstellar, the Horizon has been given several objectives that it ought to complete during its commission. While detecting Phoron is considered the primary objective, there also exists secondary and even tertiary objectives in which the crew of the SCCV Horizon must attempt to accomplish - examples of which are investigating potential colony sites for the expansion of the Stellar Corporate Conglomerate and the Republic of Biesel, as well as analysing deep space anomalies to uncover the mysteries of the Orion Spur, and hopefully unearthing additional information on why Phoron exists and why it has such a profound impact within the regions of which it is discovered. &lt;br /&gt;
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== Engines, Propulsion &amp;amp; FTL-travel ==&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon has two engines integrated within its hull, the Supermatter and the Tesla. Both considerably powerful sources of energy, are set up in a variety of ways so that they better suit the situation - being that of a ship that will have to travel dozens of lightyears in the near future. These modified engines have their own requirements, such as which gas to use to set up the [[Supermatter_Engine| Supermatter]], and how to not create a [[Tesla_Engine| rogue Tesla ball]]. These engines power the equipment located across the Horizon, and it is of paramount importance that at least one of them is functioning to ensure that the ship is not adrift within the Orion Spur - or even outside it. The ship utilizes a series of gaseous-fueled propulsion systems, powered through that of either hydrogen or phoron. Additionally, they will need [[Guide_to_Refuelling| refuelling]] throughout the vessel&#039;s journey - especially considering how far they may travel both in the [[Template:Aurora_Starmap| Orion Spur]], and the greater Milky Way. The Horizon is a first-generation hybrid, meaning it is constructed with both a Warp and Bluespace Drive. Implemented by the [[Stellar Corporate Conglomerate]] as a fallback method in the event that the ship is unable to acquire phoron for refuelling, the aforementioned engines of the Horizon will be capable of outputting enough power to fuel its warp counterparts.&lt;br /&gt;
&lt;br /&gt;
== Medical Services ==&lt;br /&gt;
&lt;br /&gt;
Medical services on the Horizon are covered by plans included within the contract for SCC workers. Each contract covers that injuries sustained in the line of work such as a security officer being shot defending the ship, a engineer getting shocked while doing repairs, or a miner breaking a leg from a fall will have it be covered with a prepaid insurance program. These costs are cheap. However, injuries sustained off duty such as when the employee is off-shift will need to be paid for out of pocket. The costs increase depending on how much medical care was needed. A broken leg will not be pricey but being brought back from the brink of death will set a employee back months of pay. If a person is unable to pay these costs, they will be put into debt. The SCC offer contract extensions to help deal with said debt. Prosthetic repair is included in this plan but fees are included for implantation even if it was done for a work injury. Pre-existing conditions are not covered by this medical plan and billing will occur after the shift. [[Skrell]] of the [[Jargon Federation]] can have assistance from the Jargon Federation for paying bills. For [[Vaurca|Vaurcae]], a higher fee is needed for the medical plan due to their unique physiology but the fees of all Vaurcae in a corporation are collectively purchased by their Hive. Owned [[IPC|IPCs]] have their damage costs paid for by their corporation while self-owned ones will need to buy into their corporation&#039;s warranty program. In this case, repairs are covered so long as the IPC continues to prove its value in whatever field it works within. A IPC lagging behind can be removed from the warranty program and thus be forced to pay for its repairs itself. Command members can enjoy reduced costs for the program while Captains will have all medical costs covered regardless if they were on duty or not.&lt;br /&gt;
&lt;br /&gt;
== Decks ==&lt;br /&gt;
&lt;br /&gt;
=== Occupational ===&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon is outfitted with several decks, including that of an Occupational Deck. Taking up the majority of the SCCV Horizon, the occupational deck is outfitted with several departments, as well as other more miscellaneous rooms - including gyms, eateries, holodecks, and more. It can be reached through the residential deck elevator, as well as being thawed from the cryogenic arrays present across the SCCV Horizon. Included on the occupation deck are the departments of Medical, Security, Engineering, Civilian, Science, Operations and Logistics, and lastly Command. &lt;br /&gt;
&lt;br /&gt;
The occupational deck is comprised of three floors; first, second, and third. The first floor consists of the Machinist Fabrication Laboratory, Hangars, Cargo Bay (Warehouse and Mining), Atmospherics, Morgue, Propulsion, Gravity Generator, EVA storage, and lastly Xenoarchaeology. The second floor consists of the Brig, Galley, Garden, Library, Chapel, Medical Bay, Cargo Bay, Engineering (as well as the engines), Science (incl. Robotics and Xenosciences). The final floor consists of Bridge, Pool, Holodeck, Shields, Telecommunications, Cryogenics, Brig (second-level), and Medical Bay (second-level).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The departments are contracted out as follows:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039; [[Nanotrasen Corporation]], [[Zeng-Hu Pharmaceuticals]], and [[Private Military Contracting Group]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039; [[Private Military Contracting Group]], [[Idris Incorporated]], and [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Civilian:&#039;&#039;&#039; [[Idris Incorporated]] and [[Nanotrasen Corporation]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science:&#039;&#039;&#039; [[Nanotrasen Corporation]], [[Zeng-Hu Pharmaceuticals]], and [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operations and Logistics:&#039;&#039;&#039; [[Hephaestus Industries]] and [[Orion Express]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039; [[Hephaestus Industries]] and [[Zavodskoi Interstellar]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039; [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
=== Residential ===&lt;br /&gt;
&lt;br /&gt;
[[File:DormitoryEG.png|thumb|The floorplan of a singular Dormitory Room.]]&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon was made in mind to be compact and frugal with its space. The residential deck is a minor exception to this. Realising the impact that living conditions can have on mental wellness (And in turn, productivity) the designers of the vessel made sure to provide the best comfort possible while also ensuring that the residence deck would not become a bloated mess. Narrow halls connect to bunkrooms with separated pods of bunks, one atop the other. There is a variety of rooms that those contracted aboard the SCCV Horizon are capable of selecting upon signing on, with dormitories being provided by the parent megacorporation of the employee. Anything higher is then deducted out of the respective employee&#039;s wages. Customization is allowed for rooms if the right paperwork is filed and it does not directly affect the SCCV Horizon&#039;s electrical or piping systems. The residential deck is outfitted with several cryogenic arrays in the event that an individual does not wish to utilize living arrangements. There are no entertainment systems, eateries, gyms or otherwise installed on the level. The crew are expected to use the facilities provided in the occupational decks above for those needs. &#039;&#039;&#039;Escape pods are the only evacuation method available to the residential deck, if the SCCV Horizon is in existential danger, the residential deck is not exempt from it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CubicleEG.png|thumb|left|The floorplan of a singular Cubicle Room. ]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dormitories:&#039;&#039;&#039; The entry-level room for those contracted aboard the SCCV Horizon. Employees do not need to have any funds deducted from their wages for dormitories. It can not house more than three items of furniture and is equipped with a compacted bed that is capable of being folded into the wall.  Dormitories are often clustered together and lead into a communal living room - usually only outfitted with sofas, however, occupants of the dormitories are allowed to purchase &amp;quot;upgrades&amp;quot; such as additional recreational furniture (such as a holo-television). Dormitories do not have bathrooms, and those staying within them will be required to go to the communal bathrooms on the residential deck.&lt;br /&gt;
&lt;br /&gt;
[[File:CondoEG.png|thumb|The floorplan of a singular Condominium Room.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cubicles:&#039;&#039;&#039; One level up from dormitories, cubicles are essentially studio apartments. It has a single bedroom, and a kitchen, fused into a singular living space. It additionally comes with a compacted bed that is capable of being folded into the wall, similarly to dormitories. Cubicles are also clustered together and lead into a communal living room - which is considered more comfortable than the cheaper dormitories. Those staying in cubicles share a communal bathroom with their adjacent neighbours in the communal living room. The rent for these rooms will be deducted from an employee&#039;s wages - a cargo technician would be able to comfortably afford a Cubicle. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condominium&#039;&#039;&#039;: A rather expensive room, Condominiums are designed to cater to couples that wish to share a singular room. It has additional room for furniture, and an attached bedroom with a compacted bed that is capable of being folded into the wall, as well as the attached wardrobe. Much like the aforementioned rooms, condominiums are also clustered together and lead into a communal living room - however, the clusters are much smaller than their counterparts. Those staying in condominiums share a communal bathroom with their adjacent neighbours in their communal living room. The rent for these rooms will be deducted from an employee&#039;s wages - only an individual in Science, Engineering or Medical departments would be able to just afford a Condominium unless two or more people agree to split the rent. &lt;br /&gt;
&lt;br /&gt;
[[File:Corapt2EG.png|thumb|left|The floorplan of a singular Corapt Room. ]]&lt;br /&gt;
[[File:FCoraptEG.png|thumb|The floorplan of a singular Family Corapt Room.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corapt:&#039;&#039;&#039; Corapts, or Corporate-Level Apartments, are one of the most expensive living arrangements on the SCCV Horizon. However, the rent is heavily discounted, and sometimes free, to high-ranking megacorporation staff such as those in Command. It features an attached bedroom, ensuite, as well as a separate office. Similar to the aforementioned living arrangements, Corapts are clustered together. However, Corapt clusters are considerably small, oftentimes having only 2-3 rooms sharing a singular communal living area. Only high-paying careers will be able to afford a Corapt unless an individual has an additional means of income. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Family Corapt:&#039;&#039;&#039; Family Corapt, or Family Corporate-Level Apartments, is the most expensive living arrangement on the SCCV Horizon. Similarly to the Corapt, the rent of the room is heavily discounted, and sometimes free, to high-ranking megacorporation staff such as those in Command. It features two attached bedrooms, sharing an ensuite. It does not come with a separate office, however, per arrangement the customization of the room is permitted to add an additional separate office from the main living room. Family Corapts are not clustered together and are equally spread throughout the residential deck. Only high-paying careers will be able to afford a Corapt unless an individual has an additional means of income. Additionally, the rent can be split between two or more individuals to lessen its impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Floorplans presented here are considered the default ones. You can change them to include or exclude furniture, as well as rearrange said furniture. An example is perhaps replacing a bed with a bunk bed, or replacing a desk with a single bed. Structural changes can also occur, but be reasonable and attempt to stick to the aforementioned structural descriptions above. Additionally, the measurements presented are not accurate, and should not be used as a basis of measurement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
&lt;br /&gt;
* Pets are allowed aboard the SCCV Horizon, however, it must be reasonable. Animals similar in size to a cat, or a small dog, would be reasonable. An animal such as [[Adhomai#Fauna| Mata&#039;ke Rafama]] would be considered too big to be comfortable within the confines of an employees cabin.&lt;br /&gt;
&lt;br /&gt;
* Children, and/or pregnancies, are explicitly not allowed aboard the SCCV Horizon. This is due to an agreement between the [[Stellar Corporate Conglomerate]]. This includes oviparous species. Dionae are exempt from this. &#039;&#039;&#039;This is enforceable by both Moderators and Administrators, do not roleplay having children and/or pregnancies aboard the SCCV Horizon&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*Though the Horizon has an internal relay, it also is equipped with an extranet connection. Despite this, the extranet connection largely relies on the local infrastructure, so areas such as deep space or the frontier will have extremely slow speeds or no connection at all.&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=SCCV_Horizon&amp;diff=23623</id>
		<title>SCCV Horizon</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=SCCV_Horizon&amp;diff=23623"/>
		<updated>2022-02-26T07:02:05Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* SCCV Horizon */ Adds Medical Services section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
= SCCV Horizon =&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Horizon undocking.jpg|900px]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The SCCV Horizon undocking from the NTCC Odin for one of its first missions.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon is a prototype Cruiser-Class vessel designed to uncover Phoron - capable of doing such at distances never previously thought possible. Created by the Stellar Corporate Conglomerate, primarily by Hephaestus Industries and Zavodskoi Interstellar, the Horizon has been given several objectives that it ought to complete during its commission. While detecting Phoron is considered the primary objective, there also exists secondary and even tertiary objectives in which the crew of the SCCV Horizon must attempt to accomplish - examples of which are investigating potential colony sites for the expansion of the Stellar Corporate Conglomerate and the Republic of Biesel, as well as analysing deep space anomalies to uncover the mysteries of the Orion Spur, and hopefully unearthing additional information on why Phoron exists and why it has such a profound impact within the regions of which it is discovered. &lt;br /&gt;
&lt;br /&gt;
== Engines, Propulsion &amp;amp; FTL-travel ==&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon has two engines integrated within its hull, the Supermatter and the Tesla. Both considerably powerful sources of energy, are set up in a variety of ways so that they better suit the situation - being that of a ship that will have to travel dozens of lightyears in the near future. These modified engines have their own requirements, such as which gas to use to set up the [[Supermatter_Engine| Supermatter]], and how to not create a [[Tesla_Engine| rogue Tesla ball]]. These engines power the equipment located across the Horizon, and it is of paramount importance that at least one of them is functioning to ensure that the ship is not adrift within the Orion Spur - or even outside it. The ship utilizes a series of gaseous-fueled propulsion systems, powered through that of either hydrogen or phoron. Additionally, they will need [[Guide_to_Refuelling| refuelling]] throughout the vessel&#039;s journey - especially considering how far they may travel both in the [[Template:Aurora_Starmap| Orion Spur]], and the greater Milky Way. The Horizon is a first-generation hybrid, meaning it is constructed with both a Warp and Bluespace Drive. Implemented by the [[Stellar Corporate Conglomerate]] as a fallback method in the event that the ship is unable to acquire phoron for refuelling, the aforementioned engines of the Horizon will be capable of outputting enough power to fuel its warp counterparts.&lt;br /&gt;
&lt;br /&gt;
== Medical Services ==&lt;br /&gt;
&lt;br /&gt;
Medical services on the Horizon are plans included within the contract for SCC workers. Each contract covers that injuries sustained in the line of work such as a security officer being shot defending the ship, a engineer getting shocked while doing repairs, or a miner breaking a leg from a fall will have it be covered with a prepaid insurance program. These costs are cheap. However, injuries sustained off duty such as when the employee is off-shift will need to be paid for out of pocket. The costs increase depending on how much medical care was needed. A broken leg will not be pricey but being brought back from the brink of death will set a employee back months of pay. If a person is unable to pay these costs, they will be put into debt. The SCC offer contract extensions to help deal with said debt. Prosthetic repair is included in this plan but fees are included for implantation even if it was done for a work injury. Pre-existing conditions are not covered by this medical plan and billing will occur after the shift. [[Skrell]] of the [[Jargon Federation]] can have assistance from the Jargon Federation. For [[Vaurca|Vaurcae]], a higher fee is needed for the medical plan due to their unique physiology but the fees of all Vaurcae in a corporation are collectively purchased by their Hive. Owned [[IPC|IPCs]] have their damage costs paid for by their corporation while self-owned ones will need to buy into their corporation&#039;s warranty program. In this case, repairs are covered so long as the IPC continues to prove its value in whatever field it works within. A IPC lagging behind can be removed from the warranty program and thus be forced to pay for its repairs itself. Command members can enjoy reduced costs for the program while Captains will have all medical costs covered regardless if they were on duty or not.&lt;br /&gt;
&lt;br /&gt;
== Decks ==&lt;br /&gt;
&lt;br /&gt;
=== Occupational ===&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon is outfitted with several decks, including that of an Occupational Deck. Taking up the majority of the SCCV Horizon, the occupational deck is outfitted with several departments, as well as other more miscellaneous rooms - including gyms, eateries, holodecks, and more. It can be reached through the residential deck elevator, as well as being thawed from the cryogenic arrays present across the SCCV Horizon. Included on the occupation deck are the departments of Medical, Security, Engineering, Civilian, Science, Operations and Logistics, and lastly Command. &lt;br /&gt;
&lt;br /&gt;
The occupational deck is comprised of three floors; first, second, and third. The first floor consists of the Machinist Fabrication Laboratory, Hangars, Cargo Bay (Warehouse and Mining), Atmospherics, Morgue, Propulsion, Gravity Generator, EVA storage, and lastly Xenoarchaeology. The second floor consists of the Brig, Galley, Garden, Library, Chapel, Medical Bay, Cargo Bay, Engineering (as well as the engines), Science (incl. Robotics and Xenosciences). The final floor consists of Bridge, Pool, Holodeck, Shields, Telecommunications, Cryogenics, Brig (second-level), and Medical Bay (second-level).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The departments are contracted out as follows:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical:&#039;&#039;&#039; [[Nanotrasen Corporation]], [[Zeng-Hu Pharmaceuticals]], and [[Private Military Contracting Group]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security:&#039;&#039;&#039; [[Private Military Contracting Group]], [[Idris Incorporated]], and [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Civilian:&#039;&#039;&#039; [[Idris Incorporated]] and [[Nanotrasen Corporation]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Science:&#039;&#039;&#039; [[Nanotrasen Corporation]], [[Zeng-Hu Pharmaceuticals]], and [[Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operations and Logistics:&#039;&#039;&#039; [[Hephaestus Industries]] and [[Orion Express]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering:&#039;&#039;&#039; [[Hephaestus Industries]] and [[Zavodskoi Interstellar]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command:&#039;&#039;&#039; [[Stellar Corporate Conglomerate]].&lt;br /&gt;
&lt;br /&gt;
=== Residential ===&lt;br /&gt;
&lt;br /&gt;
[[File:DormitoryEG.png|thumb|The floorplan of a singular Dormitory Room.]]&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon was made in mind to be compact and frugal with its space. The residential deck is a minor exception to this. Realising the impact that living conditions can have on mental wellness (And in turn, productivity) the designers of the vessel made sure to provide the best comfort possible while also ensuring that the residence deck would not become a bloated mess. Narrow halls connect to bunkrooms with separated pods of bunks, one atop the other. There is a variety of rooms that those contracted aboard the SCCV Horizon are capable of selecting upon signing on, with dormitories being provided by the parent megacorporation of the employee. Anything higher is then deducted out of the respective employee&#039;s wages. Customization is allowed for rooms if the right paperwork is filed and it does not directly affect the SCCV Horizon&#039;s electrical or piping systems. The residential deck is outfitted with several cryogenic arrays in the event that an individual does not wish to utilize living arrangements. There are no entertainment systems, eateries, gyms or otherwise installed on the level. The crew are expected to use the facilities provided in the occupational decks above for those needs. &#039;&#039;&#039;Escape pods are the only evacuation method available to the residential deck, if the SCCV Horizon is in existential danger, the residential deck is not exempt from it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:CubicleEG.png|thumb|left|The floorplan of a singular Cubicle Room. ]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dormitories:&#039;&#039;&#039; The entry-level room for those contracted aboard the SCCV Horizon. Employees do not need to have any funds deducted from their wages for dormitories. It can not house more than three items of furniture and is equipped with a compacted bed that is capable of being folded into the wall.  Dormitories are often clustered together and lead into a communal living room - usually only outfitted with sofas, however, occupants of the dormitories are allowed to purchase &amp;quot;upgrades&amp;quot; such as additional recreational furniture (such as a holo-television). Dormitories do not have bathrooms, and those staying within them will be required to go to the communal bathrooms on the residential deck.&lt;br /&gt;
&lt;br /&gt;
[[File:CondoEG.png|thumb|The floorplan of a singular Condominium Room.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cubicles:&#039;&#039;&#039; One level up from dormitories, cubicles are essentially studio apartments. It has a single bedroom, and a kitchen, fused into a singular living space. It additionally comes with a compacted bed that is capable of being folded into the wall, similarly to dormitories. Cubicles are also clustered together and lead into a communal living room - which is considered more comfortable than the cheaper dormitories. Those staying in cubicles share a communal bathroom with their adjacent neighbours in the communal living room. The rent for these rooms will be deducted from an employee&#039;s wages - a cargo technician would be able to comfortably afford a Cubicle. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Condominium&#039;&#039;&#039;: A rather expensive room, Condominiums are designed to cater to couples that wish to share a singular room. It has additional room for furniture, and an attached bedroom with a compacted bed that is capable of being folded into the wall, as well as the attached wardrobe. Much like the aforementioned rooms, condominiums are also clustered together and lead into a communal living room - however, the clusters are much smaller than their counterparts. Those staying in condominiums share a communal bathroom with their adjacent neighbours in their communal living room. The rent for these rooms will be deducted from an employee&#039;s wages - only an individual in Science, Engineering or Medical departments would be able to just afford a Condominium unless two or more people agree to split the rent. &lt;br /&gt;
&lt;br /&gt;
[[File:Corapt2EG.png|thumb|left|The floorplan of a singular Corapt Room. ]]&lt;br /&gt;
[[File:FCoraptEG.png|thumb|The floorplan of a singular Family Corapt Room.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corapt:&#039;&#039;&#039; Corapts, or Corporate-Level Apartments, are one of the most expensive living arrangements on the SCCV Horizon. However, the rent is heavily discounted, and sometimes free, to high-ranking megacorporation staff such as those in Command. It features an attached bedroom, ensuite, as well as a separate office. Similar to the aforementioned living arrangements, Corapts are clustered together. However, Corapt clusters are considerably small, oftentimes having only 2-3 rooms sharing a singular communal living area. Only high-paying careers will be able to afford a Corapt unless an individual has an additional means of income. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Family Corapt:&#039;&#039;&#039; Family Corapt, or Family Corporate-Level Apartments, is the most expensive living arrangement on the SCCV Horizon. Similarly to the Corapt, the rent of the room is heavily discounted, and sometimes free, to high-ranking megacorporation staff such as those in Command. It features two attached bedrooms, sharing an ensuite. It does not come with a separate office, however, per arrangement the customization of the room is permitted to add an additional separate office from the main living room. Family Corapts are not clustered together and are equally spread throughout the residential deck. Only high-paying careers will be able to afford a Corapt unless an individual has an additional means of income. Additionally, the rent can be split between two or more individuals to lessen its impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Floorplans presented here are considered the default ones. You can change them to include or exclude furniture, as well as rearrange said furniture. An example is perhaps replacing a bed with a bunk bed, or replacing a desk with a single bed. Structural changes can also occur, but be reasonable and attempt to stick to the aforementioned structural descriptions above. Additionally, the measurements presented are not accurate, and should not be used as a basis of measurement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
&lt;br /&gt;
* Pets are allowed aboard the SCCV Horizon, however, it must be reasonable. Animals similar in size to a cat, or a small dog, would be reasonable. An animal such as [[Adhomai#Fauna| Mata&#039;ke Rafama]] would be considered too big to be comfortable within the confines of an employees cabin.&lt;br /&gt;
&lt;br /&gt;
* Children, and/or pregnancies, are explicitly not allowed aboard the SCCV Horizon. This is due to an agreement between the [[Stellar Corporate Conglomerate]]. This includes oviparous species. Dionae are exempt from this. &#039;&#039;&#039;This is enforceable by both Moderators and Administrators, do not roleplay having children and/or pregnancies aboard the SCCV Horizon&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
*Though the Horizon has an internal relay, it also is equipped with an extranet connection. Despite this, the extranet connection largely relies on the local infrastructure, so areas such as deep space or the frontier will have extremely slow speeds or no connection at all.&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=23579</id>
		<title>New Kingdom of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=23579"/>
		<updated>2022-02-23T19:46:46Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Major Cities */ changes &amp;quot;during the war&amp;quot; in baltor&amp;#039;s entry to &amp;quot;during the second revolution&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:New Kingdom of Adhomai.png|thumb|Flag of the New Kingdom of Adhomai. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== New Kingdom of Adhomai ==&lt;br /&gt;
&lt;br /&gt;
The last major faction is the rebellious New Kingdom of Adhomai, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
&lt;br /&gt;
During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
&lt;br /&gt;
[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Kaltir&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Adhomian, Royalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Siik’maas and Ya’ssa&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The history of the New Kingdom of Adhomai has its roots in the Kingdom of Kaltir, the entity that was conquered by the People&#039;s Republic at the end of the first Tajaran civil war. Regardless of the fall of the old order, the population of Northern Harr&#039;masir was still loyal to the past ruling dynasty, the house of Azunja. Rebellious sentiments and plots started to ferment some years after the occupation by the Republican forces, with intellectuals seeking to break the Hadii domination while the common folk wanted the return of their benevolent rulers.&lt;br /&gt;
&lt;br /&gt;
In 2449, Vahzirthaamro Azunja, the heir of the previous king, was rescued during the plot that would set in motion the uprising that would create the New Kingdom of Adhomai. With the war being declared officially in 2450, the closest supporters of the returning house were granted their places as the new nobility. Instead of seeking to merely restore the old regime, the Crown tried to learn from the mistakes of the deposed nobility to avoid being a victim of the same situation.&lt;br /&gt;
&lt;br /&gt;
The rebellion occupied most of Northern Harr&#039;masir, securing the past territories of the old Kingdom of Kaltir. However, when the PRA’s army was able to organize themselves and mount a counter-attack, the NKA were pushed in a defensive position; they were only able to hold back due to their land defenses and navy. The Dymtris Line, a mighty union of fortresses, trenches, and anti-air defenses, was built to hold the enemy from reconquering the rest of the country.&lt;br /&gt;
&lt;br /&gt;
The tides of war turned in favor of the Kingdom in 2458, with the defeat of a Republican offensive that destroyed the Dymtris line. The royal army was able to mount a limited offensive, establishing the Vlrralkhzazhul ﻿Line. In the next year, a terrorist attack hit the Parliament, nearly throwing the nation into a civil war, as the King was forced to become the head of all branches of the government, while countless candidates disputed with each other the succession of the vacant offices.&lt;br /&gt;
&lt;br /&gt;
Another royalist offensive happened in 2461, reinforced by forces coming from Amohda and loyal Rock nomads, the New Kingdom was able to recover its original territory, forcing the People’s Republic out of Northern Harr&#039;masir. The Kingdom signed the Armistice of Shastar in the same year, guaranteeing their peace and recognition before the galactic community. King Azunja passed away in 2463. Queen Shumaila Azunja, Vahzirthaamro&#039;s niece, is the current monarch.&lt;br /&gt;
&lt;br /&gt;
= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai culture is characterized as traditional; instead of trying to change the Tajaran caste system, those divisions are seen as a natural part of the way of life. While the government does not officially enforce the castes, there is a great societal expectation that each Tajara will attempt to stay in their customary roles related to their ethnicity.&lt;br /&gt;
&lt;br /&gt;
Society is divided between nobles and commoners. The nobility of the New Kingdom of Adhomai was created from the remnants of old Adhomian houses, descendants of the deposed rulers, and supporters of the currently ruling dynasty. Nobles are considered to be the leaders and leading intellectuals of the Kingdom. Most nobility titles are hereditary, with some orders being granted as a reward for one&#039;s effort or service to a certain family. King is the highest landed title, followed by Grand Duke, Duke, Marquis, Count, and Baron. Unlanded members of noble families are usually referred to as Princes. Petty Lord is the term used for unlanded nobles that are not part of any lineage. If any landed nobles lose their land, they become a Prince and forfeits their political privileges.&lt;br /&gt;
&lt;br /&gt;
Commoner is the term used for any individual that is not part of a noble family, holds no titles, or is a foreigner. While occupying a social position with less political rights, they have fewer expectations, as they are not bound to repay the Crown for their position through work. Despite the existence of this separation, social mobility is possible, as the most successful Tajaran commoners are able to buy titles of nobility. Citizens of the New Kingdom’s territories usually bear strong patriotic sentiments, seeing the Crown as the protector of their culture and land, while the civilization of the PRA is seen as a threat to their heritage. The People&#039;s Republic was unable to stamp down those sentiments during their occupation, due to the stubbornness of the local population and the distance between northern Harr&#039;masir and Nal’tor. Republican imagery and establishments were soon destroyed or confiscated during the uprising. &lt;br /&gt;
&lt;br /&gt;
The inhabitants of the rural areas are seen as rugged frontiersmen and rustic farmers, known for their traditional values and love for the simple way of life. While the agrarian nobility prefers to serve in military positions, having the fame for supplying brave army officers and captains for the Royal Navy. Both of them commonly subscribe to the concept of sacred hospitality, where a guest should be treated with the utmost respect. Urban dwellers are more inclined to pursue the fields related to education, medicine, administration, and arts. A growing working class, composed mostly of migrating peasants, is emerging because of the slow industrialization of the economy. Nobles living in cities may enjoy greater opportunities and luxuries that those rare urban centers may offer while preferring to work in the bureaucracy and politics of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Patriotic citizens will commonly greet each other by saying: &amp;quot;Suns bless the north.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because of its focus on lineages, the traditional Tajaran family has an important role in the New Kingdom of Adhomai. Personal prestige and satisfaction are second to the needs of one’s dynasty. Extended families are the norm, most Tajara continue to live with their parents after marriage. Acquiring a partner of respectable pedigree is a common expectation set upon the nobles. Commoners suffer from less pressure, but many seek to marry into nobility to raise their social status.&lt;br /&gt;
&lt;br /&gt;
In line with the conservative Tajaran culture, deviant behavior is shunned by the people and New Kingdom’s authorities. Laws exist to persecute anyone that engages in such activities, but they are frequently interned in mental asylums instead of serving time in jail. Dating outside of one’s ethnicity is still taboo. Individuals of mixed heritage are seen in a negative light; they are commonly labeled as bastards.&lt;br /&gt;
&lt;br /&gt;
== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
Before the first great war, most of the land was owned by the privileged aristocracy of the Kingdom of Kaltir, which utilized the peasantry to work in the fields. After the great war and with the capitulation of the Kingdom of Kaltir, most of the ownership of the land was taken away from the hands of the nobles and distributed among peasants and bureaucrats loyal to the new government. Under the New Kingdom of Adhomai most of the land was given to supporters of the Azunja dynasty. A large part of the population is still employed in the agrarian field, and traditional agriculture plays an important role. The technology employed in the farms of the New Kingdom is considered rudimentary and outdated. Mechanized farm equipment is a rare sight and shortages of food are still a present menace to the population.&lt;br /&gt;
&lt;br /&gt;
The Earth-Root soup is a common sight on the tables, of all social sectors, in the Northern Harr&#039;masir. Prepared traditionally with water, Earth-Root, and other plants, such as the Nif-Berries. Other main dishes include stews, commonly prepared using Snow Strider’s meat, hunted by the local M’sai population. Common alcoholic beverages might include fermented Sugar Trees and Earth-Root’s extracts, mixed with honey from Messa’s Tears or from the native apiculture. Victory Gin can also be found in the borders of the New Kingdom of Adhomai, but its production and importation have ceased, due to the drink relation with the enemy regime. &lt;br /&gt;
&lt;br /&gt;
=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fermented Hma&#039;trra Meat:&#039;&#039;&#039; large pieces of Glacier Worm meat that have been fermented for months. It has a strong taste and smell because of its large concentration of ammonia, usually causing anyone not accustomed to it to vomit. This dish originated as a way to preserve meat during the harsh winters of Northern Harr&#039;masir. It is served alongside alcoholic beverages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spicy Ras&#039;val Clams:&#039;&#039;&#039; made from the prized Ras’val Clams served alongside spicy herbs and Adhomian vegetables, this recipe has gained galaxy-wide fame after the First Revolution. It became exceedingly expensive outside of Adhomai during the Second Revolution because of the blockade imposed by the Orbital Fleet; as off-world clam farms were unable to cope with the demand.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Creamice:&#039;&#039;&#039; The traditional dessert of Northern Harr&#039;masir is considered by many as being the mixture of ice, Fatshouters’s milk, sugar, and Nif-Berries’ oil, named Creamice. The popular tales claim it was invented after a famine desolated the land, resulting in the population resorting to eating snow, however, such tale has been classified by most historians as nothing but fiction. Creamice is commonly consumed by the nobility since they are the ones that can afford the luxury of refrigeration.&lt;br /&gt;
&lt;br /&gt;
=== Notable Beverages ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tree-Bark Firewater:&#039;&#039;&#039; high-content alcohol distilled from Earthen-Root or Blizzard Ears. Tree bark is commonly added to the drink to give it a distinct flavor. The firewater&#039;s origins can be traced back to the pre-contact times where impoverished peasants would make alcohol out of anything they could find. Homebrewing remains a tradition in the New Kingdom&#039;s rural parts. These traditional spirits are also manufactured by large breweries and sold to the urban population as handcrafted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darmadhir Brew:&#039;&#039;&#039; a famous variation of the Nm&#039;shaan Liquor; it is described as one of Adhomai&#039;s finest spirits. It is produced solely by a small family-owned brewery in Miran&#039;mir. Its recipe is a secret passed down through the generations of the Darmadhir household since immemorial times. The only living member of the family, Hazyr Darmadhir, is a 68 years old Tajara. His sole heir and son died in the Second Revolution after being drafted to fight for the royal army. Alcohol collectors stipulate that the brew&#039;s price will skyrocket after Hazyr&#039;s death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutthir:&#039;&#039;&#039; a beverage made with Fatshouters&#039; yogurt mixed with Nm’shaan&#039;s sugar and sweet herbs. Mutthir is usually consumed during meals by both nobles and commoners. The drink can also be smoked for flavor. Mutthir is believed to have originated from the worldwide appreciated Fatshouters&#039; fermented milk. Rock Nomads living in the Nomadic Host were quick to adopt the drink to their diet.&lt;br /&gt;
&lt;br /&gt;
=== Gifting Tradition ===&lt;br /&gt;
&lt;br /&gt;
The conditions at Northern Harr&#039;masir are deemed harsh even for the standards of Adhomai, a planet known for its extreme climate. Due to such, a culture of cooperation and generosity emerged as a response before the hardships supported both by the nobility and the commoners. It is a common tradition when visiting someone’s else household, to gift the host a dish, with the more common choices being Earthen-Root’s soups, stews or desserts. This custom is observed both by nobles and the common population, being recognized as a sign of friendship, generosity, and, as some might argue wealth. It is an act of disrespect to visit someone and do not bring them a gift, and it is considered an insult to reject the offering.&lt;br /&gt;
&lt;br /&gt;
=== Military Nutrition ===&lt;br /&gt;
&lt;br /&gt;
The early Alam&#039;ardii forces relied on the landed nobility to provide them food, with the resources being taken from the private properties of their contractors. Their rations were composed mainly of salt-cured Snow Strider&#039;s meat, Blizzard Ears&#039;s flour, and Fatshouters’s milk. The defection of many officers from the Republican navy to the imperial side introduced the concept of canned goods, a luxury at the time, being used as rations. Large shipments of supplements, included food, were smuggled by the officers and their crew during the formation of the Royal Navy.&lt;br /&gt;
&lt;br /&gt;
With the conscription enacted by the parliament and the king, it was necessary to find a better method to store and feed the armed forces. The Mrraka&#039;te&#039;almalik, inspired by the navy, contracted a canning factory, one of the few to provide such service in the city of Kaltir, to supply canned goods for the Imperial Army. While certain issues were solved with the utilization of canning, the Navy was prioritized above the Imperial Army. Food shortages are still common among the land forces, and many officers have to rely on buying supplies from other sources or even enforcing rationing among their ranks.&lt;br /&gt;
&lt;br /&gt;
== Fashion ==&lt;br /&gt;
&lt;br /&gt;
Commoners and nobles usually wear similar clothing in their daily lives; traditional Tajaran garments or working attires. Military uniforms are a popular choice among the rural nobility, with the urban elite dressing in a most modest manner. Peasants prefer wool and fur clothes, made to withstand the bitter cold of the north. The metropolitan population favors comfortable overalls and worn suits.&lt;br /&gt;
&lt;br /&gt;
Jewelry, tail adornments, and veils are in rich abundance, often showing off small and intricate details of individual personalities. More intricated and fancy outfits are reserved for special events, such as parties or parades. Dresses long hidden that have gone from generation to generation, peacoats, and cloaks adorning every modern gentleman, suits tailored to fit. Even if the Kingdom lacks in treasury they always find that extra credit to spend on a new dashing coat.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
The Music in the New Kingdom of Adhomai typically deals with the restoration of the old ways, the idyllic lifestyle of the rural areas, and tales of folk heroes. Folks instruments are widespread, alien equipment can be only found in large urban centers.  Artists are free to perform and publish their work without asking for governmental authorization, but without government help or the patronage of a noble, it is uncommon for any producer to gain notoriety. Censorship is usually uncommon, but pieces that are considered indecent or offensive to the Crown are quickly forbidden by the law.&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai war songs claimed for the restoration of the monarchy and the destruction of the Republican enemy during the first years of the Second Civil War. As the Kingdom was pushed into a defensive position, the themes changed to honor the sacrifice of the unyielding defenders and the call to restore the Kingdom of Kaltir’s old borders.&lt;br /&gt;
&lt;br /&gt;
=== National Anthem ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom&#039;s national anthem was originally a war chant sung by the monarchist soldiers in the battle against the People&#039;s Republic. It expresses the royalist intentions of returning the monarchy back into control of Adhomai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;March of the Loyal Soldier&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
From Olska, the masterful library,&lt;br /&gt;
from Baltor, the great watchmakers of old,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
Were they made rough.&lt;br /&gt;
&lt;br /&gt;
Furious winds,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
furious winds, they were made strong,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
They were made strong.&lt;br /&gt;
&lt;br /&gt;
No exhaustion, no fear!&lt;br /&gt;
They shall stand up for you!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
They&#039;ll send their greetings!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
&lt;br /&gt;
Remember the terror!&lt;br /&gt;
Remember the dark times!&lt;br /&gt;
An ode to old glory,&lt;br /&gt;
An ode to new found glory!&lt;br /&gt;
Suns will defend,&lt;br /&gt;
The prestige of their kind!&lt;br /&gt;
&lt;br /&gt;
The Kingdom is bound to rise!&lt;br /&gt;
Blazed by the suns!&lt;br /&gt;
And this song will be heard,&lt;br /&gt;
To the city of Nal&#039;tor!&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
The interest in literature was reignited with the creation of the New Kingdom; as books were once a symbol of status among the old nobility. Pre-contact texts are prized and actively copied in an attempt to safeguard whatever survived the book burnings of the First revolution. Reading for entertainment is associated with the nobility and the urban Tajara, while the rural population has more contact with plays through the theater. The revival of Ya’ssa has also helped strengthen the nobility interested in literature.&lt;br /&gt;
&lt;br /&gt;
While many writers attempt to copy the style of the pre-contact text, the content is largely related to the reality of the Modern Tajara. The romanticization of the Traditional Tajaran life, the retelling of old tales in a modern setting, and tragic stories are the most common themes found in the NKA literature. &lt;br /&gt;
&lt;br /&gt;
=== Notable Books ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The New Kingdom:&#039;&#039;&#039; a political text written by King Vahzirthaamro Azunja during his time in hiding. The book calls for the toppling of the Hadiist regime and the restoration of a constitutional monarchy. The New Kingdom proposes the creation of a new political system to preserve the traditional Tajaran society while avoiding the pitfalls of the previous regime. Copies were illegally published and smuggled all across Northern Harr&#039;masir before the uprising. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;When the Clock Strikes:&#039;&#039;&#039; the retelling of a pre-contact family tragedy centered around the town of Bal’tor. While the original setting was situated during the gunpowder age, this version places the characters in the era shortly before the return of King Azunja. The story follows the daily struggle and drama of two feuding families. The text is famous for its bleak outcome and criticism of revenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zhan Mine:&#039;&#039;&#039; a novel romanticizing the society pre-contact and criticizing the First Rebellion. The book tells the story of a group of Zhan-Khazan miners who rebel against their Njarir overseers, hoping to create an underground community where all Tajara are equal. A power struggle soon ensues between the rebels, resulting in infighting and purges. Ultimately, the rebellion is betrayed when a group of Zhan Tajara opens the shaft&#039;s entrance to a squad of M&#039;sai enforcers.&lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
&lt;br /&gt;
Due to technological constraints and its association with the People’s Republic, television is barely present within the New Kingdom. It is only found in noble homes and among some urban families. The influence of the traditional Tajaran theater is still present in the shows; broadcasts are usually theatrical recordings or based on plays. Alien shows have only started to make their way into the New Kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Notable Shows ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kaltir Royal Theater Broadcast:&#039;&#039;&#039; a show dedicated to broadcasting plays performed at the Kaltir Royal Theater. The program is popular with the growing urban middle class; as they lack the time and the money to attend fancy plays in person. Oleg Al&#039;Mor&#039;s works are one of the main attractions of the show.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drunken Earthen-root:&#039;&#039;&#039; a low-budget sketch comedy show, created by a group of Kaltir Law Academy dropouts. Known for its black comedy and satire, the show explores the anachronistic nature of the New Kingdom through absurd situations and observational sketches without punchlines. The series gathered a cult following outside of Adhomai thanks to its rather unique humor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Cold Court:&#039;&#039;&#039; a telenovela set during the gunpowder age. The story is focused on the plots and interpersonal dramas of the imperial court of Ras&#039;nrr. Having no set protagonist, the series follows the stories of several courtiers and their attempts to gain the favor of the King of Kings. The show is infamous for killing off its character abruptly despite their popularity with the audience.&lt;br /&gt;
&lt;br /&gt;
== Radio ==&lt;br /&gt;
&lt;br /&gt;
Because of its simple technology, the radio can be found in most homes in the New Kingdom. Despite this, entertainment takes a backseat before the necessity of broadcasting news and the Crown announcements. Pubs and other gathering centers will have at least one radio that is left on during the entire day. Amateur radios are widespread in rural areas.&lt;br /&gt;
&lt;br /&gt;
=== Notable Radio Stations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Crown Herald:&#039;&#039;&#039; the main government news station. Originally a pirate radio created to broadcast the return of King Azunja, the channel was brought by the Crown to be its main means of communication with the population. Parliament decisions and the King’s speeches are broadcasted daily to the subjects of the Kingdom through the Crown Herald.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Northern Harr&#039;masir Radio:&#039;&#039;&#039; the largest entertainment radio station in the New Kingdom. Situated in Kaltir, it broadcasts traditional Tajaran music and radionovelas on a daily basis. Actors that are not talented or connected enough to join the Royal Theater will commonly find work in this station.&lt;br /&gt;
&lt;br /&gt;
== National Holidays == &lt;br /&gt;
&lt;br /&gt;
With their roots in the history and traditions of Kaltir and her people, the citizens of the New Kingdom struggled with being unable to celebrate their holidays during the brutal war effort to hold against the PRA&#039;s armies. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Day of Rightful Restoration (October 27th):&#039;&#039;&#039; celebrated by the NKA, this holiday marks the day Kaltir declared its independence, both during the era of the Colonial Wars and when King Azunja declared the New Kingdom. It touts the resilience of the Northern Harr’masir people and the stalwart Imperial Army. Pubs and bars fill up as its citizens celebrate their victory in the Second Revolution and the enduring legacy of the Kingdom of Kaltir. Museums and art galleries open fully to the public with no cost for tickets. A parade is always held in the capital, attracting people from across the Kingdom, with a royal procession from the Imperial Palace to the Law Academy. Following the ALA’s assassination attempt of the King and Field Marshal, the parade was halted until the war’s end. In D6, the House of Hamiyeh set up an enormous feast around the Sleeping Cannon Pub for the day, buying out food stocks from farms all around Mendell.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ice Waltz:&#039;&#039;&#039; held to celebrate the passing of the year, the Ice Waltz is a festival common across the Northern Harr’masir people. They gather at the shores of the ocean and set up platters for feasts, stages for musicians and plays, and various competitions ranging from wrestlers to gunslinging showmen. Halfway through the day, the waltz itself begins. To symbolize passing into a new year and a newer person, celebrators enter the freezing waters to demonstrate their own hardiness. While most opt to just dunk their feet in, the more daring don swimsuits and enter the sea.  Afterward, as warming pyres are lit, effigies made by families are tossed into the ocean. This is usually to avoid bad luck with the effigies depicting some sort of evil, such as Raskara or Hadii. The waltz is held on different days depending on the city but is always held during the lesser summer. In D6, the NKA community celebrates it on &#039;&#039;&#039;January 15th.&#039;&#039;&#039; Besides it happening on one of the many beaches near Mendell, there’s little to no difference between the holiday there and back on Adhomai.&lt;br /&gt;
&lt;br /&gt;
== Crime == &lt;br /&gt;
&lt;br /&gt;
Crime in the New Kingdom usually takes the form of robberies, hooliganism, and family feuds. With the opening of the economy to off-world investment following the armistice, wealth started to pour through the nation’s railways and ports. Gangs specialized in train robbery and cargo theft are starting to appear. These criminals wait in the prowl for the train to approach, forcing the locomotive to stop by throwing obstacles on the rails or by provoking avalanches. Hooliganism in the cities commonly happens after Farehal or Mahmrro games; fans of competing teams, after spending hours drinking in the pubs, fight each other on the streets over the result of the previous match.&lt;br /&gt;
&lt;br /&gt;
Family feuds are commonplace in the Kingdom because of society’s focus on one’s household. While nobles may prefer to engage in politics and abuse of their governmental positions to provoke and damage their enemies, the rural peasant population is known to participate in bloody vendettas that might span over generations. Many grudges even originate from events that transpired before the First Revolution. The government is eager and fast to intervene when the situation spirals out of control, but little is done to stamp out this mentality.&lt;br /&gt;
&lt;br /&gt;
= Economy =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai uses Credit as their main currency, with the Adhomian knuckles and other local currencies being accepted and widely used by the population.&lt;br /&gt;
&lt;br /&gt;
Most of the NKA economy is based on agriculture and mining; as Northern Harr&#039;masir has large and rich mineral deposits. The industry is only present in the major urban centers, and it is heavily focused on the production of weapons and heavy machinery. Despite this, the New Kingdom suffers from an overwhelming public and private debt caused by the Tajaran civil war.&lt;br /&gt;
&lt;br /&gt;
The agricultural land is divided between large farms held by the nobility, and countless small and medium properties controlled by commoners. The technology employed in the farms of the New Kingdom is rudimentary and outdated when put in comparison to the one used in the People&#039;s Republic; such is the result of the years of neglect by the Hadii&#039;s administration and the isolation promoted by the global conflict. The earthen-root is one of the most common types of crop found in the farms of northern Harr&#039;masir.&lt;br /&gt;
&lt;br /&gt;
All members of the nobility that owns landed titles, except for those who already work on their own private enterprises, have the obligation to serve in the public bureaucracy, civil service, or military. Landless nobles are part of a class that can be drafted as part of the service gentry in times of need, otherwise, it is common for them to take positions in education, administration, as officers in the army, or in the medical field. Commoners are able to conduct enterprises of their own and practice most of the professions in the Kingdom, such as being doctors, soldiers, professors, and artists. However, the majority of the businesses are under the control of the nobility, forcing many commoners to work under a noble family in their companies. All nobles answer directly to the King and Crown, paying taxes to the government. There are no vassalage ties between nobles, with different titles serving to display how much land and prestige someone has. It is not uncommon for unlanded and petty nobility to seek employment and fortune outside of Adhomai.&lt;br /&gt;
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The New Kingdom&#039;s economy is experiencing unprecedented growth since the Armistice. Intergalactic trade and cooperation with megacorporations are helping the Kingdom to quickly modernize and recover from its debt. However, large national corporations now dominate the economy; thanks to their links with the government, these companies can secure the most profitable deals with the SCC.&lt;br /&gt;
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The presence of megacorporations is quickly growing since the New Kingdom has been receptive to the SCC. Unlanded nobles and entrepreneuring commoners are known to leave Adhomai to work for megacorporations, seeking fortune outside of the Kingdom.&lt;br /&gt;
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== Notable National Companies ==&lt;br /&gt;
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&#039;&#039;&#039;Dymtris Construction:&#039;&#039;&#039; a civil construction company based in the city of Dymtris. They are currently owned by the Rukhaylo dynasty, an influential family with contacts in the Parliament. Dymtris Construction specializes in constructing houses and restoring pre-contact buildings. They were responsible for the restoration of the Imperial Palace and are currently working on a large system of fallout bunkers through the Kingdom. Dymtris Construction is infamous for paying lower salaries and providing precarious accommodations to its workers, despite this, they enjoy popularity among NKA Tajara as one of the few non-alien construction firms.&lt;br /&gt;
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&#039;&#039;&#039;Royal Firearms:&#039;&#039;&#039; originally funded by a Kaltir&#039;s gunsmith as a small workshop, the Royal Firearms is a weapons company responsible for supplying the Royalist military with small arms. The enterprise also has a strong presence in the civilian markets with its revolvers and hunting shotguns. Royal Firearms is currently working with the government to develop and manufacture an automatic service rifle for the Kingdom&#039;s army. The New Kingdom&#039;s police and diplomatic services are also supplied by this corporation. Royal Firearms made extensive use of POW’s forced labor during the Second Revolution.&lt;br /&gt;
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&#039;&#039;&#039;Minharrzka Maritime Company:&#039;&#039;&#039; situated in Miran&#039;mir, the Minharrzka Maritime Company is the largest maritime engineering business in the New Kingdom. The company is involved in producing and maintaining the Royal Navy&#039;s ships. Minharrzka Maritime Company also builds civilian vessels. The organization is currently controlled by the Rahimkulov family. Because of the supposed friendship between the Rahimkulov dynasty and Grand Admiral Mahtra Dynhaas, the enterprise has access to the best contract possible with the navy. They are also the longest existing company among the “big three”.&lt;br /&gt;
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= Religion =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai possesses no official religion, but the Crown claims the role of protector of the Ma&#039;ta&#039;ke creed and the Worship of S&#039;rand&#039;marr. Most of the population identify themselves as followers of the Ma’ta’ke pantheon, with S&#039;rand&#039;marr Worship being more common in the urban centers and with some noble houses.&lt;br /&gt;
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Foreign missionaries are permitted in the Kingdom territory, but their activity can be hindered by locals, that are considerably more religious than the average Republican citizen.&lt;br /&gt;
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= Language =&lt;br /&gt;
&lt;br /&gt;
Siik’maas and Ya’ssa are recognized as the official language of the New Kingdom of Adhomai, used in all official documents, and taught in schools. Other Tajaran languages are also commonly used, with Delvahhi being spoken by Rock Nomads and Nal’rasan by M’sai Amohdan exiles.&lt;br /&gt;
 &lt;br /&gt;
The language of the nobility, Ya’ssa, is heavily promoted by the house of Azunja; it is currently undergoing a period of revival and renaissance as the official tongue of the NKA.&lt;br /&gt;
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= Regions =&lt;br /&gt;
[[File:Internaldivisions-nka.png|300px|thumb|A map of the New Kingdom&#039;s regions.]]&lt;br /&gt;
== Old Kaltir ==&lt;br /&gt;
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Stretching from Nusinsk, up the imthus, and towards the northern borders of the New Kingdom are the lands referred to as Old Kaltir. As the name implies, these lands were ruled by the Azjuna line before the First Revolution and the collapse of the Kingdom of Kaltir. This is the homeland of the most loyal of the NKA. Previously devastated in the First Revolution and once again during the Second Revolution, Old Kaltir is steadily rebuilding itself post-armistice. Construction workers and other laborers work hard to rebuild and industrialize the cities. Life in the villages continues on as always, but the trappings of modern corporate life slowly creep in thanks to increasing megacorporation presence in the New Kingdom. Planners believe that once the reconstruction is complete, the provinces of Old Kaltir will be the greatest in the New Kingdom. &lt;br /&gt;
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== Peninsula of Harr’nrr ==&lt;br /&gt;
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Settled in the very beginning of the Colonization Age and the [[S&#039;rendarr and Messa#The_Suns_War_of_Harr.27masir|Suns Wars]], the Peninsula of Harr’nrr is a venerable section of the continent. Its largest city, Baltor, was the first settlement to be constructed on Harr’masir. The land&#039;s old history is evident in the countless fortresses and sun temples that dot its forests and towns. Many of the temples remain in use, and every Sun Priest will be more than happy to share the great history of them with any traveler. The fortresses were made into museums or art galleries decades ago. Most of the land is covered in woodlands. Lumber exports are a prime industry for this region thanks to them. &lt;br /&gt;
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The Peninsula was under the control of the Ras’nrr Empire pre-Revolution. It was the only colonial holding kept on Harr’masir and ruled by a line of Kings that promoted strict adherence to their ideas of militarism. Much of the population were involved in supporting its heavily bloated army. Despite their claims of being the greatest fighting force on Adhomai however, the army of the Harr’nrr Kingdom was utterly annihilated by the PRA. Harr’nrri soldiers fought to their last in some of the most brutal clashes in the later stages of the First Revolution. Shockingly, the general population of the peninsula accepted Hadiist rule easily. Many came to see the People’s Republic as liberators from an oppressive military regime. To help transition the populace into the new culture espoused by the Republic local administrators began to promote artisanship and trades.&lt;br /&gt;
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During the Second Revolution, the population initially supported the Republic in its war effort. But the introduction of the PRA draft in 2458 led to mass protests in the cities and towns. When those protests were suppressed by the PSIS, support for other factions rose and the NKA and ALA began to compete for influence. While cities turned to the NKA, the towns and villages saw the rise of liberator cells. Ultimately it was the NKA who seized control of Baltor when their 2461 offensives swarmed over the land and their marines took Baltor. While the royalists celebrated the liberators were faced with a hard choice: Abandon their land to join their ideological brothers, or swallow a bitter pill and remain home under the New Kingdom. Most chose to leave for the lands held by the DPRA. Today, Baltor is a cultural centre of the NKA with its traditional artisans, artists, and filmographers gaining immense popularity across the nation. The Harr’nrri themselves are considered a more pacifistic and arts-inclined people, with a heavy emphasis on respect towards their fathers and faith.&lt;br /&gt;
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== The Borderlands == &lt;br /&gt;
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The borderlands refers to the region that was once the Duchy of S’rendul, now the southwest border of the New Kingdom. It is home to the Southern Harr&#039;masir citizens of the NKA. During the Second Revolution, this area saw fighting between the People’s Army and ALA-Funded bandits. The Imperial Army took the region after the pact between the DPRA and NKA was signed and the People’s Army was defeated at the northern front. Despite the ceasefire, many of the bandit gangs remained in the region. To this day they continue to cause issues for local law enforcement by robbing trains, transports, or businesses while claiming to be fighting for the liberation of the Southern Harr&#039;masir people. Compounding these issues of crime is the festering moonshining and counterfeiting rings appearing in the local settlements. Law enforcement and the Raakti Shariim have their hands full attempting to handle the problems. For every gang taken down another seemingly pops up to take their place. With the appearance of the Adhomai Democratic Front, an argument has erupted in the parliament over how to pacify the crime-riddled provinces. &lt;br /&gt;
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Life for the locals has changed little underneath the rule of the New Kingdom. Their traditions and culture are kept alive with currently no state interest in influencing them. The values of the Southern Harr’masir people continue as they did pre-Revolutions and the image of the noble but humble N’hanzafu rider shines on. Nobility from the old Duchy has returned to the region in the hopes of gaining political clout or business success. They’re generally unsuccessful in these endeavours unless they are one of the few granted power by the government or somehow strike it rich in the marketplace. &lt;br /&gt;
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== Zarr&#039;jirah Mountains == &lt;br /&gt;
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Located along the southern border and characterized by its sharp peaks, lush valleys, and hard-lived locals, the Zarr’jirah mountains are a small but beautiful corner of the NKA. The arid grasslands of the mountain sides are contrasted heavily by the valleys between them. During the summers the snow on these valleys melts to reveal fields of vibrant flowers and waist-high grasses. When the wind blows into the passes, the greenery is turned into a swirling grass sea. Towns and farms here are terraced and built into the mountainsides. Tourism has become a growing industry with the Second Revolution’s end.&lt;br /&gt;
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The mountain range is home to communities of M’sai. These people trace their lineage back to explorers sent across Harr’masir during the colonization age. In exchange for their services, the nobility had granted these M’sai the privilege of establishing their own homeland within the Zarr’jirah mountains. These mountain men honed their survivalist skills by carving out a home in the peaks. Zarr’jiri culture centers heavily around self-sufficiency and survivalism. Children from a young age are raised to be expert mountain climbers, foragers, and hunters. For most of Zarr’jiri history, children were forced to camp by themselves in the wilds to prove their skillset. The PRA ended this practice due to the increase in child mortality rates it caused. Men and women regularly travel into the wilds in the mountains and beyond to better their skills. The families that held the most prestige from their service would be the leaders of their respective town. Nowadays the mayors who preside over the towns are descendants of Zarr’jiri heroes. &lt;br /&gt;
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Zarr’jiri fought on behalf of the Great Duke of S’rendul during the First Revolution. When the nobility was soundly crushed by the PRA, Hadiist rulership came to the Zarr’jirah mountains. They opened up new mines to extract mineral wealth out of the area while employing the locals as labourers. Some of the denizens even came to join the Grand People’s Army. But when rumors of the restoration came to the mountains, the Zarr’jiri leaders listened. An envoy of King Azunja’s conspirators convinced them to assist in the uprising by exploiting royalist sentiments and tales of past glory. When the New Kingdom was declared in 2450 many Zarr’jiri fighters came to fill the ranks of the Alam&#039;ard. Those who remained in the range fought the local army garrison and dynamited the passes to cut off any counterattacks. The situation in the mountains for the next decade was harsh. Food was heavily rationed and constant patrols were needed to warn of the Grand People’s Army attempting to break the rockpiles or if another bombing run came. When the 2461 offensives of the Imperial Army finally reached the mountains the first thing that the returning fighters had done was loot grain stores to redistribute to their people. Despite the relief that followed, the effects of malnutrition have stunted many. The post-war situation has left much of the Zarr’jiri disillusioned. Their victory came at a severe cost to their peoples’ future with little to show for it besides vague promises from the Parliament, toxin-spewing mines, and a weakened population.&lt;br /&gt;
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== Nomadic Host of the Southern Borders ==&lt;br /&gt;
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A semi-autonomous province on the southeast borders of the New Kingdom, it was created after the end of the Tajaran Civil War. The region was gifted to the nomads as a reward for their support during the conflict. It is home to most of Harr&#039;masir [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]], under the leadership of [[Notable Tajara#King of the Mountains Rustam Harmaliik|Rustam Harmaliik]]. Rock nomads are allowed to practice their own customs and are granted a certain degree of autonomy within this place. In exchange for these benefits, they are tasked with defending the frontier and serving as cavalry in the Kingdom’s military. The low population density of the region allows wagons to roam freely; they are commonly followed by a herd of animals Despite the existence of the Host, most Zhan nomads still don’t recognize its borders. Caravans are known to leave the province and wander the rest of the Kingdom or beyond into the Democratic People’s Republic territories; this is a common source of friction between both countries. The nomads are seen as lesser-thans by much of the New Kingdom, even sometimes by the other settled Zhan-Khazan. When they leave their province they often face discrimination or stereotyping. Nomads have taken to wearing trophies and honors they gained as a display of their competency and might to those who look down on them. &lt;br /&gt;
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The province is governed by Rustom Harmaliik and his council of elders. Unlike the Kingdom’s citizens, the nomads only answer to their own leaders, instead of being subject to the Crown authority. Rhazar&#039;Hrujmagh living in the Host are seen as traitors by the rest of the Adhomian rock nomad community, as they decided to follow a leader that was elected without consulting the caravans of Ras’nrr. Non-nomadic inhabitants of the province are farmers and ranchers that lived in the region before the creation of the Host; they have a mixed relationship with the nomads. The conflict between the settlers and the Rhazar&#039;Hrujmagh is common, as they often see each other as unlawful occupants of the land.&lt;br /&gt;
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== Bar&#039;jar Amohda Exiles ==&lt;br /&gt;
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A large community of Amohdan immigrants can be found in Bar&#039;jar, transferred from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|Island]] to the New Kingdom after the ceasefire treaty with the Adhomai Liberation Army. Composed mainly of monarchists that followed the Royal Army after their retreat from Amohda, they have settled on the coast of the Northern Harr&#039;masir. They have brought their culture and martial art traditions with them, opening lodges and serving the New Kingdom’s military in their own auxiliary divisions. Most of the Amohdan community has not given up on the hopes of returning to their homeland; as the dream of restoring the monarchy in the isle is still alive among them. The relations between the exiles and the Kingdom’s citizens are generally positive. Many nobles seek to acquire Amohdan blades; a sought-after curiosity and sign of wealth. Despite the existence of this alliance, lodge membership and the learning of their swordsmanship remains something exclusive to the members of the Amohdan community.&lt;br /&gt;
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= Major Cities =&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir:&#039;&#039;&#039; the capital of the New Kingdom of Adhomai. The largest and most industrialized urban center in the Kingdom, with its industry focusing on heavy machinery and weaponry. Kaltir is known for its cultural attractions: museums, opera houses, art galleries, and traditional pubs are found within the city. The presence of megacorporations and alien elements is on the rise since the armistice; as Kaltir has the only functioning shuttle port in the entire country. The Kaltir Imperial Palace, the home of the Azunja dynasty, can be found here. The [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]] is one of its most renowned learning centers.&lt;br /&gt;
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*&#039;&#039;&#039;Bar&#039;jar:&#039;&#039;&#039; a coastal town, home to the majority of Amohda exiles residing in the New Kingdom. Most of its inhabitants are employed in the fishing or clam farming business. The city is famous for its seafood cuisine, Ras&#039;val Clams are considered a staple in the region. The Amohdan population has started to open their lodges and mix their traditions with the local ones, creating their own blend of culture. Bar’jar also had contact with Zhan nomads during the war; as it was the location where they were temporarily settled before the creation of the nomadic host.&lt;br /&gt;
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*&#039;&#039;&#039;Miran&#039;mir:&#039;&#039;&#039; the main harbor of the New Kingdom, where the bulk of the royal navy is situated. Home to the largest shipyard in Adhomai, where several ships dock daily for repair or supplies. Most of the locals are employed in the shipwright industry or in the service sector. The city is visited daily by travelers and sailors from all over the Kingdom. Miran&#039;mir is the home of the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]] and its museum.&lt;br /&gt;
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*&#039;&#039;&#039;Dymtris:&#039;&#039;&#039; the site of the now-defunct Dymtris Line, which protected the New Kingdom for nearly a decade before being destroyed by the major People&#039;s Republic offensive in 2458. The city has an important cultural significance; it is the bastion that protected Kaltir from the Republican Army for years. Dymtris was changed deeply by the constant battles close to it, many memorials and monuments dedicated to the ones that fell in its defenses can be found in the streets and parks. [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]] can be found in this city. Marryam is the patron god of Dymtris.&lt;br /&gt;
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*&#039;&#039;&#039;Baltor:&#039;&#039;&#039; a fortress founded during the Gunpowder Age; it was the landing site of the royal armies during the Suns’ wars. Baltor plays a strategic role in controlling the Ras&#039;val sea during the Second Revolution. A town emerged around the fort over time, attracted by the safety provided by the military presence. The city is known for its skilled watchmaker artisans, a trade that has been passed down through generations. The Mez&#039;gin clock tower, located at the town square, is one of its points of interest.&lt;br /&gt;
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*&#039;&#039;&#039;Olska:&#039;&#039;&#039; a mining town close to the Zarragh Lake. The city was one of the last Republican bastions in Harr’masir during the final chapters of the Second Civil War. However, it avoided any substantial damage due to the surrender of the garrison during its siege. The Kraszar Library is the main attraction in Oslka; an extensive deposit of knowledge preserved by its priesthood. The city attracts many scholars and Kraszarrumalkarii, with some of them taking up residence on it. Its parks have reserved spots for storytelling. Kraszar is the patron god of Olska.&lt;br /&gt;
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*&#039;&#039;&#039;Tunguska:&#039;&#039;&#039; once a secretive People&#039;s Republic military base in the northern wastelands of Harr’masir. The compound was attacked by the Royal Navy in 2459. For unknown reasons, the New Kingdom abandoned Tunguska shortly after its capture. Its underground installations were sealed and all the military hardware was left behind; it is a collection of buildings, tanks, and autogyros that remain left to rust on the cold winds. The compound has turned into an eccentric tourist attraction, with Tajara and alien visitors paying local guides to take them to the area. Many return with stories of unexplained events happening at Tunguska, ranging from disembodied voices to the entire place changing shape and size overnight.&lt;br /&gt;
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*&#039;&#039;&#039;Nusinsk:&#039;&#039;&#039; a city built around the extraction and processing of Nas’kin Ocean’s oil reserves. Once a small fishing village before the discovery of oil close to its shore, Nuskink was quickly transformed by Al’mari’s administration into a major refinery center. However, any wealth was drained away to the more central places of the People&#039;s Republic; the locals did not benefit from the discovery. Most refineries and platforms were moved or destroyed during the Second Revolution. After the Armistice, the New Kingdom is slowly rebuilding the city’s industry to help fuel their fleet and growing industrialization. Growing air and water pollution are now one of the city’s major concerns.&lt;br /&gt;
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= Architecture =&lt;br /&gt;
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The dominant architectural school in the New Kingdom is known as Adhomian Neoclassical. This style seeks inspiration from Pre-War buildings. Its main characteristics are complex structures, colorful exteriors, intricate ornamentation, and asymmetrical designs. While Royalist architects were mostly focused on restoring old buildings to their former glory, the wealth brought by the Armistice has created opportunities for the nobility to commission new extravagant monuments. Even when struggling with their previous debts, the New Kingdom&#039;s nobles still seek to build a fancy summer house. While Commoners&#039; houses are more practical and do not stray from cheap materials, they are still adorned with traditional pieces of art and vibrant colors.&lt;br /&gt;
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== Major Monuments ==&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir Imperial Palace:&#039;&#039;&#039; the ancestral home of the Azunja dynasty, the Kaltir Imperial Palace once served as the Kingdom&#039;s seat of government. Today, its function is to house the royal family and host events. Much of its previous decoration and furniture was lost during the Hadiist invasion of the Kingdom; the building was transformed into an administrative office by the People&#039;s Republic. With the help of Miran&#039;mir Academy&#039;s Restorers, the Palace is slowly recovering its missing objects.&lt;br /&gt;
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*&#039;&#039;&#039;Vlrralkhzazhul Line:&#039;&#039;&#039; built after the offensive of 2459, the Vlrralkhzazhul Line is a long system of bunkers, pillboxes, trenches, and air defenses meant to protect the northern regions of the Kingdom. Unlike the defunct Dymtris Line, it survived until the end of the war. Despite its distance from the frontier, Vlrralkhzazhul continues to be expanded; its mighty halls and wide complexes are unmatched by any other fortification system in Adhomai. Many suspect that this expansion is nothing but a plot by the military to embezzle funds.&lt;br /&gt;
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*&#039;&#039;&#039;Mez&#039;gin clock tower:&#039;&#039;&#039; situated in Baltor&#039;s main square, the Mez&#039;gin Clock Tower is a Gunpowder Age era astronomical clock. Commissioned by the Rasn&#039;rr Empire, the tower is the oldest Adhomian clock still in function. The monument is adorned with statues of mythological figures, ancient Kings, and deities. The clock is famous for its accuracy and extremely complex mechanism for its time. Legends claim that the clockmaker who designed Mez&#039;gin was blinded on the order of the emperor so he could not replicate his work.&lt;br /&gt;
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= Technology =&lt;br /&gt;
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Much like the Democratic People’s Republic, the New Kingdom inherited a portion of Republican technology when they broke from the once-unified Hadiist government. However, the social strata of the Kingdom is exceedingly different, and their isolated territory in the North did not see that much development prior to the War. The New Kingdom has been forced to grapple with this reality, and, as a result, most advanced technology has been appropriated by the landed nobility unlike the peasants, who are left to return to the old ways. &lt;br /&gt;
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== Civilian ==&lt;br /&gt;
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By design, the noble families of the New Kingdom enjoy access to a wide variety of modern inventions. Once again, the nobility has begun to hoard technology for itself, and while different levels of political power and nobility permit access to varying ranges of items, almost all are more easily capable of acquiring imports thanks to their elevated status. Nobles enjoy devices like televisions, radios, gaming systems, automobiles, computers, advanced kitchen appliances - anything they can afford to buy and import and upgrade in their own household. Eventually, though, the prices of these new imports and inventions do fall, giving the peasantry wider access to newer technology  - though not before the nobles have had their fill of it.&lt;br /&gt;
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Peasant homes are usually constructed with wood and stone and may have few utilities. Owing to their far northern homeland, boilers and wood-burning stoves are typical to provide warmth and hot water. The average peasant does not have an icebox, however, and most families store their food and meat in the ground under the snow as Tajara did for thousands of years. Simple, reliable furniture and breathable, sturdy clothing for the workday is favored. Some well-off rural peasants or farmers may be able to have electricity installed so they may power things like radios or simple appliances like irons, but most households rely on oil lamps and the local river for needs like light or clothes washing. &lt;br /&gt;
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Cities in the interior of the Kingdom enjoy easier access to these amenities. Rural villages and settlements tend to be the most backward, but life in the numerous Imperial population centers does tend to offer a higher quality of life. While by no means approaching the level of wealth and decadence landed nobility might enjoy, city-dwellers do gain access to utilities like plumbing, heating, and electricity. Widespread illiteracy means that most homes in the city have radios so they can receive news and updates from the Imperial government. The New Kingdom has many of these bustling metropolises, and though they are nowhere near as industrialized as the Republic, a melding of technology with older Tajaran styles and traditions has offered city-living peasants a brighter lease on life.&lt;br /&gt;
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The New Kingdom’s industry is heavily focused on the mining and agricultural sectors, and as such these tend to receive the most investment and attention from Imperial elements. Miners and farmers still use old methods of transportation, like lever-powered mine-carts or N’hanzfu-driven tills for their needs, and mining especially does not come without inherent dangers. A good portion of the populace is devoted to maintaining these two economic powerhouses, favoring the agricultural sector. To escape from the monotony of this work, and in lieu of entertainment like televisions or radios, the performing arts have made a huge comeback in the North. Plays, musicals, poetry nights - anything to help distract the peasantry from the grind of their daily lives. Theaters are especially common in most villages.&lt;br /&gt;
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Personal computers are a rare sight in the New Kingdom’s homes; only the nobility has enough influence to acquire one. Following the Armistice and further deals with megacorporations, terminals have been shipped to most villages and major cities for general use. These machines are found in the houses and offices of the local governors, which are all usually nobles, for them to decide when it is proper for anyone to use the computer. Owning to this practice, most of the population’s access to this technology is held hostage by the plutocracy.&lt;br /&gt;
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=== Notable Civilian Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;Pryzark-19:&#039;&#039;&#039; a half-track, brougham style automobile designated to be sold to the nobility. Anyone planning to buy a Pryzark-19 will likely have to acquire a loan. As the Kingdom&#039;s economy grows, these cars have become a status symbol. This has led to a subculture of nobility heavily modifying their Pryzark-19’s to suit their tastes and showboat their wealth. Queen Shumaila is known to be an avid admirer of the Pryzark-19; tabloids speculate she owns at least three.&lt;br /&gt;
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*&#039;&#039;&#039;Ha&#039;rron Sled:&#039;&#039;&#039; used since immemorial times by the Tajara, the Ha&#039;rron Sled is now only commonly seen in the northern territories of the New Kingdom. As much of the technology is concentrated in the hands of the nobility, the population in most isolated regions has to rely on the old ways for transport. Trained since birth, the pulling Ha&#039;rron can traverse hundreds of kilometers of snow and ice in a matter of days. Sleds were used to bring supplies to the army during the winter. The Raaki Shariim also make extensive use of them during rural operations. &lt;br /&gt;
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*&#039;&#039;&#039;Icehover:&#039;&#039;&#039; a boat-shaped, amphibian vehicle capable of traveling over ice, land, and water. The Icehover works by blowing air under the hull that is above the atmosphere&#039;s pressure. The difference in pressure causes drift that allows the vehicle to move. The Icehover is favored by fishers for its versatility; it can be used in warmer seasons and when the sea is frozen because of the winter. The Icehover’s appearance among the river pirates of Southern Harr’masir has led to accusations of the NKA government supplying piracy there.&lt;br /&gt;
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== Medical ==&lt;br /&gt;
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Advanced medical treatment in the New Kingdom is typically reserved for the upper class. The landed nobility get to enjoy the most of new advancements in gene therapy, surgery, or cosmetic operations - far beyond what the average peasant can get, thanks to their political status and the privilege that comes with it. Equally, with the New Kingdom currying favor with NanoTrasen, they have access to medical care even on par with what the average Republican citizen may receive in cities like Nal’tor. The same, however, cannot be said of the lower classes. Peasants are often hospitalized for longer periods of time and tend to have higher mortality rates both from increased stressors and dangers from work and insufficient medical care.&lt;br /&gt;
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Traditional remedies, such as the usage of Messa&#039;s Tears or S&#039;rendarr&#039;s Hands, are popular for cuts and burns. Many peasants still practice old methods of curing ailments, like salt-water gargling for strep throat and even in some rural areas bloodletting to ‘cleanse the body of its unnatural vapors’. Poor understanding of medicine amongst the rural population complicates wounds sometimes, but some medical architecture leftover from the Republicans still remains, giving the typical peasant the ability to visit a doctor - if they can afford it. Most cannot, however, and village religious leaders or family elders tend to care the most for their injured. Education and understanding of anatomy is not as advanced, and experience varies wildly from village to village.&lt;br /&gt;
&lt;br /&gt;
Infant mortality rates in the New Kingdom tend to be high. While the children of nobility tend to have easier access to life-saving care in the event of abnormal births or defects, peasant families are not nearly so fortunate. The typical New Kingdom family will have many children, but there is a high chance a few may die in the first few months or years of their lives. This has diminished somewhat with the introduction of vaccinations to larger cities in the New Kingdom, but unlike other powers, medical facilities lack the ability to mass-produce these inoculations and the government relies on NanoTrasen to step in, leading to a rise in the cost of drug prices.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
&lt;br /&gt;
Unlike the People&#039;s Republic or the Democratic Republic, the infantry of the New Kingdom is not as mechanized. While they do have tank corps and technicians, they still maintain the usage of outdated tactics and units like cavalry or grenadiers. Whereas the other powers focused their power on offensive research, the New Kingdom prepped for and successfully waged a defensive war against the invading Republican army. Most branches of their military are aimed towards defending the northern territory - with their most offensive units being their naval forces. Indeed, out of the three powers, the New Kingdom has invested the most into its navy.&lt;br /&gt;
&lt;br /&gt;
Some of the Republic’s most brilliant admirals and veteran ship crews seceded with the New Kingdom, a defeat that the Republican navy has not recovered from. While this benefit does not give them much beyond bombardment for land operations, the massive fleet of formidable ships, aircraft carriers, and anti-submarine detectors has kept both other powers on the ropes when it comes to engagements on the seas. Their enemies are wary of engaging the Imperial Navy unless absolutely required - and as such, this reputation equally carries over with privateers or pirates, who scarcely engage with the Imperial Navy as well. &lt;br /&gt;
&lt;br /&gt;
The New Kingdom is widely known for having very reliable equipment; military research is less involved in experimental or expensive designs, and instead industrial capacity is devoted towards tried-and-true and traditional weapons, like bolt-action rifles or bayonets. Lacking the intense industrialization of the other nations, artisans of the New Kingdom focus on producing arms and armor that is less prone to failure and requires less maintenance. It takes longer, but the end result typically is the production of high-quality armaments, giving the average Imperial soldier a leg up on the battlefield.&lt;br /&gt;
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=== Notable Military Vehicles ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zhsram II:&#039;&#039;&#039; a prewar light tank commissioned by the military at the start of the Second Revolution. The tank turned out to be rather unreliable and had limited space for its staff. Due to a shortage of experienced crew, technical issues, and lack of concise doctrine, the Zhsram II saw little use. New tanks continue to be built and provided to the army, but the high command is urgently attempting to find a better replacement for the outdated vehicle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Railroad Cannon:&#039;&#039;&#039; artillery pieces or naval cannons mounted on train wagons used extensively by the New Kingdom during the Second Revolution. Lacking fast transportation methods, the military made use of the train system to quickly bring artillery to the frontlines. This also allowed them to deploy bigger guns. The railroad cannon was effective when defending and sieging cities, but proved to be vulnerable to airstrikes and rail sabotage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armored Aerosled:&#039;&#039;&#039; a propeller-driven sled used for reconnaissance. Introduced throughout the offensive of 2461, the armored aerosled is protected by light metal armor and is usually armed with a machinegun. It is crewed by a driver, which sits closer to the engine, and a gunner at the front. Plans to further develop this vehicle are currently underway; military officers have proposed arming the aerosled with anti-tank guns and grenade launchers for hit-and-run attacks.&lt;br /&gt;
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== Extranet ==&lt;br /&gt;
&lt;br /&gt;
The New Kingdom has officially entered the extranet in 2458 after acquiring a contract with frontier providers. Because of this later arrival, most of the websites are government-related or hosted by migrants. The Royalism extranet is atrociously slow due to the outdated and scarce national infrastructure. Censorship is limited to content considered immoral by the general public. &lt;br /&gt;
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=== Notable Websites ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TheirHeritage:&#039;&#039;&#039; a website destined to cataloging and preserving the history and members of the noble dynasties. Users can create profiles and add themselves to the treelines after confirming their identities through documents and pictures. TheirHeritage is infamous for not allowing non-Njarir and Tajara of mixed background to register.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;WorkDay:&#039;&#039;&#039; created to help the growing city business find employees, Workday has grown to become the main Employment website of the New Kingdom. Outside of the popularity with the locals, it has helped the megacorporation in finding willing and skilled labor to ship off the planet. Despite originally being a free service, there is now a premium subscription that allows a user privileged access to megacorporation opportunities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Miran&#039;mir Archive:&#039;&#039;&#039; the digitalized archive of the Miran’mir Academy of Scientific Pursuits museum. The website was created as part of an initiative to preserve the Tajaran history threatened by the war. The website provides access to digital versions of ancient Adhomian texts, interactive images of artifacts, and academic papers.&lt;br /&gt;
&lt;br /&gt;
= Government and Ideology =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai is a constitutional monarchy, with the King acting as the head of the judicial and executive system. The Parliament is divided into a chamber of Nobles and a chamber of Commoners. The Chamber of Nobles is constituted by hereditary positions held by the nobility. The representatives in the Chamber of Commoners are elected through elections. The Crown Heir is selected through the appointment of the King, with the approval of the parliamentarians.&lt;br /&gt;
&lt;br /&gt;
Because of the intrinsic relationship between the nobility and the public offices in the Kingdom, rivalities between the existing dynasties are common. Many of the positions are used to gain more prestige for one&#039;s family or sabotage a rival&#039;s attempt to secure a post of importance. &lt;br /&gt;
&lt;br /&gt;
== Royalism ==&lt;br /&gt;
&lt;br /&gt;
Royalism is an ideology characterized by monarchism, a constitution limiting the power of the monarch, the existence of a noble class, and the acceptance of the traditional Tajaran caste system. Its origins can be traced back to the end of the interwar period, where growing discontent with the People’s Republic allowed the return of an old dynasty bearing promises of change. Royalism attempts to reinstate the rule of the nobility over Adhomai while correcting the supposed flaws that caused the First Revolution. Despite not being adverse to progress, this ideology avoids any kind of fast change.&lt;br /&gt;
&lt;br /&gt;
The caste system is believed to be an essential and unavoidable element of the Taraja species. However, the active enforcement of those differences is considered detrimental; society will naturally enforce and drift towards them without any kind of interference. Instead of trying to make every Tajara equal, Royalism claims that every ethnicity has its own separated but indispensable function. But ultimately, the Njarir’Akhran are the indisputable masters.&lt;br /&gt;
&lt;br /&gt;
Royalism is open to diplomacy with alien powers and is generally welcoming of megacorporations. However, this stance is primarily tolerated due to the necessity of support in the conflict against the other Adhomian powers. &lt;br /&gt;
&lt;br /&gt;
=== Schools of Thought ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conservative Royalism:&#039;&#039;&#039; supported by the land-owning nobility, Conservative Royalism aims to maintain the political and social status quo while bringing economic prosperity to the Kingdom. A Monarch restricted by a parliament, composed of hereditary titles, and a constitution is seen as the perfect system to guide the Tajara people. Decision-making should remain in the hands of the nobility, while commoners should have their survival and basic rights guaranteed by the state. Megacorporations are welcomed with open arms by Conservative Royalists; they are an opportunity to attract foreign investments and modernize the nation. [[Notable Tajara#Grand Duke Akym Yudenikh|Grand Duke Akym Yudenikh]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Royalism:&#039;&#039;&#039; supported by the military and the rural population, Absolute Royalism believes that the power should be concentrated in the hands of the Monarch. The parliament and the constitution are obstacles to the progress of the nation. An absolute monarchy backed up by a strong army and navy is deemed as the best alternative to secure the Kingdom against any threats. Due to their might, the Majesty has the right to dictate what is the most adequate alternative to any situation. Absolute Royalists are opposed to diplomacy with alien governments and the presence of megacorporations, for they believe that the nation should not rely on foreigners to stand on its own. [[Notable Tajara#Grand Admiral Mahtra Dynhaas|Grand Admiral Mahtra Dynhaas]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populist Royalism:&#039;&#039;&#039; supported by intellectuals and the urban working class, Populist Royalism plans to further democratize the New Kingdom. While the banishment of the monarchy is unthinkable, it should instead be delegated to a symbolic role. All of the power should be in the hands of democratically elected officials. The people should take an active part in the politics and their well-being is the main priority to the Kingdom. Nobility should remain a mere cultural formality to preserve the families&#039; heritage. Populist Royalists are not opposed to megacorporations, but their activities should be tightly regulated to prevent abuses and a takeover of the nation. [[Notable Tajara#Prince Serhiy Oliinyk|Prince Serhiy Oliinyk]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revival Royalism:&#039;&#039;&#039; also called Njarir&#039;Akhran Supremacism by its opponents, this school of thought was formulated by Absolute Royalist extremists. While Revival Royalism shares its parent ideology&#039;s authoritarianism, its main difference lies in its reactionary vision of the Tajaran caste system. Revival Royalism believes that enforcing the traditional roles through the law is necessary; society would soon fall into chaos without the ever guiding hand of the Njarir&#039;Akhran. No Tajara ethnicity is superior, only built for different purposes. Revival Royalism considers individuals of mixed heritage to be an abomination - products of a degeneracy that must be dealt with harshly. The alien and its machinations are seen to be incompatible with the Tajara; ignoring them completely is the best course of action. Its adherents are known for their interest in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric ideas]]. [[Notable Tajara#Count Tscherim Sanguszkho|Count Tscherim Sanguszkho]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
== Political Parties ==&lt;br /&gt;
&lt;br /&gt;
The Parliament is divided into three parties;&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Royal Party:&#039;&#039;&#039; this party encompasses most of the agrarian landowners and high nobility, known to be loyalists to the ruling dynasty. Their main interest lies in protecting the rights of the nobility and strengthening the civil government. Nobles and monarchists usually support this party, as they see it as the one that is fully aligned with the interests of the house of Azunja and the Kingdom. They do not oppose the presence of megacorporations and diplomacy with other galactic states.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Officers Party:&#039;&#039;&#039; this party is composed mostly of army officers, navy captains, and fervorous patriots. They seek to strengthen the importance of the military in the politics and daily life of the Kingdom, usually clashing with the other two parties. Their main platforms include increasing the spending and modernization of the armed forces. Soldiers and sailors usually support this party, as it is one of the few ways they can improve their condition and participate in politics through their superiors. They are staunchly against the presence of megacorporations and have an isolationist instance in regard to galactic diplomacy.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Commoners Party:&#039;&#039;&#039; despite its name, this party is made up of lower-ranking and landless nobles. They aim to increase the rights of the commoners and move the government to a more democratic orientation, reducing the King’s powers and the reliance on the army. Members of this organization are known to hold meetings with the population to gather and understand their concerns, making use of those problems to create their own political agenda. Factory workers, learned professionals, and urban inhabitants usually support this party, as this organization is one of the few ways that their voice can reach the Parliament. While not opposed to the presence of megacorporations, the Commoners Party is against them being allowed into the Kingdom without strict laws to control their expansion. They have an open but cautious approach in regard to diplomacy with other states.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Njarir&#039;Akhran Renewal Fraternity:&#039;&#039;&#039; once a private club exclusive to the nobility, the Njarir&#039;Akhran Renewal Fraternity became the main proponent of the Revival Royalism. Thanks to the support of the most authoritarian elements in the Parliament, it was given official party status in 2463. While the Fraternity is still a minority in the government, they are eager to support the Officers and Royal parties to acquire more influence. Supported by the most radical royalists, the Njarir&#039;Akhran Renewal Fraternity pushes for an even more authoritarian government, alongside spouting a very reactionary view on the Tajaran caste system.&lt;br /&gt;
&lt;br /&gt;
== Royal Ministry of Intelligence ==&lt;br /&gt;
&lt;br /&gt;
Formed during the early stages of the second revolution, the Royal Ministry of Intelligence, also known as the Office of Ungentlemanly Affairs, can trace its origins to royalist circles that organized their meetings in cellars of Kaltir’s pubs. First serving as the force used to free King Azunja from his prison, the RMI has evolved into an agency tasked with dealing with all kinds of foreign intelligence and threats. Internal matters are handled by the ministry of interior and its subordinated departments.&lt;br /&gt;
&lt;br /&gt;
Agents of the Royal Ministry of Intelligence are adept in espionage, reconnaissance, interrogation, and surveillance. Information gathering and counterintelligence are the main tasks of the RMI, as they prefer to work closely with the military in their operations. Several diplomats and consular officials are members of the agency, as their positions allow them more contact with the affairs of other nations. They have added Biesel to their theaters of operations after the armistice.&lt;br /&gt;
&lt;br /&gt;
== Law ==&lt;br /&gt;
&lt;br /&gt;
The law in the New Kingdom possesses a written code but most of its decisions rely on precedents and local customs. Judges are directly appointed by the Crown to their position. There is no jury in the Kingdom’s courts. Citizens have the right to hire any lawyer they see fit, but the government still offers public defenders for those who can not afford to pay for one. In spite of this provision, there is a distinct shortage of public attorneys. The justice system is biased towards the nobility, offering them greater protection and rights than the ones afforded to the commoners.&lt;br /&gt;
&lt;br /&gt;
Law enforcement in the New Kingdom is the responsibility of the Royal Constabulary, an agency under the direct control of each province. The police in urban centers are known to be well equipped and trained. Mounted constables are still extensively used in rural areas.&lt;br /&gt;
&lt;br /&gt;
===Royal Peacekeepers===&lt;br /&gt;
&lt;br /&gt;
Formed shortly after the New Kingdom declared its existence, the Royal Peacekeepers (Raakti Shariim in Siik’maas) are a specialized policing force for the Kingdom. As the Royal Constabulary was formed to manage individual provinces, the Peacekeepers exist as a Kingdom-wide force focusing on higher-profile targets such as spies, terrorists, domestic enemies of the Kingdom, and persons of interest. Their origins lie in the old orders of M&#039;sai enforcers who would track criminals roaming from fief to fief or over the borders of Kaltir. While the Peacekeepers remain mostly M&#039;sai, other races of the Tajara can be found in its ranks. &lt;br /&gt;
&lt;br /&gt;
Officers of the Peacekeepers are specialized in handling not just investigations and arrests, but also surviving the harsh conditions they may come across while tracking criminals. Rock-climbing, foraging, medical aid, and other skills ensure the Peacekeepers will be able to handle anything the wildness can throw at them. Armored cars are the typical mode of transportation for Peacekeepers in urban areas, but they retain bred Ha&#039;rron steeds for rural operations.&lt;br /&gt;
&lt;br /&gt;
== Adhomai Democratic Front ==&lt;br /&gt;
&lt;br /&gt;
As unfulfilled promises pile up, income inequality grows, and megacorporation influence expands, some Tajara within the New Kingdom have become disillusioned with Royalism. Founded by radicals from the Commoners Party, the Adhomai Democratic Front is an underground movement that aims to abolish the monarchy and establish a democracy. Unlike the moderates in the parliament, the Front has no interest in taking part in the government and prefers a more partisan approach. Organizing strikes, protesting, and civil disobedience are their main tools. The Crown considers the Democratic Front to be a terrorist organization; its members are actively persecuted by the Royal Peacekeepers. The ongoing repression is quickly radicalizing the group; calls for armed action are becoming increasingly common.&lt;br /&gt;
&lt;br /&gt;
Because of the distance from the capital and large working population, the Adhomai Democratic Front found most of its support in the region around Olska. Supporters from the former lands of Kaltir, which stretched from Nusinsk and northwards, are very rare. While the New Kingdom accuses the group of being an Al&#039;mariist and Hadiist puppet, there is no real evidence of this. Its leadership and internal structure are currently unknown to the public.&lt;br /&gt;
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== International Relations ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; the New Kingdom of Adhomai was recognized in 2461 as a legitimate state by the Republic of Biesel as part of the Armistice of Shastar. The relation between both nations remains cordial but distant. The Kingdom is attempting to approach the Republic through the further integration of megacorporations in its economy. As part of these attempts, artifacts from the Museum of Miran’mir were borrowed for an exhibition at Mendell’s Museum of Immigration in 2462. Royalist agents operating in Biesel have to take extra precautions to remain undetected; the local authorities are not willing to tolerate their activities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039; the first state to recognize the New Kingdom was the Empire of Dominia in 2461. The recognition came at a time when the Kingdom was desperately looking for allies. However, this support was received with suspicion by the royalist military faction. The relation between both nations is mainly focused on trade and political support. Dominia’s plan for the future is to incorporate the Kingdom into its sphere of influence. The Empire of Dominia does not recognize the other two Adhomian powers.&lt;br /&gt;
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== Flag ==&lt;br /&gt;
&lt;br /&gt;
Inspired by the Kingdom of Kaltir&#039;s standard, the New Kingdom of Adhomai flag was created shortly after the rebellion by the Royalist clique who freed King Vahzirthaamro. The flag&#039;s blue color is the one traditionally associated with the nobility, the tree is the symbol of the Azunja&#039;s dynasty, and the Twin Suns Icon represents the New Kingdom&#039;s ambitions of conquering all of Adhomai.&lt;br /&gt;
&lt;br /&gt;
= Military Forces =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai is composed of the [[Tajaran Military Structures#Imperial Adhomian Army (New Kingdom of Adhomai)|Imperial Adhomian Army]], the [[Tajaran Military Structures#Royal Flying Corps (New Kingdom of Adhomai)|Royal Flying Corps]] and the [[Tajaran Military Structures#The Royal Navy (New Kingdom of Adhomai)|Royal Navy]]. The Imperial Adhomian is the ground army of the NKA, made up mainly of infantry divisions, supported by artillery, cavalry, and the few armored vehicles that the Kingdom is able to bring in service. Despite being poorly equipped by Tajaran standards, they are able to deploy efficient defensive tactics. Each commoner family in the New Kingdom of Adhomai has the duty of offering a single member of their household to serve in the military, while the nobility usually serves in positions of command.&lt;br /&gt;
&lt;br /&gt;
During the Second Revolution, the Imperial Adhomian Army was infamous for its mistreatment of war prisoners. The conditions in the prison camps were precarious and food shortages were widespread. Captured soldiers were commonly used as forced laborers in the Kingdom&#039;s mines, plantations, and construction projects. Prisoners were borrowed by the military to work on the properties and companies of the nobility. Roads and military works were also built by the inmates. Prisoners were subject to the most dangerous and unwanted jobs, such as clearing minefields. During her time in the army, Queen Shumaila Azunja was known for being a major proponent of using forced labor. It is estimated that at least 65% of the soldiers captured by the New Kingdom perished while in captivity due to a combination of starvation, overworking, sickness, and mistreatment.&lt;br /&gt;
 &lt;br /&gt;
The Royal Navy is the powerhouse of the Kingdom military, nearly securing supremacy on the seas. Created through the defection of most officers, alongside their ships and supplies, during the uprising. The New Kingdom’s naval force was able to secure the shores of Northern Harr&#039;masir, but was proven to be less useful in the overall land conflict.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Due to its isolation and economic situation, the New Kingdom of Adhomai relies on more traditional weaponry. Soldiers are usually armed with simple bolt action rifles and bayonets, while sailors and expeditionary marines are given the few available semi-automatic weapons. Officers have more freedom in their gear, as they are allowed to use any personnel weapon on the field.&lt;br /&gt;
&lt;br /&gt;
Firearms are more common in rural regions than in the few urban centers, owning to the culture of the agrarian nobility and peasantry. Commoners are able to obtain and carry small semi-automatic weapons, such as hunting shotguns and pistols. Nobles have more freedom in acquiring weapons, being granted the right to acquire automatic weapons.&lt;br /&gt;
&lt;br /&gt;
=== Notable Weapons ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hand Cannon:&#039;&#039;&#039; created because of a shortage of weapons that happened in the New Kingdom of Adhomai during the second civil war. Old naval culverins found in museums and forgotten warehouses were adapted into portable weapons, combining modern and ancient Tajaran technology. Usually found in the hands of sailors and marines of the Royal Navy,  this fearsome firearm is able to proper small cannonballs with destructive force.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Firearms Service Revolver:&#039;&#039;&#039; a simple and reliable double-action revolver, favored by the nobility, officers, and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom’s markets.&lt;br /&gt;
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*&#039;&#039;&#039;Lawbringer Mk.I:&#039;&#039;&#039; an advanced and rare energy weapon, obtained through a mysterious otherworldly benefactor. Equipped with varying rates of fire, a nonlethal setting, and various types of ammunition which include explosive, incendiary, and armor-piercing rounds. The handgun boasts a DNA lock that prevents anyone other than its owner from using it. The presence of the Lawbringer causes awe in the forces of New Kingdom and their enemies, as the few Imperial Dragoons allowed to wield it are well trained in its use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frozen Sea Harpoon Gun:&#039;&#039;&#039; adapted from fishing tools, harpoons were found to be useful weapons in the hands of the Royal Navy and Army. Their ammunition can be equipped with all sorts of implements, such as explosives and even grappling hooks. Large guns are usually mounted on warships, serving as a complement to their traditional cannons. Smaller versions are usually carried by sailors and fishermen.&lt;br /&gt;
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[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=23578</id>
		<title>New Kingdom of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=23578"/>
		<updated>2022-02-23T19:44:20Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Zarr&amp;#039;jirah Mountains */ corrects offensives year&lt;/p&gt;
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[[File:New Kingdom of Adhomai.png|thumb|Flag of the New Kingdom of Adhomai. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== New Kingdom of Adhomai ==&lt;br /&gt;
&lt;br /&gt;
The last major faction is the rebellious New Kingdom of Adhomai, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
&lt;br /&gt;
During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
&lt;br /&gt;
[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Kaltir&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Adhomian, Royalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Siik’maas and Ya’ssa&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The history of the New Kingdom of Adhomai has its roots in the Kingdom of Kaltir, the entity that was conquered by the People&#039;s Republic at the end of the first Tajaran civil war. Regardless of the fall of the old order, the population of Northern Harr&#039;masir was still loyal to the past ruling dynasty, the house of Azunja. Rebellious sentiments and plots started to ferment some years after the occupation by the Republican forces, with intellectuals seeking to break the Hadii domination while the common folk wanted the return of their benevolent rulers.&lt;br /&gt;
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In 2449, Vahzirthaamro Azunja, the heir of the previous king, was rescued during the plot that would set in motion the uprising that would create the New Kingdom of Adhomai. With the war being declared officially in 2450, the closest supporters of the returning house were granted their places as the new nobility. Instead of seeking to merely restore the old regime, the Crown tried to learn from the mistakes of the deposed nobility to avoid being a victim of the same situation.&lt;br /&gt;
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The rebellion occupied most of Northern Harr&#039;masir, securing the past territories of the old Kingdom of Kaltir. However, when the PRA’s army was able to organize themselves and mount a counter-attack, the NKA were pushed in a defensive position; they were only able to hold back due to their land defenses and navy. The Dymtris Line, a mighty union of fortresses, trenches, and anti-air defenses, was built to hold the enemy from reconquering the rest of the country.&lt;br /&gt;
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The tides of war turned in favor of the Kingdom in 2458, with the defeat of a Republican offensive that destroyed the Dymtris line. The royal army was able to mount a limited offensive, establishing the Vlrralkhzazhul ﻿Line. In the next year, a terrorist attack hit the Parliament, nearly throwing the nation into a civil war, as the King was forced to become the head of all branches of the government, while countless candidates disputed with each other the succession of the vacant offices.&lt;br /&gt;
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Another royalist offensive happened in 2461, reinforced by forces coming from Amohda and loyal Rock nomads, the New Kingdom was able to recover its original territory, forcing the People’s Republic out of Northern Harr&#039;masir. The Kingdom signed the Armistice of Shastar in the same year, guaranteeing their peace and recognition before the galactic community. King Azunja passed away in 2463. Queen Shumaila Azunja, Vahzirthaamro&#039;s niece, is the current monarch.&lt;br /&gt;
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= Culture and Society =&lt;br /&gt;
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The New Kingdom of Adhomai culture is characterized as traditional; instead of trying to change the Tajaran caste system, those divisions are seen as a natural part of the way of life. While the government does not officially enforce the castes, there is a great societal expectation that each Tajara will attempt to stay in their customary roles related to their ethnicity.&lt;br /&gt;
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Society is divided between nobles and commoners. The nobility of the New Kingdom of Adhomai was created from the remnants of old Adhomian houses, descendants of the deposed rulers, and supporters of the currently ruling dynasty. Nobles are considered to be the leaders and leading intellectuals of the Kingdom. Most nobility titles are hereditary, with some orders being granted as a reward for one&#039;s effort or service to a certain family. King is the highest landed title, followed by Grand Duke, Duke, Marquis, Count, and Baron. Unlanded members of noble families are usually referred to as Princes. Petty Lord is the term used for unlanded nobles that are not part of any lineage. If any landed nobles lose their land, they become a Prince and forfeits their political privileges.&lt;br /&gt;
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Commoner is the term used for any individual that is not part of a noble family, holds no titles, or is a foreigner. While occupying a social position with less political rights, they have fewer expectations, as they are not bound to repay the Crown for their position through work. Despite the existence of this separation, social mobility is possible, as the most successful Tajaran commoners are able to buy titles of nobility. Citizens of the New Kingdom’s territories usually bear strong patriotic sentiments, seeing the Crown as the protector of their culture and land, while the civilization of the PRA is seen as a threat to their heritage. The People&#039;s Republic was unable to stamp down those sentiments during their occupation, due to the stubbornness of the local population and the distance between northern Harr&#039;masir and Nal’tor. Republican imagery and establishments were soon destroyed or confiscated during the uprising. &lt;br /&gt;
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The inhabitants of the rural areas are seen as rugged frontiersmen and rustic farmers, known for their traditional values and love for the simple way of life. While the agrarian nobility prefers to serve in military positions, having the fame for supplying brave army officers and captains for the Royal Navy. Both of them commonly subscribe to the concept of sacred hospitality, where a guest should be treated with the utmost respect. Urban dwellers are more inclined to pursue the fields related to education, medicine, administration, and arts. A growing working class, composed mostly of migrating peasants, is emerging because of the slow industrialization of the economy. Nobles living in cities may enjoy greater opportunities and luxuries that those rare urban centers may offer while preferring to work in the bureaucracy and politics of the Kingdom.&lt;br /&gt;
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Patriotic citizens will commonly greet each other by saying: &amp;quot;Suns bless the north.&amp;quot;.&lt;br /&gt;
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Because of its focus on lineages, the traditional Tajaran family has an important role in the New Kingdom of Adhomai. Personal prestige and satisfaction are second to the needs of one’s dynasty. Extended families are the norm, most Tajara continue to live with their parents after marriage. Acquiring a partner of respectable pedigree is a common expectation set upon the nobles. Commoners suffer from less pressure, but many seek to marry into nobility to raise their social status.&lt;br /&gt;
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In line with the conservative Tajaran culture, deviant behavior is shunned by the people and New Kingdom’s authorities. Laws exist to persecute anyone that engages in such activities, but they are frequently interned in mental asylums instead of serving time in jail. Dating outside of one’s ethnicity is still taboo. Individuals of mixed heritage are seen in a negative light; they are commonly labeled as bastards.&lt;br /&gt;
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== Cuisine ==&lt;br /&gt;
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Before the first great war, most of the land was owned by the privileged aristocracy of the Kingdom of Kaltir, which utilized the peasantry to work in the fields. After the great war and with the capitulation of the Kingdom of Kaltir, most of the ownership of the land was taken away from the hands of the nobles and distributed among peasants and bureaucrats loyal to the new government. Under the New Kingdom of Adhomai most of the land was given to supporters of the Azunja dynasty. A large part of the population is still employed in the agrarian field, and traditional agriculture plays an important role. The technology employed in the farms of the New Kingdom is considered rudimentary and outdated. Mechanized farm equipment is a rare sight and shortages of food are still a present menace to the population.&lt;br /&gt;
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The Earth-Root soup is a common sight on the tables, of all social sectors, in the Northern Harr&#039;masir. Prepared traditionally with water, Earth-Root, and other plants, such as the Nif-Berries. Other main dishes include stews, commonly prepared using Snow Strider’s meat, hunted by the local M’sai population. Common alcoholic beverages might include fermented Sugar Trees and Earth-Root’s extracts, mixed with honey from Messa’s Tears or from the native apiculture. Victory Gin can also be found in the borders of the New Kingdom of Adhomai, but its production and importation have ceased, due to the drink relation with the enemy regime. &lt;br /&gt;
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=== Notable Dishes ===&lt;br /&gt;
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*&#039;&#039;&#039;Fermented Hma&#039;trra Meat:&#039;&#039;&#039; large pieces of Glacier Worm meat that have been fermented for months. It has a strong taste and smell because of its large concentration of ammonia, usually causing anyone not accustomed to it to vomit. This dish originated as a way to preserve meat during the harsh winters of Northern Harr&#039;masir. It is served alongside alcoholic beverages.&lt;br /&gt;
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*&#039;&#039;&#039;Spicy Ras&#039;val Clams:&#039;&#039;&#039; made from the prized Ras’val Clams served alongside spicy herbs and Adhomian vegetables, this recipe has gained galaxy-wide fame after the First Revolution. It became exceedingly expensive outside of Adhomai during the Second Revolution because of the blockade imposed by the Orbital Fleet; as off-world clam farms were unable to cope with the demand.&lt;br /&gt;
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*&#039;&#039;&#039;Creamice:&#039;&#039;&#039; The traditional dessert of Northern Harr&#039;masir is considered by many as being the mixture of ice, Fatshouters’s milk, sugar, and Nif-Berries’ oil, named Creamice. The popular tales claim it was invented after a famine desolated the land, resulting in the population resorting to eating snow, however, such tale has been classified by most historians as nothing but fiction. Creamice is commonly consumed by the nobility since they are the ones that can afford the luxury of refrigeration.&lt;br /&gt;
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=== Notable Beverages ===&lt;br /&gt;
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*&#039;&#039;&#039;Tree-Bark Firewater:&#039;&#039;&#039; high-content alcohol distilled from Earthen-Root or Blizzard Ears. Tree bark is commonly added to the drink to give it a distinct flavor. The firewater&#039;s origins can be traced back to the pre-contact times where impoverished peasants would make alcohol out of anything they could find. Homebrewing remains a tradition in the New Kingdom&#039;s rural parts. These traditional spirits are also manufactured by large breweries and sold to the urban population as handcrafted.&lt;br /&gt;
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*&#039;&#039;&#039;Darmadhir Brew:&#039;&#039;&#039; a famous variation of the Nm&#039;shaan Liquor; it is described as one of Adhomai&#039;s finest spirits. It is produced solely by a small family-owned brewery in Miran&#039;mir. Its recipe is a secret passed down through the generations of the Darmadhir household since immemorial times. The only living member of the family, Hazyr Darmadhir, is a 68 years old Tajara. His sole heir and son died in the Second Revolution after being drafted to fight for the royal army. Alcohol collectors stipulate that the brew&#039;s price will skyrocket after Hazyr&#039;s death.&lt;br /&gt;
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*&#039;&#039;&#039;Mutthir:&#039;&#039;&#039; a beverage made with Fatshouters&#039; yogurt mixed with Nm’shaan&#039;s sugar and sweet herbs. Mutthir is usually consumed during meals by both nobles and commoners. The drink can also be smoked for flavor. Mutthir is believed to have originated from the worldwide appreciated Fatshouters&#039; fermented milk. Rock Nomads living in the Nomadic Host were quick to adopt the drink to their diet.&lt;br /&gt;
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=== Gifting Tradition ===&lt;br /&gt;
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The conditions at Northern Harr&#039;masir are deemed harsh even for the standards of Adhomai, a planet known for its extreme climate. Due to such, a culture of cooperation and generosity emerged as a response before the hardships supported both by the nobility and the commoners. It is a common tradition when visiting someone’s else household, to gift the host a dish, with the more common choices being Earthen-Root’s soups, stews or desserts. This custom is observed both by nobles and the common population, being recognized as a sign of friendship, generosity, and, as some might argue wealth. It is an act of disrespect to visit someone and do not bring them a gift, and it is considered an insult to reject the offering.&lt;br /&gt;
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=== Military Nutrition ===&lt;br /&gt;
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The early Alam&#039;ardii forces relied on the landed nobility to provide them food, with the resources being taken from the private properties of their contractors. Their rations were composed mainly of salt-cured Snow Strider&#039;s meat, Blizzard Ears&#039;s flour, and Fatshouters’s milk. The defection of many officers from the Republican navy to the imperial side introduced the concept of canned goods, a luxury at the time, being used as rations. Large shipments of supplements, included food, were smuggled by the officers and their crew during the formation of the Royal Navy.&lt;br /&gt;
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With the conscription enacted by the parliament and the king, it was necessary to find a better method to store and feed the armed forces. The Mrraka&#039;te&#039;almalik, inspired by the navy, contracted a canning factory, one of the few to provide such service in the city of Kaltir, to supply canned goods for the Imperial Army. While certain issues were solved with the utilization of canning, the Navy was prioritized above the Imperial Army. Food shortages are still common among the land forces, and many officers have to rely on buying supplies from other sources or even enforcing rationing among their ranks.&lt;br /&gt;
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== Fashion ==&lt;br /&gt;
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Commoners and nobles usually wear similar clothing in their daily lives; traditional Tajaran garments or working attires. Military uniforms are a popular choice among the rural nobility, with the urban elite dressing in a most modest manner. Peasants prefer wool and fur clothes, made to withstand the bitter cold of the north. The metropolitan population favors comfortable overalls and worn suits.&lt;br /&gt;
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Jewelry, tail adornments, and veils are in rich abundance, often showing off small and intricate details of individual personalities. More intricated and fancy outfits are reserved for special events, such as parties or parades. Dresses long hidden that have gone from generation to generation, peacoats, and cloaks adorning every modern gentleman, suits tailored to fit. Even if the Kingdom lacks in treasury they always find that extra credit to spend on a new dashing coat.&lt;br /&gt;
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== Music ==&lt;br /&gt;
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The Music in the New Kingdom of Adhomai typically deals with the restoration of the old ways, the idyllic lifestyle of the rural areas, and tales of folk heroes. Folks instruments are widespread, alien equipment can be only found in large urban centers.  Artists are free to perform and publish their work without asking for governmental authorization, but without government help or the patronage of a noble, it is uncommon for any producer to gain notoriety. Censorship is usually uncommon, but pieces that are considered indecent or offensive to the Crown are quickly forbidden by the law.&lt;br /&gt;
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New Kingdom of Adhomai war songs claimed for the restoration of the monarchy and the destruction of the Republican enemy during the first years of the Second Civil War. As the Kingdom was pushed into a defensive position, the themes changed to honor the sacrifice of the unyielding defenders and the call to restore the Kingdom of Kaltir’s old borders.&lt;br /&gt;
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=== National Anthem ===&lt;br /&gt;
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The New Kingdom&#039;s national anthem was originally a war chant sung by the monarchist soldiers in the battle against the People&#039;s Republic. It expresses the royalist intentions of returning the monarchy back into control of Adhomai.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;March of the Loyal Soldier&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
From Olska, the masterful library,&lt;br /&gt;
from Baltor, the great watchmakers of old,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
Were they made rough.&lt;br /&gt;
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Furious winds,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
furious winds, they were made strong,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
They were made strong.&lt;br /&gt;
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No exhaustion, no fear!&lt;br /&gt;
They shall stand up for you!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
They&#039;ll send their greetings!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
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Remember the terror!&lt;br /&gt;
Remember the dark times!&lt;br /&gt;
An ode to old glory,&lt;br /&gt;
An ode to new found glory!&lt;br /&gt;
Suns will defend,&lt;br /&gt;
The prestige of their kind!&lt;br /&gt;
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The Kingdom is bound to rise!&lt;br /&gt;
Blazed by the suns!&lt;br /&gt;
And this song will be heard,&lt;br /&gt;
To the city of Nal&#039;tor!&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Literature ==&lt;br /&gt;
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The interest in literature was reignited with the creation of the New Kingdom; as books were once a symbol of status among the old nobility. Pre-contact texts are prized and actively copied in an attempt to safeguard whatever survived the book burnings of the First revolution. Reading for entertainment is associated with the nobility and the urban Tajara, while the rural population has more contact with plays through the theater. The revival of Ya’ssa has also helped strengthen the nobility interested in literature.&lt;br /&gt;
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While many writers attempt to copy the style of the pre-contact text, the content is largely related to the reality of the Modern Tajara. The romanticization of the Traditional Tajaran life, the retelling of old tales in a modern setting, and tragic stories are the most common themes found in the NKA literature. &lt;br /&gt;
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=== Notable Books ===&lt;br /&gt;
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*&#039;&#039;&#039;The New Kingdom:&#039;&#039;&#039; a political text written by King Vahzirthaamro Azunja during his time in hiding. The book calls for the toppling of the Hadiist regime and the restoration of a constitutional monarchy. The New Kingdom proposes the creation of a new political system to preserve the traditional Tajaran society while avoiding the pitfalls of the previous regime. Copies were illegally published and smuggled all across Northern Harr&#039;masir before the uprising. &lt;br /&gt;
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*&#039;&#039;&#039;When the Clock Strikes:&#039;&#039;&#039; the retelling of a pre-contact family tragedy centered around the town of Bal’tor. While the original setting was situated during the gunpowder age, this version places the characters in the era shortly before the return of King Azunja. The story follows the daily struggle and drama of two feuding families. The text is famous for its bleak outcome and criticism of revenge.&lt;br /&gt;
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*&#039;&#039;&#039;Zhan Mine:&#039;&#039;&#039; a novel romanticizing the society pre-contact and criticizing the First Rebellion. The book tells the story of a group of Zhan-Khazan miners who rebel against their Njarir overseers, hoping to create an underground community where all Tajara are equal. A power struggle soon ensues between the rebels, resulting in infighting and purges. Ultimately, the rebellion is betrayed when a group of Zhan Tajara opens the shaft&#039;s entrance to a squad of M&#039;sai enforcers.&lt;br /&gt;
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== Television ==&lt;br /&gt;
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Due to technological constraints and its association with the People’s Republic, television is barely present within the New Kingdom. It is only found in noble homes and among some urban families. The influence of the traditional Tajaran theater is still present in the shows; broadcasts are usually theatrical recordings or based on plays. Alien shows have only started to make their way into the New Kingdom.&lt;br /&gt;
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=== Notable Shows ===&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir Royal Theater Broadcast:&#039;&#039;&#039; a show dedicated to broadcasting plays performed at the Kaltir Royal Theater. The program is popular with the growing urban middle class; as they lack the time and the money to attend fancy plays in person. Oleg Al&#039;Mor&#039;s works are one of the main attractions of the show.&lt;br /&gt;
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*&#039;&#039;&#039;Drunken Earthen-root:&#039;&#039;&#039; a low-budget sketch comedy show, created by a group of Kaltir Law Academy dropouts. Known for its black comedy and satire, the show explores the anachronistic nature of the New Kingdom through absurd situations and observational sketches without punchlines. The series gathered a cult following outside of Adhomai thanks to its rather unique humor.&lt;br /&gt;
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*&#039;&#039;&#039;The Cold Court:&#039;&#039;&#039; a telenovela set during the gunpowder age. The story is focused on the plots and interpersonal dramas of the imperial court of Ras&#039;nrr. Having no set protagonist, the series follows the stories of several courtiers and their attempts to gain the favor of the King of Kings. The show is infamous for killing off its character abruptly despite their popularity with the audience.&lt;br /&gt;
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== Radio ==&lt;br /&gt;
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Because of its simple technology, the radio can be found in most homes in the New Kingdom. Despite this, entertainment takes a backseat before the necessity of broadcasting news and the Crown announcements. Pubs and other gathering centers will have at least one radio that is left on during the entire day. Amateur radios are widespread in rural areas.&lt;br /&gt;
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=== Notable Radio Stations ===&lt;br /&gt;
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*&#039;&#039;&#039;The Crown Herald:&#039;&#039;&#039; the main government news station. Originally a pirate radio created to broadcast the return of King Azunja, the channel was brought by the Crown to be its main means of communication with the population. Parliament decisions and the King’s speeches are broadcasted daily to the subjects of the Kingdom through the Crown Herald.&lt;br /&gt;
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*&#039;&#039;&#039;Northern Harr&#039;masir Radio:&#039;&#039;&#039; the largest entertainment radio station in the New Kingdom. Situated in Kaltir, it broadcasts traditional Tajaran music and radionovelas on a daily basis. Actors that are not talented or connected enough to join the Royal Theater will commonly find work in this station.&lt;br /&gt;
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== National Holidays == &lt;br /&gt;
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With their roots in the history and traditions of Kaltir and her people, the citizens of the New Kingdom struggled with being unable to celebrate their holidays during the brutal war effort to hold against the PRA&#039;s armies. &lt;br /&gt;
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*&#039;&#039;&#039;Day of Rightful Restoration (October 27th):&#039;&#039;&#039; celebrated by the NKA, this holiday marks the day Kaltir declared its independence, both during the era of the Colonial Wars and when King Azunja declared the New Kingdom. It touts the resilience of the Northern Harr’masir people and the stalwart Imperial Army. Pubs and bars fill up as its citizens celebrate their victory in the Second Revolution and the enduring legacy of the Kingdom of Kaltir. Museums and art galleries open fully to the public with no cost for tickets. A parade is always held in the capital, attracting people from across the Kingdom, with a royal procession from the Imperial Palace to the Law Academy. Following the ALA’s assassination attempt of the King and Field Marshal, the parade was halted until the war’s end. In D6, the House of Hamiyeh set up an enormous feast around the Sleeping Cannon Pub for the day, buying out food stocks from farms all around Mendell.&lt;br /&gt;
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*&#039;&#039;&#039;The Ice Waltz:&#039;&#039;&#039; held to celebrate the passing of the year, the Ice Waltz is a festival common across the Northern Harr’masir people. They gather at the shores of the ocean and set up platters for feasts, stages for musicians and plays, and various competitions ranging from wrestlers to gunslinging showmen. Halfway through the day, the waltz itself begins. To symbolize passing into a new year and a newer person, celebrators enter the freezing waters to demonstrate their own hardiness. While most opt to just dunk their feet in, the more daring don swimsuits and enter the sea.  Afterward, as warming pyres are lit, effigies made by families are tossed into the ocean. This is usually to avoid bad luck with the effigies depicting some sort of evil, such as Raskara or Hadii. The waltz is held on different days depending on the city but is always held during the lesser summer. In D6, the NKA community celebrates it on &#039;&#039;&#039;January 15th.&#039;&#039;&#039; Besides it happening on one of the many beaches near Mendell, there’s little to no difference between the holiday there and back on Adhomai.&lt;br /&gt;
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== Crime == &lt;br /&gt;
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Crime in the New Kingdom usually takes the form of robberies, hooliganism, and family feuds. With the opening of the economy to off-world investment following the armistice, wealth started to pour through the nation’s railways and ports. Gangs specialized in train robbery and cargo theft are starting to appear. These criminals wait in the prowl for the train to approach, forcing the locomotive to stop by throwing obstacles on the rails or by provoking avalanches. Hooliganism in the cities commonly happens after Farehal or Mahmrro games; fans of competing teams, after spending hours drinking in the pubs, fight each other on the streets over the result of the previous match.&lt;br /&gt;
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Family feuds are commonplace in the Kingdom because of society’s focus on one’s household. While nobles may prefer to engage in politics and abuse of their governmental positions to provoke and damage their enemies, the rural peasant population is known to participate in bloody vendettas that might span over generations. Many grudges even originate from events that transpired before the First Revolution. The government is eager and fast to intervene when the situation spirals out of control, but little is done to stamp out this mentality.&lt;br /&gt;
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= Economy =&lt;br /&gt;
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The New Kingdom of Adhomai uses Credit as their main currency, with the Adhomian knuckles and other local currencies being accepted and widely used by the population.&lt;br /&gt;
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Most of the NKA economy is based on agriculture and mining; as Northern Harr&#039;masir has large and rich mineral deposits. The industry is only present in the major urban centers, and it is heavily focused on the production of weapons and heavy machinery. Despite this, the New Kingdom suffers from an overwhelming public and private debt caused by the Tajaran civil war.&lt;br /&gt;
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The agricultural land is divided between large farms held by the nobility, and countless small and medium properties controlled by commoners. The technology employed in the farms of the New Kingdom is rudimentary and outdated when put in comparison to the one used in the People&#039;s Republic; such is the result of the years of neglect by the Hadii&#039;s administration and the isolation promoted by the global conflict. The earthen-root is one of the most common types of crop found in the farms of northern Harr&#039;masir.&lt;br /&gt;
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All members of the nobility that owns landed titles, except for those who already work on their own private enterprises, have the obligation to serve in the public bureaucracy, civil service, or military. Landless nobles are part of a class that can be drafted as part of the service gentry in times of need, otherwise, it is common for them to take positions in education, administration, as officers in the army, or in the medical field. Commoners are able to conduct enterprises of their own and practice most of the professions in the Kingdom, such as being doctors, soldiers, professors, and artists. However, the majority of the businesses are under the control of the nobility, forcing many commoners to work under a noble family in their companies. All nobles answer directly to the King and Crown, paying taxes to the government. There are no vassalage ties between nobles, with different titles serving to display how much land and prestige someone has. It is not uncommon for unlanded and petty nobility to seek employment and fortune outside of Adhomai.&lt;br /&gt;
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The New Kingdom&#039;s economy is experiencing unprecedented growth since the Armistice. Intergalactic trade and cooperation with megacorporations are helping the Kingdom to quickly modernize and recover from its debt. However, large national corporations now dominate the economy; thanks to their links with the government, these companies can secure the most profitable deals with the SCC.&lt;br /&gt;
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The presence of megacorporations is quickly growing since the New Kingdom has been receptive to the SCC. Unlanded nobles and entrepreneuring commoners are known to leave Adhomai to work for megacorporations, seeking fortune outside of the Kingdom.&lt;br /&gt;
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== Notable National Companies ==&lt;br /&gt;
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&#039;&#039;&#039;Dymtris Construction:&#039;&#039;&#039; a civil construction company based in the city of Dymtris. They are currently owned by the Rukhaylo dynasty, an influential family with contacts in the Parliament. Dymtris Construction specializes in constructing houses and restoring pre-contact buildings. They were responsible for the restoration of the Imperial Palace and are currently working on a large system of fallout bunkers through the Kingdom. Dymtris Construction is infamous for paying lower salaries and providing precarious accommodations to its workers, despite this, they enjoy popularity among NKA Tajara as one of the few non-alien construction firms.&lt;br /&gt;
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&#039;&#039;&#039;Royal Firearms:&#039;&#039;&#039; originally funded by a Kaltir&#039;s gunsmith as a small workshop, the Royal Firearms is a weapons company responsible for supplying the Royalist military with small arms. The enterprise also has a strong presence in the civilian markets with its revolvers and hunting shotguns. Royal Firearms is currently working with the government to develop and manufacture an automatic service rifle for the Kingdom&#039;s army. The New Kingdom&#039;s police and diplomatic services are also supplied by this corporation. Royal Firearms made extensive use of POW’s forced labor during the Second Revolution.&lt;br /&gt;
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&#039;&#039;&#039;Minharrzka Maritime Company:&#039;&#039;&#039; situated in Miran&#039;mir, the Minharrzka Maritime Company is the largest maritime engineering business in the New Kingdom. The company is involved in producing and maintaining the Royal Navy&#039;s ships. Minharrzka Maritime Company also builds civilian vessels. The organization is currently controlled by the Rahimkulov family. Because of the supposed friendship between the Rahimkulov dynasty and Grand Admiral Mahtra Dynhaas, the enterprise has access to the best contract possible with the navy. They are also the longest existing company among the “big three”.&lt;br /&gt;
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= Religion =&lt;br /&gt;
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The New Kingdom of Adhomai possesses no official religion, but the Crown claims the role of protector of the Ma&#039;ta&#039;ke creed and the Worship of S&#039;rand&#039;marr. Most of the population identify themselves as followers of the Ma’ta’ke pantheon, with S&#039;rand&#039;marr Worship being more common in the urban centers and with some noble houses.&lt;br /&gt;
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Foreign missionaries are permitted in the Kingdom territory, but their activity can be hindered by locals, that are considerably more religious than the average Republican citizen.&lt;br /&gt;
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= Language =&lt;br /&gt;
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Siik’maas and Ya’ssa are recognized as the official language of the New Kingdom of Adhomai, used in all official documents, and taught in schools. Other Tajaran languages are also commonly used, with Delvahhi being spoken by Rock Nomads and Nal’rasan by M’sai Amohdan exiles.&lt;br /&gt;
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The language of the nobility, Ya’ssa, is heavily promoted by the house of Azunja; it is currently undergoing a period of revival and renaissance as the official tongue of the NKA.&lt;br /&gt;
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= Regions =&lt;br /&gt;
[[File:Internaldivisions-nka.png|300px|thumb|A map of the New Kingdom&#039;s regions.]]&lt;br /&gt;
== Old Kaltir ==&lt;br /&gt;
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Stretching from Nusinsk, up the imthus, and towards the northern borders of the New Kingdom are the lands referred to as Old Kaltir. As the name implies, these lands were ruled by the Azjuna line before the First Revolution and the collapse of the Kingdom of Kaltir. This is the homeland of the most loyal of the NKA. Previously devastated in the First Revolution and once again during the Second Revolution, Old Kaltir is steadily rebuilding itself post-armistice. Construction workers and other laborers work hard to rebuild and industrialize the cities. Life in the villages continues on as always, but the trappings of modern corporate life slowly creep in thanks to increasing megacorporation presence in the New Kingdom. Planners believe that once the reconstruction is complete, the provinces of Old Kaltir will be the greatest in the New Kingdom. &lt;br /&gt;
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== Peninsula of Harr’nrr ==&lt;br /&gt;
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Settled in the very beginning of the Colonization Age and the [[S&#039;rendarr and Messa#The_Suns_War_of_Harr.27masir|Suns Wars]], the Peninsula of Harr’nrr is a venerable section of the continent. Its largest city, Baltor, was the first settlement to be constructed on Harr’masir. The land&#039;s old history is evident in the countless fortresses and sun temples that dot its forests and towns. Many of the temples remain in use, and every Sun Priest will be more than happy to share the great history of them with any traveler. The fortresses were made into museums or art galleries decades ago. Most of the land is covered in woodlands. Lumber exports are a prime industry for this region thanks to them. &lt;br /&gt;
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The Peninsula was under the control of the Ras’nrr Empire pre-Revolution. It was the only colonial holding kept on Harr’masir and ruled by a line of Kings that promoted strict adherence to their ideas of militarism. Much of the population were involved in supporting its heavily bloated army. Despite their claims of being the greatest fighting force on Adhomai however, the army of the Harr’nrr Kingdom was utterly annihilated by the PRA. Harr’nrri soldiers fought to their last in some of the most brutal clashes in the later stages of the First Revolution. Shockingly, the general population of the peninsula accepted Hadiist rule easily. Many came to see the People’s Republic as liberators from an oppressive military regime. To help transition the populace into the new culture espoused by the Republic local administrators began to promote artisanship and trades.&lt;br /&gt;
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During the Second Revolution, the population initially supported the Republic in its war effort. But the introduction of the PRA draft in 2458 led to mass protests in the cities and towns. When those protests were suppressed by the PSIS, support for other factions rose and the NKA and ALA began to compete for influence. While cities turned to the NKA, the towns and villages saw the rise of liberator cells. Ultimately it was the NKA who seized control of Baltor when their 2461 offensives swarmed over the land and their marines took Baltor. While the royalists celebrated the liberators were faced with a hard choice: Abandon their land to join their ideological brothers, or swallow a bitter pill and remain home under the New Kingdom. Most chose to leave for the lands held by the DPRA. Today, Baltor is a cultural centre of the NKA with its traditional artisans, artists, and filmographers gaining immense popularity across the nation. The Harr’nrri themselves are considered a more pacifistic and arts-inclined people, with a heavy emphasis on respect towards their fathers and faith.&lt;br /&gt;
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== The Borderlands == &lt;br /&gt;
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The borderlands refers to the region that was once the Duchy of S’rendul, now the southwest border of the New Kingdom. It is home to the Southern Harr&#039;masir citizens of the NKA. During the Second Revolution, this area saw fighting between the People’s Army and ALA-Funded bandits. The Imperial Army took the region after the pact between the DPRA and NKA was signed and the People’s Army was defeated at the northern front. Despite the ceasefire, many of the bandit gangs remained in the region. To this day they continue to cause issues for local law enforcement by robbing trains, transports, or businesses while claiming to be fighting for the liberation of the Southern Harr&#039;masir people. Compounding these issues of crime is the festering moonshining and counterfeiting rings appearing in the local settlements. Law enforcement and the Raakti Shariim have their hands full attempting to handle the problems. For every gang taken down another seemingly pops up to take their place. With the appearance of the Adhomai Democratic Front, an argument has erupted in the parliament over how to pacify the crime-riddled provinces. &lt;br /&gt;
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Life for the locals has changed little underneath the rule of the New Kingdom. Their traditions and culture are kept alive with currently no state interest in influencing them. The values of the Southern Harr’masir people continue as they did pre-Revolutions and the image of the noble but humble N’hanzafu rider shines on. Nobility from the old Duchy has returned to the region in the hopes of gaining political clout or business success. They’re generally unsuccessful in these endeavours unless they are one of the few granted power by the government or somehow strike it rich in the marketplace. &lt;br /&gt;
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== Zarr&#039;jirah Mountains == &lt;br /&gt;
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Located along the southern border and characterized by its sharp peaks, lush valleys, and hard-lived locals, the Zarr’jirah mountains are a small but beautiful corner of the NKA. The arid grasslands of the mountain sides are contrasted heavily by the valleys between them. During the summers the snow on these valleys melts to reveal fields of vibrant flowers and waist-high grasses. When the wind blows into the passes, the greenery is turned into a swirling grass sea. Towns and farms here are terraced and built into the mountainsides. Tourism has become a growing industry with the Second Revolution’s end.&lt;br /&gt;
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The mountain range is home to communities of M’sai. These people trace their lineage back to explorers sent across Harr’masir during the colonization age. In exchange for their services, the nobility had granted these M’sai the privilege of establishing their own homeland within the Zarr’jirah mountains. These mountain men honed their survivalist skills by carving out a home in the peaks. Zarr’jiri culture centers heavily around self-sufficiency and survivalism. Children from a young age are raised to be expert mountain climbers, foragers, and hunters. For most of Zarr’jiri history, children were forced to camp by themselves in the wilds to prove their skillset. The PRA ended this practice due to the increase in child mortality rates it caused. Men and women regularly travel into the wilds in the mountains and beyond to better their skills. The families that held the most prestige from their service would be the leaders of their respective town. Nowadays the mayors who preside over the towns are descendants of Zarr’jiri heroes. &lt;br /&gt;
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Zarr’jiri fought on behalf of the Great Duke of S’rendul during the First Revolution. When the nobility was soundly crushed by the PRA, Hadiist rulership came to the Zarr’jirah mountains. They opened up new mines to extract mineral wealth out of the area while employing the locals as labourers. Some of the denizens even came to join the Grand People’s Army. But when rumors of the restoration came to the mountains, the Zarr’jiri leaders listened. An envoy of King Azunja’s conspirators convinced them to assist in the uprising by exploiting royalist sentiments and tales of past glory. When the New Kingdom was declared in 2450 many Zarr’jiri fighters came to fill the ranks of the Alam&#039;ard. Those who remained in the range fought the local army garrison and dynamited the passes to cut off any counterattacks. The situation in the mountains for the next decade was harsh. Food was heavily rationed and constant patrols were needed to warn of the Grand People’s Army attempting to break the rockpiles or if another bombing run came. When the 2461 offensives of the Imperial Army finally reached the mountains the first thing that the returning fighters had done was loot grain stores to redistribute to their people. Despite the relief that followed, the effects of malnutrition have stunted many. The post-war situation has left much of the Zarr’jiri disillusioned. Their victory came at a severe cost to their peoples’ future with little to show for it besides vague promises from the Parliament, toxin-spewing mines, and a weakened population.&lt;br /&gt;
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== Nomadic Host of the Southern Borders ==&lt;br /&gt;
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A semi-autonomous province on the southeast borders of the New Kingdom, it was created after the end of the Tajaran Civil War. The region was gifted to the nomads as a reward for their support during the conflict. It is home to most of Harr&#039;masir [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]], under the leadership of [[Notable Tajara#King of the Mountains Rustam Harmaliik|Rustam Harmaliik]]. Rock nomads are allowed to practice their own customs and are granted a certain degree of autonomy within this place. In exchange for these benefits, they are tasked with defending the frontier and serving as cavalry in the Kingdom’s military. The low population density of the region allows wagons to roam freely; they are commonly followed by a herd of animals Despite the existence of the Host, most Zhan nomads still don’t recognize its borders. Caravans are known to leave the province and wander the rest of the Kingdom or beyond into the Democratic People’s Republic territories; this is a common source of friction between both countries. The nomads are seen as lesser-thans by much of the New Kingdom, even sometimes by the other settled Zhan-Khazan. When they leave their province they often face discrimination or stereotyping. Nomads have taken to wearing trophies and honors they gained as a display of their competency and might to those who look down on them. &lt;br /&gt;
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The province is governed by Rustom Harmaliik and his council of elders. Unlike the Kingdom’s citizens, the nomads only answer to their own leaders, instead of being subject to the Crown authority. Rhazar&#039;Hrujmagh living in the Host are seen as traitors by the rest of the Adhomian rock nomad community, as they decided to follow a leader that was elected without consulting the caravans of Ras’nrr. Non-nomadic inhabitants of the province are farmers and ranchers that lived in the region before the creation of the Host; they have a mixed relationship with the nomads. The conflict between the settlers and the Rhazar&#039;Hrujmagh is common, as they often see each other as unlawful occupants of the land.&lt;br /&gt;
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== Bar&#039;jar Amohda Exiles ==&lt;br /&gt;
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A large community of Amohdan immigrants can be found in Bar&#039;jar, transferred from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|Island]] to the New Kingdom after the ceasefire treaty with the Adhomai Liberation Army. Composed mainly of monarchists that followed the Royal Army after their retreat from Amohda, they have settled on the coast of the Northern Harr&#039;masir. They have brought their culture and martial art traditions with them, opening lodges and serving the New Kingdom’s military in their own auxiliary divisions. Most of the Amohdan community has not given up on the hopes of returning to their homeland; as the dream of restoring the monarchy in the isle is still alive among them. The relations between the exiles and the Kingdom’s citizens are generally positive. Many nobles seek to acquire Amohdan blades; a sought-after curiosity and sign of wealth. Despite the existence of this alliance, lodge membership and the learning of their swordsmanship remains something exclusive to the members of the Amohdan community.&lt;br /&gt;
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= Major Cities =&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir:&#039;&#039;&#039; the capital of the New Kingdom of Adhomai. The largest and most industrialized urban center in the Kingdom, with its industry focusing on heavy machinery and weaponry. Kaltir is known for its cultural attractions: museums, opera houses, art galleries, and traditional pubs are found within the city. The presence of megacorporations and alien elements is on the rise since the armistice; as Kaltir has the only functioning shuttle port in the entire country. The Kaltir Imperial Palace, the home of the Azunja dynasty, can be found here. The [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]] is one of its most renowned learning centers.&lt;br /&gt;
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*&#039;&#039;&#039;Bar&#039;jar:&#039;&#039;&#039; a coastal town, home to the majority of Amohda exiles residing in the New Kingdom. Most of its inhabitants are employed in the fishing or clam farming business. The city is famous for its seafood cuisine, Ras&#039;val Clams are considered a staple in the region. The Amohdan population has started to open their lodges and mix their traditions with the local ones, creating their own blend of culture. Bar’jar also had contact with Zhan nomads during the war; as it was the location where they were temporarily settled before the creation of the nomadic host.&lt;br /&gt;
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*&#039;&#039;&#039;Miran&#039;mir:&#039;&#039;&#039; the main harbor of the New Kingdom, where the bulk of the royal navy is situated. Home to the largest shipyard in Adhomai, where several ships dock daily for repair or supplies. Most of the locals are employed in the shipwright industry or in the service sector. The city is visited daily by travelers and sailors from all over the Kingdom. Miran&#039;mir is the home of the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]] and its museum.&lt;br /&gt;
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*&#039;&#039;&#039;Dymtris:&#039;&#039;&#039; the site of the now-defunct Dymtris Line, which protected the New Kingdom for nearly a decade before being destroyed by the major People&#039;s Republic offensive in 2458. The city has an important cultural significance; it is the bastion that protected Kaltir from the Republican Army for years. Dymtris was changed deeply by the constant battles close to it, many memorials and monuments dedicated to the ones that fell in its defenses can be found in the streets and parks. [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]] can be found in this city. Marryam is the patron god of Dymtris.&lt;br /&gt;
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*&#039;&#039;&#039;Baltor:&#039;&#039;&#039; a fortress founded during the Gunpowder Age; it was the landing site of the royal armies during the Suns’ wars. Baltor plays a strategic role in controlling the Ras&#039;val sea during the war. A town emerged around the fort over time, attracted by the safety provided by the military presence. The city is known for its skilled watchmaker artisans, a trade that has been passed down through generations. The Mez&#039;gin clock tower, located at the town square, is one of its points of interest.&lt;br /&gt;
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*&#039;&#039;&#039;Olska:&#039;&#039;&#039; a mining town close to the Zarragh Lake. The city was one of the last Republican bastions in Harr’masir during the final chapters of the Second Civil War. However, it avoided any substantial damage due to the surrender of the garrison during its siege. The Kraszar Library is the main attraction in Oslka; an extensive deposit of knowledge preserved by its priesthood. The city attracts many scholars and Kraszarrumalkarii, with some of them taking up residence on it. Its parks have reserved spots for storytelling. Kraszar is the patron god of Olska.&lt;br /&gt;
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*&#039;&#039;&#039;Tunguska:&#039;&#039;&#039; once a secretive People&#039;s Republic military base in the northern wastelands of Harr’masir. The compound was attacked by the Royal Navy in 2459. For unknown reasons, the New Kingdom abandoned Tunguska shortly after its capture. Its underground installations were sealed and all the military hardware was left behind; it is a collection of buildings, tanks, and autogyros that remain left to rust on the cold winds. The compound has turned into an eccentric tourist attraction, with Tajara and alien visitors paying local guides to take them to the area. Many return with stories of unexplained events happening at Tunguska, ranging from disembodied voices to the entire place changing shape and size overnight.&lt;br /&gt;
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*&#039;&#039;&#039;Nusinsk:&#039;&#039;&#039; a city built around the extraction and processing of Nas’kin Ocean’s oil reserves. Once a small fishing village before the discovery of oil close to its shore, Nuskink was quickly transformed by Al’mari’s administration into a major refinery center. However, any wealth was drained away to the more central places of the People&#039;s Republic; the locals did not benefit from the discovery. Most refineries and platforms were moved or destroyed during the Second Revolution. After the Armistice, the New Kingdom is slowly rebuilding the city’s industry to help fuel their fleet and growing industrialization. Growing air and water pollution are now one of the city’s major concerns.&lt;br /&gt;
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= Architecture =&lt;br /&gt;
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The dominant architectural school in the New Kingdom is known as Adhomian Neoclassical. This style seeks inspiration from Pre-War buildings. Its main characteristics are complex structures, colorful exteriors, intricate ornamentation, and asymmetrical designs. While Royalist architects were mostly focused on restoring old buildings to their former glory, the wealth brought by the Armistice has created opportunities for the nobility to commission new extravagant monuments. Even when struggling with their previous debts, the New Kingdom&#039;s nobles still seek to build a fancy summer house. While Commoners&#039; houses are more practical and do not stray from cheap materials, they are still adorned with traditional pieces of art and vibrant colors.&lt;br /&gt;
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== Major Monuments ==&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir Imperial Palace:&#039;&#039;&#039; the ancestral home of the Azunja dynasty, the Kaltir Imperial Palace once served as the Kingdom&#039;s seat of government. Today, its function is to house the royal family and host events. Much of its previous decoration and furniture was lost during the Hadiist invasion of the Kingdom; the building was transformed into an administrative office by the People&#039;s Republic. With the help of Miran&#039;mir Academy&#039;s Restorers, the Palace is slowly recovering its missing objects.&lt;br /&gt;
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*&#039;&#039;&#039;Vlrralkhzazhul Line:&#039;&#039;&#039; built after the offensive of 2459, the Vlrralkhzazhul Line is a long system of bunkers, pillboxes, trenches, and air defenses meant to protect the northern regions of the Kingdom. Unlike the defunct Dymtris Line, it survived until the end of the war. Despite its distance from the frontier, Vlrralkhzazhul continues to be expanded; its mighty halls and wide complexes are unmatched by any other fortification system in Adhomai. Many suspect that this expansion is nothing but a plot by the military to embezzle funds.&lt;br /&gt;
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*&#039;&#039;&#039;Mez&#039;gin clock tower:&#039;&#039;&#039; situated in Baltor&#039;s main square, the Mez&#039;gin Clock Tower is a Gunpowder Age era astronomical clock. Commissioned by the Rasn&#039;rr Empire, the tower is the oldest Adhomian clock still in function. The monument is adorned with statues of mythological figures, ancient Kings, and deities. The clock is famous for its accuracy and extremely complex mechanism for its time. Legends claim that the clockmaker who designed Mez&#039;gin was blinded on the order of the emperor so he could not replicate his work.&lt;br /&gt;
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= Technology =&lt;br /&gt;
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Much like the Democratic People’s Republic, the New Kingdom inherited a portion of Republican technology when they broke from the once-unified Hadiist government. However, the social strata of the Kingdom is exceedingly different, and their isolated territory in the North did not see that much development prior to the War. The New Kingdom has been forced to grapple with this reality, and, as a result, most advanced technology has been appropriated by the landed nobility unlike the peasants, who are left to return to the old ways. &lt;br /&gt;
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== Civilian ==&lt;br /&gt;
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By design, the noble families of the New Kingdom enjoy access to a wide variety of modern inventions. Once again, the nobility has begun to hoard technology for itself, and while different levels of political power and nobility permit access to varying ranges of items, almost all are more easily capable of acquiring imports thanks to their elevated status. Nobles enjoy devices like televisions, radios, gaming systems, automobiles, computers, advanced kitchen appliances - anything they can afford to buy and import and upgrade in their own household. Eventually, though, the prices of these new imports and inventions do fall, giving the peasantry wider access to newer technology  - though not before the nobles have had their fill of it.&lt;br /&gt;
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Peasant homes are usually constructed with wood and stone and may have few utilities. Owing to their far northern homeland, boilers and wood-burning stoves are typical to provide warmth and hot water. The average peasant does not have an icebox, however, and most families store their food and meat in the ground under the snow as Tajara did for thousands of years. Simple, reliable furniture and breathable, sturdy clothing for the workday is favored. Some well-off rural peasants or farmers may be able to have electricity installed so they may power things like radios or simple appliances like irons, but most households rely on oil lamps and the local river for needs like light or clothes washing. &lt;br /&gt;
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Cities in the interior of the Kingdom enjoy easier access to these amenities. Rural villages and settlements tend to be the most backward, but life in the numerous Imperial population centers does tend to offer a higher quality of life. While by no means approaching the level of wealth and decadence landed nobility might enjoy, city-dwellers do gain access to utilities like plumbing, heating, and electricity. Widespread illiteracy means that most homes in the city have radios so they can receive news and updates from the Imperial government. The New Kingdom has many of these bustling metropolises, and though they are nowhere near as industrialized as the Republic, a melding of technology with older Tajaran styles and traditions has offered city-living peasants a brighter lease on life.&lt;br /&gt;
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The New Kingdom’s industry is heavily focused on the mining and agricultural sectors, and as such these tend to receive the most investment and attention from Imperial elements. Miners and farmers still use old methods of transportation, like lever-powered mine-carts or N’hanzfu-driven tills for their needs, and mining especially does not come without inherent dangers. A good portion of the populace is devoted to maintaining these two economic powerhouses, favoring the agricultural sector. To escape from the monotony of this work, and in lieu of entertainment like televisions or radios, the performing arts have made a huge comeback in the North. Plays, musicals, poetry nights - anything to help distract the peasantry from the grind of their daily lives. Theaters are especially common in most villages.&lt;br /&gt;
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Personal computers are a rare sight in the New Kingdom’s homes; only the nobility has enough influence to acquire one. Following the Armistice and further deals with megacorporations, terminals have been shipped to most villages and major cities for general use. These machines are found in the houses and offices of the local governors, which are all usually nobles, for them to decide when it is proper for anyone to use the computer. Owning to this practice, most of the population’s access to this technology is held hostage by the plutocracy.&lt;br /&gt;
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=== Notable Civilian Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;Pryzark-19:&#039;&#039;&#039; a half-track, brougham style automobile designated to be sold to the nobility. Anyone planning to buy a Pryzark-19 will likely have to acquire a loan. As the Kingdom&#039;s economy grows, these cars have become a status symbol. This has led to a subculture of nobility heavily modifying their Pryzark-19’s to suit their tastes and showboat their wealth. Queen Shumaila is known to be an avid admirer of the Pryzark-19; tabloids speculate she owns at least three.&lt;br /&gt;
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*&#039;&#039;&#039;Ha&#039;rron Sled:&#039;&#039;&#039; used since immemorial times by the Tajara, the Ha&#039;rron Sled is now only commonly seen in the northern territories of the New Kingdom. As much of the technology is concentrated in the hands of the nobility, the population in most isolated regions has to rely on the old ways for transport. Trained since birth, the pulling Ha&#039;rron can traverse hundreds of kilometers of snow and ice in a matter of days. Sleds were used to bring supplies to the army during the winter. The Raaki Shariim also make extensive use of them during rural operations. &lt;br /&gt;
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*&#039;&#039;&#039;Icehover:&#039;&#039;&#039; a boat-shaped, amphibian vehicle capable of traveling over ice, land, and water. The Icehover works by blowing air under the hull that is above the atmosphere&#039;s pressure. The difference in pressure causes drift that allows the vehicle to move. The Icehover is favored by fishers for its versatility; it can be used in warmer seasons and when the sea is frozen because of the winter. The Icehover’s appearance among the river pirates of Southern Harr’masir has led to accusations of the NKA government supplying piracy there.&lt;br /&gt;
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== Medical ==&lt;br /&gt;
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Advanced medical treatment in the New Kingdom is typically reserved for the upper class. The landed nobility get to enjoy the most of new advancements in gene therapy, surgery, or cosmetic operations - far beyond what the average peasant can get, thanks to their political status and the privilege that comes with it. Equally, with the New Kingdom currying favor with NanoTrasen, they have access to medical care even on par with what the average Republican citizen may receive in cities like Nal’tor. The same, however, cannot be said of the lower classes. Peasants are often hospitalized for longer periods of time and tend to have higher mortality rates both from increased stressors and dangers from work and insufficient medical care.&lt;br /&gt;
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Traditional remedies, such as the usage of Messa&#039;s Tears or S&#039;rendarr&#039;s Hands, are popular for cuts and burns. Many peasants still practice old methods of curing ailments, like salt-water gargling for strep throat and even in some rural areas bloodletting to ‘cleanse the body of its unnatural vapors’. Poor understanding of medicine amongst the rural population complicates wounds sometimes, but some medical architecture leftover from the Republicans still remains, giving the typical peasant the ability to visit a doctor - if they can afford it. Most cannot, however, and village religious leaders or family elders tend to care the most for their injured. Education and understanding of anatomy is not as advanced, and experience varies wildly from village to village.&lt;br /&gt;
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Infant mortality rates in the New Kingdom tend to be high. While the children of nobility tend to have easier access to life-saving care in the event of abnormal births or defects, peasant families are not nearly so fortunate. The typical New Kingdom family will have many children, but there is a high chance a few may die in the first few months or years of their lives. This has diminished somewhat with the introduction of vaccinations to larger cities in the New Kingdom, but unlike other powers, medical facilities lack the ability to mass-produce these inoculations and the government relies on NanoTrasen to step in, leading to a rise in the cost of drug prices.&lt;br /&gt;
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== Military ==&lt;br /&gt;
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Unlike the People&#039;s Republic or the Democratic Republic, the infantry of the New Kingdom is not as mechanized. While they do have tank corps and technicians, they still maintain the usage of outdated tactics and units like cavalry or grenadiers. Whereas the other powers focused their power on offensive research, the New Kingdom prepped for and successfully waged a defensive war against the invading Republican army. Most branches of their military are aimed towards defending the northern territory - with their most offensive units being their naval forces. Indeed, out of the three powers, the New Kingdom has invested the most into its navy.&lt;br /&gt;
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Some of the Republic’s most brilliant admirals and veteran ship crews seceded with the New Kingdom, a defeat that the Republican navy has not recovered from. While this benefit does not give them much beyond bombardment for land operations, the massive fleet of formidable ships, aircraft carriers, and anti-submarine detectors has kept both other powers on the ropes when it comes to engagements on the seas. Their enemies are wary of engaging the Imperial Navy unless absolutely required - and as such, this reputation equally carries over with privateers or pirates, who scarcely engage with the Imperial Navy as well. &lt;br /&gt;
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The New Kingdom is widely known for having very reliable equipment; military research is less involved in experimental or expensive designs, and instead industrial capacity is devoted towards tried-and-true and traditional weapons, like bolt-action rifles or bayonets. Lacking the intense industrialization of the other nations, artisans of the New Kingdom focus on producing arms and armor that is less prone to failure and requires less maintenance. It takes longer, but the end result typically is the production of high-quality armaments, giving the average Imperial soldier a leg up on the battlefield.&lt;br /&gt;
&lt;br /&gt;
=== Notable Military Vehicles ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zhsram II:&#039;&#039;&#039; a prewar light tank commissioned by the military at the start of the Second Revolution. The tank turned out to be rather unreliable and had limited space for its staff. Due to a shortage of experienced crew, technical issues, and lack of concise doctrine, the Zhsram II saw little use. New tanks continue to be built and provided to the army, but the high command is urgently attempting to find a better replacement for the outdated vehicle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Railroad Cannon:&#039;&#039;&#039; artillery pieces or naval cannons mounted on train wagons used extensively by the New Kingdom during the Second Revolution. Lacking fast transportation methods, the military made use of the train system to quickly bring artillery to the frontlines. This also allowed them to deploy bigger guns. The railroad cannon was effective when defending and sieging cities, but proved to be vulnerable to airstrikes and rail sabotage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armored Aerosled:&#039;&#039;&#039; a propeller-driven sled used for reconnaissance. Introduced throughout the offensive of 2461, the armored aerosled is protected by light metal armor and is usually armed with a machinegun. It is crewed by a driver, which sits closer to the engine, and a gunner at the front. Plans to further develop this vehicle are currently underway; military officers have proposed arming the aerosled with anti-tank guns and grenade launchers for hit-and-run attacks.&lt;br /&gt;
&lt;br /&gt;
== Extranet ==&lt;br /&gt;
&lt;br /&gt;
The New Kingdom has officially entered the extranet in 2458 after acquiring a contract with frontier providers. Because of this later arrival, most of the websites are government-related or hosted by migrants. The Royalism extranet is atrociously slow due to the outdated and scarce national infrastructure. Censorship is limited to content considered immoral by the general public. &lt;br /&gt;
&lt;br /&gt;
=== Notable Websites ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TheirHeritage:&#039;&#039;&#039; a website destined to cataloging and preserving the history and members of the noble dynasties. Users can create profiles and add themselves to the treelines after confirming their identities through documents and pictures. TheirHeritage is infamous for not allowing non-Njarir and Tajara of mixed background to register.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;WorkDay:&#039;&#039;&#039; created to help the growing city business find employees, Workday has grown to become the main Employment website of the New Kingdom. Outside of the popularity with the locals, it has helped the megacorporation in finding willing and skilled labor to ship off the planet. Despite originally being a free service, there is now a premium subscription that allows a user privileged access to megacorporation opportunities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Miran&#039;mir Archive:&#039;&#039;&#039; the digitalized archive of the Miran’mir Academy of Scientific Pursuits museum. The website was created as part of an initiative to preserve the Tajaran history threatened by the war. The website provides access to digital versions of ancient Adhomian texts, interactive images of artifacts, and academic papers.&lt;br /&gt;
&lt;br /&gt;
= Government and Ideology =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai is a constitutional monarchy, with the King acting as the head of the judicial and executive system. The Parliament is divided into a chamber of Nobles and a chamber of Commoners. The Chamber of Nobles is constituted by hereditary positions held by the nobility. The representatives in the Chamber of Commoners are elected through elections. The Crown Heir is selected through the appointment of the King, with the approval of the parliamentarians.&lt;br /&gt;
&lt;br /&gt;
Because of the intrinsic relationship between the nobility and the public offices in the Kingdom, rivalities between the existing dynasties are common. Many of the positions are used to gain more prestige for one&#039;s family or sabotage a rival&#039;s attempt to secure a post of importance. &lt;br /&gt;
&lt;br /&gt;
== Royalism ==&lt;br /&gt;
&lt;br /&gt;
Royalism is an ideology characterized by monarchism, a constitution limiting the power of the monarch, the existence of a noble class, and the acceptance of the traditional Tajaran caste system. Its origins can be traced back to the end of the interwar period, where growing discontent with the People’s Republic allowed the return of an old dynasty bearing promises of change. Royalism attempts to reinstate the rule of the nobility over Adhomai while correcting the supposed flaws that caused the First Revolution. Despite not being adverse to progress, this ideology avoids any kind of fast change.&lt;br /&gt;
&lt;br /&gt;
The caste system is believed to be an essential and unavoidable element of the Taraja species. However, the active enforcement of those differences is considered detrimental; society will naturally enforce and drift towards them without any kind of interference. Instead of trying to make every Tajara equal, Royalism claims that every ethnicity has its own separated but indispensable function. But ultimately, the Njarir’Akhran are the indisputable masters.&lt;br /&gt;
&lt;br /&gt;
Royalism is open to diplomacy with alien powers and is generally welcoming of megacorporations. However, this stance is primarily tolerated due to the necessity of support in the conflict against the other Adhomian powers. &lt;br /&gt;
&lt;br /&gt;
=== Schools of Thought ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conservative Royalism:&#039;&#039;&#039; supported by the land-owning nobility, Conservative Royalism aims to maintain the political and social status quo while bringing economic prosperity to the Kingdom. A Monarch restricted by a parliament, composed of hereditary titles, and a constitution is seen as the perfect system to guide the Tajara people. Decision-making should remain in the hands of the nobility, while commoners should have their survival and basic rights guaranteed by the state. Megacorporations are welcomed with open arms by Conservative Royalists; they are an opportunity to attract foreign investments and modernize the nation. [[Notable Tajara#Grand Duke Akym Yudenikh|Grand Duke Akym Yudenikh]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Royalism:&#039;&#039;&#039; supported by the military and the rural population, Absolute Royalism believes that the power should be concentrated in the hands of the Monarch. The parliament and the constitution are obstacles to the progress of the nation. An absolute monarchy backed up by a strong army and navy is deemed as the best alternative to secure the Kingdom against any threats. Due to their might, the Majesty has the right to dictate what is the most adequate alternative to any situation. Absolute Royalists are opposed to diplomacy with alien governments and the presence of megacorporations, for they believe that the nation should not rely on foreigners to stand on its own. [[Notable Tajara#Grand Admiral Mahtra Dynhaas|Grand Admiral Mahtra Dynhaas]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populist Royalism:&#039;&#039;&#039; supported by intellectuals and the urban working class, Populist Royalism plans to further democratize the New Kingdom. While the banishment of the monarchy is unthinkable, it should instead be delegated to a symbolic role. All of the power should be in the hands of democratically elected officials. The people should take an active part in the politics and their well-being is the main priority to the Kingdom. Nobility should remain a mere cultural formality to preserve the families&#039; heritage. Populist Royalists are not opposed to megacorporations, but their activities should be tightly regulated to prevent abuses and a takeover of the nation. [[Notable Tajara#Prince Serhiy Oliinyk|Prince Serhiy Oliinyk]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revival Royalism:&#039;&#039;&#039; also called Njarir&#039;Akhran Supremacism by its opponents, this school of thought was formulated by Absolute Royalist extremists. While Revival Royalism shares its parent ideology&#039;s authoritarianism, its main difference lies in its reactionary vision of the Tajaran caste system. Revival Royalism believes that enforcing the traditional roles through the law is necessary; society would soon fall into chaos without the ever guiding hand of the Njarir&#039;Akhran. No Tajara ethnicity is superior, only built for different purposes. Revival Royalism considers individuals of mixed heritage to be an abomination - products of a degeneracy that must be dealt with harshly. The alien and its machinations are seen to be incompatible with the Tajara; ignoring them completely is the best course of action. Its adherents are known for their interest in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric ideas]]. [[Notable Tajara#Count Tscherim Sanguszkho|Count Tscherim Sanguszkho]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
== Political Parties ==&lt;br /&gt;
&lt;br /&gt;
The Parliament is divided into three parties;&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Royal Party:&#039;&#039;&#039; this party encompasses most of the agrarian landowners and high nobility, known to be loyalists to the ruling dynasty. Their main interest lies in protecting the rights of the nobility and strengthening the civil government. Nobles and monarchists usually support this party, as they see it as the one that is fully aligned with the interests of the house of Azunja and the Kingdom. They do not oppose the presence of megacorporations and diplomacy with other galactic states.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Officers Party:&#039;&#039;&#039; this party is composed mostly of army officers, navy captains, and fervorous patriots. They seek to strengthen the importance of the military in the politics and daily life of the Kingdom, usually clashing with the other two parties. Their main platforms include increasing the spending and modernization of the armed forces. Soldiers and sailors usually support this party, as it is one of the few ways they can improve their condition and participate in politics through their superiors. They are staunchly against the presence of megacorporations and have an isolationist instance in regard to galactic diplomacy.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Commoners Party:&#039;&#039;&#039; despite its name, this party is made up of lower-ranking and landless nobles. They aim to increase the rights of the commoners and move the government to a more democratic orientation, reducing the King’s powers and the reliance on the army. Members of this organization are known to hold meetings with the population to gather and understand their concerns, making use of those problems to create their own political agenda. Factory workers, learned professionals, and urban inhabitants usually support this party, as this organization is one of the few ways that their voice can reach the Parliament. While not opposed to the presence of megacorporations, the Commoners Party is against them being allowed into the Kingdom without strict laws to control their expansion. They have an open but cautious approach in regard to diplomacy with other states.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Njarir&#039;Akhran Renewal Fraternity:&#039;&#039;&#039; once a private club exclusive to the nobility, the Njarir&#039;Akhran Renewal Fraternity became the main proponent of the Revival Royalism. Thanks to the support of the most authoritarian elements in the Parliament, it was given official party status in 2463. While the Fraternity is still a minority in the government, they are eager to support the Officers and Royal parties to acquire more influence. Supported by the most radical royalists, the Njarir&#039;Akhran Renewal Fraternity pushes for an even more authoritarian government, alongside spouting a very reactionary view on the Tajaran caste system.&lt;br /&gt;
&lt;br /&gt;
== Royal Ministry of Intelligence ==&lt;br /&gt;
&lt;br /&gt;
Formed during the early stages of the second revolution, the Royal Ministry of Intelligence, also known as the Office of Ungentlemanly Affairs, can trace its origins to royalist circles that organized their meetings in cellars of Kaltir’s pubs. First serving as the force used to free King Azunja from his prison, the RMI has evolved into an agency tasked with dealing with all kinds of foreign intelligence and threats. Internal matters are handled by the ministry of interior and its subordinated departments.&lt;br /&gt;
&lt;br /&gt;
Agents of the Royal Ministry of Intelligence are adept in espionage, reconnaissance, interrogation, and surveillance. Information gathering and counterintelligence are the main tasks of the RMI, as they prefer to work closely with the military in their operations. Several diplomats and consular officials are members of the agency, as their positions allow them more contact with the affairs of other nations. They have added Biesel to their theaters of operations after the armistice.&lt;br /&gt;
&lt;br /&gt;
== Law ==&lt;br /&gt;
&lt;br /&gt;
The law in the New Kingdom possesses a written code but most of its decisions rely on precedents and local customs. Judges are directly appointed by the Crown to their position. There is no jury in the Kingdom’s courts. Citizens have the right to hire any lawyer they see fit, but the government still offers public defenders for those who can not afford to pay for one. In spite of this provision, there is a distinct shortage of public attorneys. The justice system is biased towards the nobility, offering them greater protection and rights than the ones afforded to the commoners.&lt;br /&gt;
&lt;br /&gt;
Law enforcement in the New Kingdom is the responsibility of the Royal Constabulary, an agency under the direct control of each province. The police in urban centers are known to be well equipped and trained. Mounted constables are still extensively used in rural areas.&lt;br /&gt;
&lt;br /&gt;
===Royal Peacekeepers===&lt;br /&gt;
&lt;br /&gt;
Formed shortly after the New Kingdom declared its existence, the Royal Peacekeepers (Raakti Shariim in Siik’maas) are a specialized policing force for the Kingdom. As the Royal Constabulary was formed to manage individual provinces, the Peacekeepers exist as a Kingdom-wide force focusing on higher-profile targets such as spies, terrorists, domestic enemies of the Kingdom, and persons of interest. Their origins lie in the old orders of M&#039;sai enforcers who would track criminals roaming from fief to fief or over the borders of Kaltir. While the Peacekeepers remain mostly M&#039;sai, other races of the Tajara can be found in its ranks. &lt;br /&gt;
&lt;br /&gt;
Officers of the Peacekeepers are specialized in handling not just investigations and arrests, but also surviving the harsh conditions they may come across while tracking criminals. Rock-climbing, foraging, medical aid, and other skills ensure the Peacekeepers will be able to handle anything the wildness can throw at them. Armored cars are the typical mode of transportation for Peacekeepers in urban areas, but they retain bred Ha&#039;rron steeds for rural operations.&lt;br /&gt;
&lt;br /&gt;
== Adhomai Democratic Front ==&lt;br /&gt;
&lt;br /&gt;
As unfulfilled promises pile up, income inequality grows, and megacorporation influence expands, some Tajara within the New Kingdom have become disillusioned with Royalism. Founded by radicals from the Commoners Party, the Adhomai Democratic Front is an underground movement that aims to abolish the monarchy and establish a democracy. Unlike the moderates in the parliament, the Front has no interest in taking part in the government and prefers a more partisan approach. Organizing strikes, protesting, and civil disobedience are their main tools. The Crown considers the Democratic Front to be a terrorist organization; its members are actively persecuted by the Royal Peacekeepers. The ongoing repression is quickly radicalizing the group; calls for armed action are becoming increasingly common.&lt;br /&gt;
&lt;br /&gt;
Because of the distance from the capital and large working population, the Adhomai Democratic Front found most of its support in the region around Olska. Supporters from the former lands of Kaltir, which stretched from Nusinsk and northwards, are very rare. While the New Kingdom accuses the group of being an Al&#039;mariist and Hadiist puppet, there is no real evidence of this. Its leadership and internal structure are currently unknown to the public.&lt;br /&gt;
&lt;br /&gt;
== International Relations ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; the New Kingdom of Adhomai was recognized in 2461 as a legitimate state by the Republic of Biesel as part of the Armistice of Shastar. The relation between both nations remains cordial but distant. The Kingdom is attempting to approach the Republic through the further integration of megacorporations in its economy. As part of these attempts, artifacts from the Museum of Miran’mir were borrowed for an exhibition at Mendell’s Museum of Immigration in 2462. Royalist agents operating in Biesel have to take extra precautions to remain undetected; the local authorities are not willing to tolerate their activities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039; the first state to recognize the New Kingdom was the Empire of Dominia in 2461. The recognition came at a time when the Kingdom was desperately looking for allies. However, this support was received with suspicion by the royalist military faction. The relation between both nations is mainly focused on trade and political support. Dominia’s plan for the future is to incorporate the Kingdom into its sphere of influence. The Empire of Dominia does not recognize the other two Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
== Flag ==&lt;br /&gt;
&lt;br /&gt;
Inspired by the Kingdom of Kaltir&#039;s standard, the New Kingdom of Adhomai flag was created shortly after the rebellion by the Royalist clique who freed King Vahzirthaamro. The flag&#039;s blue color is the one traditionally associated with the nobility, the tree is the symbol of the Azunja&#039;s dynasty, and the Twin Suns Icon represents the New Kingdom&#039;s ambitions of conquering all of Adhomai.&lt;br /&gt;
&lt;br /&gt;
= Military Forces =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai is composed of the [[Tajaran Military Structures#Imperial Adhomian Army (New Kingdom of Adhomai)|Imperial Adhomian Army]], the [[Tajaran Military Structures#Royal Flying Corps (New Kingdom of Adhomai)|Royal Flying Corps]] and the [[Tajaran Military Structures#The Royal Navy (New Kingdom of Adhomai)|Royal Navy]]. The Imperial Adhomian is the ground army of the NKA, made up mainly of infantry divisions, supported by artillery, cavalry, and the few armored vehicles that the Kingdom is able to bring in service. Despite being poorly equipped by Tajaran standards, they are able to deploy efficient defensive tactics. Each commoner family in the New Kingdom of Adhomai has the duty of offering a single member of their household to serve in the military, while the nobility usually serves in positions of command.&lt;br /&gt;
&lt;br /&gt;
During the Second Revolution, the Imperial Adhomian Army was infamous for its mistreatment of war prisoners. The conditions in the prison camps were precarious and food shortages were widespread. Captured soldiers were commonly used as forced laborers in the Kingdom&#039;s mines, plantations, and construction projects. Prisoners were borrowed by the military to work on the properties and companies of the nobility. Roads and military works were also built by the inmates. Prisoners were subject to the most dangerous and unwanted jobs, such as clearing minefields. During her time in the army, Queen Shumaila Azunja was known for being a major proponent of using forced labor. It is estimated that at least 65% of the soldiers captured by the New Kingdom perished while in captivity due to a combination of starvation, overworking, sickness, and mistreatment.&lt;br /&gt;
 &lt;br /&gt;
The Royal Navy is the powerhouse of the Kingdom military, nearly securing supremacy on the seas. Created through the defection of most officers, alongside their ships and supplies, during the uprising. The New Kingdom’s naval force was able to secure the shores of Northern Harr&#039;masir, but was proven to be less useful in the overall land conflict.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Due to its isolation and economic situation, the New Kingdom of Adhomai relies on more traditional weaponry. Soldiers are usually armed with simple bolt action rifles and bayonets, while sailors and expeditionary marines are given the few available semi-automatic weapons. Officers have more freedom in their gear, as they are allowed to use any personnel weapon on the field.&lt;br /&gt;
&lt;br /&gt;
Firearms are more common in rural regions than in the few urban centers, owning to the culture of the agrarian nobility and peasantry. Commoners are able to obtain and carry small semi-automatic weapons, such as hunting shotguns and pistols. Nobles have more freedom in acquiring weapons, being granted the right to acquire automatic weapons.&lt;br /&gt;
&lt;br /&gt;
=== Notable Weapons ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hand Cannon:&#039;&#039;&#039; created because of a shortage of weapons that happened in the New Kingdom of Adhomai during the second civil war. Old naval culverins found in museums and forgotten warehouses were adapted into portable weapons, combining modern and ancient Tajaran technology. Usually found in the hands of sailors and marines of the Royal Navy,  this fearsome firearm is able to proper small cannonballs with destructive force.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Firearms Service Revolver:&#039;&#039;&#039; a simple and reliable double-action revolver, favored by the nobility, officers, and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom’s markets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lawbringer Mk.I:&#039;&#039;&#039; an advanced and rare energy weapon, obtained through a mysterious otherworldly benefactor. Equipped with varying rates of fire, a nonlethal setting, and various types of ammunition which include explosive, incendiary, and armor-piercing rounds. The handgun boasts a DNA lock that prevents anyone other than its owner from using it. The presence of the Lawbringer causes awe in the forces of New Kingdom and their enemies, as the few Imperial Dragoons allowed to wield it are well trained in its use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Frozen Sea Harpoon Gun:&#039;&#039;&#039; adapted from fishing tools, harpoons were found to be useful weapons in the hands of the Royal Navy and Army. Their ammunition can be equipped with all sorts of implements, such as explosives and even grappling hooks. Large guns are usually mounted on warships, serving as a complement to their traditional cannons. Smaller versions are usually carried by sailors and fishermen.&lt;br /&gt;
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[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=23577</id>
		<title>New Kingdom of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=23577"/>
		<updated>2022-02-23T19:44:00Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Peninsula of Harr’nrr */ corrects offensives year&lt;/p&gt;
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[[File:New Kingdom of Adhomai.png|thumb|Flag of the New Kingdom of Adhomai. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== New Kingdom of Adhomai ==&lt;br /&gt;
&lt;br /&gt;
The last major faction is the rebellious New Kingdom of Adhomai, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
&lt;br /&gt;
During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
&lt;br /&gt;
[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Kaltir&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Adhomian, Royalist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Siik’maas and Ya’ssa&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The history of the New Kingdom of Adhomai has its roots in the Kingdom of Kaltir, the entity that was conquered by the People&#039;s Republic at the end of the first Tajaran civil war. Regardless of the fall of the old order, the population of Northern Harr&#039;masir was still loyal to the past ruling dynasty, the house of Azunja. Rebellious sentiments and plots started to ferment some years after the occupation by the Republican forces, with intellectuals seeking to break the Hadii domination while the common folk wanted the return of their benevolent rulers.&lt;br /&gt;
&lt;br /&gt;
In 2449, Vahzirthaamro Azunja, the heir of the previous king, was rescued during the plot that would set in motion the uprising that would create the New Kingdom of Adhomai. With the war being declared officially in 2450, the closest supporters of the returning house were granted their places as the new nobility. Instead of seeking to merely restore the old regime, the Crown tried to learn from the mistakes of the deposed nobility to avoid being a victim of the same situation.&lt;br /&gt;
&lt;br /&gt;
The rebellion occupied most of Northern Harr&#039;masir, securing the past territories of the old Kingdom of Kaltir. However, when the PRA’s army was able to organize themselves and mount a counter-attack, the NKA were pushed in a defensive position; they were only able to hold back due to their land defenses and navy. The Dymtris Line, a mighty union of fortresses, trenches, and anti-air defenses, was built to hold the enemy from reconquering the rest of the country.&lt;br /&gt;
&lt;br /&gt;
The tides of war turned in favor of the Kingdom in 2458, with the defeat of a Republican offensive that destroyed the Dymtris line. The royal army was able to mount a limited offensive, establishing the Vlrralkhzazhul ﻿Line. In the next year, a terrorist attack hit the Parliament, nearly throwing the nation into a civil war, as the King was forced to become the head of all branches of the government, while countless candidates disputed with each other the succession of the vacant offices.&lt;br /&gt;
&lt;br /&gt;
Another royalist offensive happened in 2461, reinforced by forces coming from Amohda and loyal Rock nomads, the New Kingdom was able to recover its original territory, forcing the People’s Republic out of Northern Harr&#039;masir. The Kingdom signed the Armistice of Shastar in the same year, guaranteeing their peace and recognition before the galactic community. King Azunja passed away in 2463. Queen Shumaila Azunja, Vahzirthaamro&#039;s niece, is the current monarch.&lt;br /&gt;
&lt;br /&gt;
= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai culture is characterized as traditional; instead of trying to change the Tajaran caste system, those divisions are seen as a natural part of the way of life. While the government does not officially enforce the castes, there is a great societal expectation that each Tajara will attempt to stay in their customary roles related to their ethnicity.&lt;br /&gt;
&lt;br /&gt;
Society is divided between nobles and commoners. The nobility of the New Kingdom of Adhomai was created from the remnants of old Adhomian houses, descendants of the deposed rulers, and supporters of the currently ruling dynasty. Nobles are considered to be the leaders and leading intellectuals of the Kingdom. Most nobility titles are hereditary, with some orders being granted as a reward for one&#039;s effort or service to a certain family. King is the highest landed title, followed by Grand Duke, Duke, Marquis, Count, and Baron. Unlanded members of noble families are usually referred to as Princes. Petty Lord is the term used for unlanded nobles that are not part of any lineage. If any landed nobles lose their land, they become a Prince and forfeits their political privileges.&lt;br /&gt;
&lt;br /&gt;
Commoner is the term used for any individual that is not part of a noble family, holds no titles, or is a foreigner. While occupying a social position with less political rights, they have fewer expectations, as they are not bound to repay the Crown for their position through work. Despite the existence of this separation, social mobility is possible, as the most successful Tajaran commoners are able to buy titles of nobility. Citizens of the New Kingdom’s territories usually bear strong patriotic sentiments, seeing the Crown as the protector of their culture and land, while the civilization of the PRA is seen as a threat to their heritage. The People&#039;s Republic was unable to stamp down those sentiments during their occupation, due to the stubbornness of the local population and the distance between northern Harr&#039;masir and Nal’tor. Republican imagery and establishments were soon destroyed or confiscated during the uprising. &lt;br /&gt;
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The inhabitants of the rural areas are seen as rugged frontiersmen and rustic farmers, known for their traditional values and love for the simple way of life. While the agrarian nobility prefers to serve in military positions, having the fame for supplying brave army officers and captains for the Royal Navy. Both of them commonly subscribe to the concept of sacred hospitality, where a guest should be treated with the utmost respect. Urban dwellers are more inclined to pursue the fields related to education, medicine, administration, and arts. A growing working class, composed mostly of migrating peasants, is emerging because of the slow industrialization of the economy. Nobles living in cities may enjoy greater opportunities and luxuries that those rare urban centers may offer while preferring to work in the bureaucracy and politics of the Kingdom.&lt;br /&gt;
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Patriotic citizens will commonly greet each other by saying: &amp;quot;Suns bless the north.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Because of its focus on lineages, the traditional Tajaran family has an important role in the New Kingdom of Adhomai. Personal prestige and satisfaction are second to the needs of one’s dynasty. Extended families are the norm, most Tajara continue to live with their parents after marriage. Acquiring a partner of respectable pedigree is a common expectation set upon the nobles. Commoners suffer from less pressure, but many seek to marry into nobility to raise their social status.&lt;br /&gt;
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In line with the conservative Tajaran culture, deviant behavior is shunned by the people and New Kingdom’s authorities. Laws exist to persecute anyone that engages in such activities, but they are frequently interned in mental asylums instead of serving time in jail. Dating outside of one’s ethnicity is still taboo. Individuals of mixed heritage are seen in a negative light; they are commonly labeled as bastards.&lt;br /&gt;
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== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
Before the first great war, most of the land was owned by the privileged aristocracy of the Kingdom of Kaltir, which utilized the peasantry to work in the fields. After the great war and with the capitulation of the Kingdom of Kaltir, most of the ownership of the land was taken away from the hands of the nobles and distributed among peasants and bureaucrats loyal to the new government. Under the New Kingdom of Adhomai most of the land was given to supporters of the Azunja dynasty. A large part of the population is still employed in the agrarian field, and traditional agriculture plays an important role. The technology employed in the farms of the New Kingdom is considered rudimentary and outdated. Mechanized farm equipment is a rare sight and shortages of food are still a present menace to the population.&lt;br /&gt;
&lt;br /&gt;
The Earth-Root soup is a common sight on the tables, of all social sectors, in the Northern Harr&#039;masir. Prepared traditionally with water, Earth-Root, and other plants, such as the Nif-Berries. Other main dishes include stews, commonly prepared using Snow Strider’s meat, hunted by the local M’sai population. Common alcoholic beverages might include fermented Sugar Trees and Earth-Root’s extracts, mixed with honey from Messa’s Tears or from the native apiculture. Victory Gin can also be found in the borders of the New Kingdom of Adhomai, but its production and importation have ceased, due to the drink relation with the enemy regime. &lt;br /&gt;
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=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fermented Hma&#039;trra Meat:&#039;&#039;&#039; large pieces of Glacier Worm meat that have been fermented for months. It has a strong taste and smell because of its large concentration of ammonia, usually causing anyone not accustomed to it to vomit. This dish originated as a way to preserve meat during the harsh winters of Northern Harr&#039;masir. It is served alongside alcoholic beverages.&lt;br /&gt;
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*&#039;&#039;&#039;Spicy Ras&#039;val Clams:&#039;&#039;&#039; made from the prized Ras’val Clams served alongside spicy herbs and Adhomian vegetables, this recipe has gained galaxy-wide fame after the First Revolution. It became exceedingly expensive outside of Adhomai during the Second Revolution because of the blockade imposed by the Orbital Fleet; as off-world clam farms were unable to cope with the demand.&lt;br /&gt;
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*&#039;&#039;&#039;Creamice:&#039;&#039;&#039; The traditional dessert of Northern Harr&#039;masir is considered by many as being the mixture of ice, Fatshouters’s milk, sugar, and Nif-Berries’ oil, named Creamice. The popular tales claim it was invented after a famine desolated the land, resulting in the population resorting to eating snow, however, such tale has been classified by most historians as nothing but fiction. Creamice is commonly consumed by the nobility since they are the ones that can afford the luxury of refrigeration.&lt;br /&gt;
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=== Notable Beverages ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tree-Bark Firewater:&#039;&#039;&#039; high-content alcohol distilled from Earthen-Root or Blizzard Ears. Tree bark is commonly added to the drink to give it a distinct flavor. The firewater&#039;s origins can be traced back to the pre-contact times where impoverished peasants would make alcohol out of anything they could find. Homebrewing remains a tradition in the New Kingdom&#039;s rural parts. These traditional spirits are also manufactured by large breweries and sold to the urban population as handcrafted.&lt;br /&gt;
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*&#039;&#039;&#039;Darmadhir Brew:&#039;&#039;&#039; a famous variation of the Nm&#039;shaan Liquor; it is described as one of Adhomai&#039;s finest spirits. It is produced solely by a small family-owned brewery in Miran&#039;mir. Its recipe is a secret passed down through the generations of the Darmadhir household since immemorial times. The only living member of the family, Hazyr Darmadhir, is a 68 years old Tajara. His sole heir and son died in the Second Revolution after being drafted to fight for the royal army. Alcohol collectors stipulate that the brew&#039;s price will skyrocket after Hazyr&#039;s death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mutthir:&#039;&#039;&#039; a beverage made with Fatshouters&#039; yogurt mixed with Nm’shaan&#039;s sugar and sweet herbs. Mutthir is usually consumed during meals by both nobles and commoners. The drink can also be smoked for flavor. Mutthir is believed to have originated from the worldwide appreciated Fatshouters&#039; fermented milk. Rock Nomads living in the Nomadic Host were quick to adopt the drink to their diet.&lt;br /&gt;
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=== Gifting Tradition ===&lt;br /&gt;
&lt;br /&gt;
The conditions at Northern Harr&#039;masir are deemed harsh even for the standards of Adhomai, a planet known for its extreme climate. Due to such, a culture of cooperation and generosity emerged as a response before the hardships supported both by the nobility and the commoners. It is a common tradition when visiting someone’s else household, to gift the host a dish, with the more common choices being Earthen-Root’s soups, stews or desserts. This custom is observed both by nobles and the common population, being recognized as a sign of friendship, generosity, and, as some might argue wealth. It is an act of disrespect to visit someone and do not bring them a gift, and it is considered an insult to reject the offering.&lt;br /&gt;
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=== Military Nutrition ===&lt;br /&gt;
&lt;br /&gt;
The early Alam&#039;ardii forces relied on the landed nobility to provide them food, with the resources being taken from the private properties of their contractors. Their rations were composed mainly of salt-cured Snow Strider&#039;s meat, Blizzard Ears&#039;s flour, and Fatshouters’s milk. The defection of many officers from the Republican navy to the imperial side introduced the concept of canned goods, a luxury at the time, being used as rations. Large shipments of supplements, included food, were smuggled by the officers and their crew during the formation of the Royal Navy.&lt;br /&gt;
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With the conscription enacted by the parliament and the king, it was necessary to find a better method to store and feed the armed forces. The Mrraka&#039;te&#039;almalik, inspired by the navy, contracted a canning factory, one of the few to provide such service in the city of Kaltir, to supply canned goods for the Imperial Army. While certain issues were solved with the utilization of canning, the Navy was prioritized above the Imperial Army. Food shortages are still common among the land forces, and many officers have to rely on buying supplies from other sources or even enforcing rationing among their ranks.&lt;br /&gt;
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== Fashion ==&lt;br /&gt;
&lt;br /&gt;
Commoners and nobles usually wear similar clothing in their daily lives; traditional Tajaran garments or working attires. Military uniforms are a popular choice among the rural nobility, with the urban elite dressing in a most modest manner. Peasants prefer wool and fur clothes, made to withstand the bitter cold of the north. The metropolitan population favors comfortable overalls and worn suits.&lt;br /&gt;
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Jewelry, tail adornments, and veils are in rich abundance, often showing off small and intricate details of individual personalities. More intricated and fancy outfits are reserved for special events, such as parties or parades. Dresses long hidden that have gone from generation to generation, peacoats, and cloaks adorning every modern gentleman, suits tailored to fit. Even if the Kingdom lacks in treasury they always find that extra credit to spend on a new dashing coat.&lt;br /&gt;
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== Music ==&lt;br /&gt;
&lt;br /&gt;
The Music in the New Kingdom of Adhomai typically deals with the restoration of the old ways, the idyllic lifestyle of the rural areas, and tales of folk heroes. Folks instruments are widespread, alien equipment can be only found in large urban centers.  Artists are free to perform and publish their work without asking for governmental authorization, but without government help or the patronage of a noble, it is uncommon for any producer to gain notoriety. Censorship is usually uncommon, but pieces that are considered indecent or offensive to the Crown are quickly forbidden by the law.&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai war songs claimed for the restoration of the monarchy and the destruction of the Republican enemy during the first years of the Second Civil War. As the Kingdom was pushed into a defensive position, the themes changed to honor the sacrifice of the unyielding defenders and the call to restore the Kingdom of Kaltir’s old borders.&lt;br /&gt;
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=== National Anthem ===&lt;br /&gt;
&lt;br /&gt;
The New Kingdom&#039;s national anthem was originally a war chant sung by the monarchist soldiers in the battle against the People&#039;s Republic. It expresses the royalist intentions of returning the monarchy back into control of Adhomai.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;March of the Loyal Soldier&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
From Olska, the masterful library,&lt;br /&gt;
from Baltor, the great watchmakers of old,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
As mighty as rolling thunder,&lt;br /&gt;
Into battle, the riflemen march,&lt;br /&gt;
Were they made rough.&lt;br /&gt;
&lt;br /&gt;
Furious winds,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
furious winds, they were made strong,&lt;br /&gt;
So did the ruthless storms reign on Adhomai,&lt;br /&gt;
They were made strong.&lt;br /&gt;
&lt;br /&gt;
No exhaustion, no fear!&lt;br /&gt;
They shall stand up for you!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
They&#039;ll send their greetings!&lt;br /&gt;
To the waves of the Ras&#039;val Sea!&lt;br /&gt;
&lt;br /&gt;
Remember the terror!&lt;br /&gt;
Remember the dark times!&lt;br /&gt;
An ode to old glory,&lt;br /&gt;
An ode to new found glory!&lt;br /&gt;
Suns will defend,&lt;br /&gt;
The prestige of their kind!&lt;br /&gt;
&lt;br /&gt;
The Kingdom is bound to rise!&lt;br /&gt;
Blazed by the suns!&lt;br /&gt;
And this song will be heard,&lt;br /&gt;
To the city of Nal&#039;tor!&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
The interest in literature was reignited with the creation of the New Kingdom; as books were once a symbol of status among the old nobility. Pre-contact texts are prized and actively copied in an attempt to safeguard whatever survived the book burnings of the First revolution. Reading for entertainment is associated with the nobility and the urban Tajara, while the rural population has more contact with plays through the theater. The revival of Ya’ssa has also helped strengthen the nobility interested in literature.&lt;br /&gt;
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While many writers attempt to copy the style of the pre-contact text, the content is largely related to the reality of the Modern Tajara. The romanticization of the Traditional Tajaran life, the retelling of old tales in a modern setting, and tragic stories are the most common themes found in the NKA literature. &lt;br /&gt;
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=== Notable Books ===&lt;br /&gt;
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*&#039;&#039;&#039;The New Kingdom:&#039;&#039;&#039; a political text written by King Vahzirthaamro Azunja during his time in hiding. The book calls for the toppling of the Hadiist regime and the restoration of a constitutional monarchy. The New Kingdom proposes the creation of a new political system to preserve the traditional Tajaran society while avoiding the pitfalls of the previous regime. Copies were illegally published and smuggled all across Northern Harr&#039;masir before the uprising. &lt;br /&gt;
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*&#039;&#039;&#039;When the Clock Strikes:&#039;&#039;&#039; the retelling of a pre-contact family tragedy centered around the town of Bal’tor. While the original setting was situated during the gunpowder age, this version places the characters in the era shortly before the return of King Azunja. The story follows the daily struggle and drama of two feuding families. The text is famous for its bleak outcome and criticism of revenge.&lt;br /&gt;
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*&#039;&#039;&#039;Zhan Mine:&#039;&#039;&#039; a novel romanticizing the society pre-contact and criticizing the First Rebellion. The book tells the story of a group of Zhan-Khazan miners who rebel against their Njarir overseers, hoping to create an underground community where all Tajara are equal. A power struggle soon ensues between the rebels, resulting in infighting and purges. Ultimately, the rebellion is betrayed when a group of Zhan Tajara opens the shaft&#039;s entrance to a squad of M&#039;sai enforcers.&lt;br /&gt;
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== Television ==&lt;br /&gt;
&lt;br /&gt;
Due to technological constraints and its association with the People’s Republic, television is barely present within the New Kingdom. It is only found in noble homes and among some urban families. The influence of the traditional Tajaran theater is still present in the shows; broadcasts are usually theatrical recordings or based on plays. Alien shows have only started to make their way into the New Kingdom.&lt;br /&gt;
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=== Notable Shows ===&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir Royal Theater Broadcast:&#039;&#039;&#039; a show dedicated to broadcasting plays performed at the Kaltir Royal Theater. The program is popular with the growing urban middle class; as they lack the time and the money to attend fancy plays in person. Oleg Al&#039;Mor&#039;s works are one of the main attractions of the show.&lt;br /&gt;
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*&#039;&#039;&#039;Drunken Earthen-root:&#039;&#039;&#039; a low-budget sketch comedy show, created by a group of Kaltir Law Academy dropouts. Known for its black comedy and satire, the show explores the anachronistic nature of the New Kingdom through absurd situations and observational sketches without punchlines. The series gathered a cult following outside of Adhomai thanks to its rather unique humor.&lt;br /&gt;
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*&#039;&#039;&#039;The Cold Court:&#039;&#039;&#039; a telenovela set during the gunpowder age. The story is focused on the plots and interpersonal dramas of the imperial court of Ras&#039;nrr. Having no set protagonist, the series follows the stories of several courtiers and their attempts to gain the favor of the King of Kings. The show is infamous for killing off its character abruptly despite their popularity with the audience.&lt;br /&gt;
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== Radio ==&lt;br /&gt;
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Because of its simple technology, the radio can be found in most homes in the New Kingdom. Despite this, entertainment takes a backseat before the necessity of broadcasting news and the Crown announcements. Pubs and other gathering centers will have at least one radio that is left on during the entire day. Amateur radios are widespread in rural areas.&lt;br /&gt;
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=== Notable Radio Stations ===&lt;br /&gt;
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*&#039;&#039;&#039;The Crown Herald:&#039;&#039;&#039; the main government news station. Originally a pirate radio created to broadcast the return of King Azunja, the channel was brought by the Crown to be its main means of communication with the population. Parliament decisions and the King’s speeches are broadcasted daily to the subjects of the Kingdom through the Crown Herald.&lt;br /&gt;
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*&#039;&#039;&#039;Northern Harr&#039;masir Radio:&#039;&#039;&#039; the largest entertainment radio station in the New Kingdom. Situated in Kaltir, it broadcasts traditional Tajaran music and radionovelas on a daily basis. Actors that are not talented or connected enough to join the Royal Theater will commonly find work in this station.&lt;br /&gt;
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== National Holidays == &lt;br /&gt;
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With their roots in the history and traditions of Kaltir and her people, the citizens of the New Kingdom struggled with being unable to celebrate their holidays during the brutal war effort to hold against the PRA&#039;s armies. &lt;br /&gt;
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*&#039;&#039;&#039;Day of Rightful Restoration (October 27th):&#039;&#039;&#039; celebrated by the NKA, this holiday marks the day Kaltir declared its independence, both during the era of the Colonial Wars and when King Azunja declared the New Kingdom. It touts the resilience of the Northern Harr’masir people and the stalwart Imperial Army. Pubs and bars fill up as its citizens celebrate their victory in the Second Revolution and the enduring legacy of the Kingdom of Kaltir. Museums and art galleries open fully to the public with no cost for tickets. A parade is always held in the capital, attracting people from across the Kingdom, with a royal procession from the Imperial Palace to the Law Academy. Following the ALA’s assassination attempt of the King and Field Marshal, the parade was halted until the war’s end. In D6, the House of Hamiyeh set up an enormous feast around the Sleeping Cannon Pub for the day, buying out food stocks from farms all around Mendell.&lt;br /&gt;
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*&#039;&#039;&#039;The Ice Waltz:&#039;&#039;&#039; held to celebrate the passing of the year, the Ice Waltz is a festival common across the Northern Harr’masir people. They gather at the shores of the ocean and set up platters for feasts, stages for musicians and plays, and various competitions ranging from wrestlers to gunslinging showmen. Halfway through the day, the waltz itself begins. To symbolize passing into a new year and a newer person, celebrators enter the freezing waters to demonstrate their own hardiness. While most opt to just dunk their feet in, the more daring don swimsuits and enter the sea.  Afterward, as warming pyres are lit, effigies made by families are tossed into the ocean. This is usually to avoid bad luck with the effigies depicting some sort of evil, such as Raskara or Hadii. The waltz is held on different days depending on the city but is always held during the lesser summer. In D6, the NKA community celebrates it on &#039;&#039;&#039;January 15th.&#039;&#039;&#039; Besides it happening on one of the many beaches near Mendell, there’s little to no difference between the holiday there and back on Adhomai.&lt;br /&gt;
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== Crime == &lt;br /&gt;
&lt;br /&gt;
Crime in the New Kingdom usually takes the form of robberies, hooliganism, and family feuds. With the opening of the economy to off-world investment following the armistice, wealth started to pour through the nation’s railways and ports. Gangs specialized in train robbery and cargo theft are starting to appear. These criminals wait in the prowl for the train to approach, forcing the locomotive to stop by throwing obstacles on the rails or by provoking avalanches. Hooliganism in the cities commonly happens after Farehal or Mahmrro games; fans of competing teams, after spending hours drinking in the pubs, fight each other on the streets over the result of the previous match.&lt;br /&gt;
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Family feuds are commonplace in the Kingdom because of society’s focus on one’s household. While nobles may prefer to engage in politics and abuse of their governmental positions to provoke and damage their enemies, the rural peasant population is known to participate in bloody vendettas that might span over generations. Many grudges even originate from events that transpired before the First Revolution. The government is eager and fast to intervene when the situation spirals out of control, but little is done to stamp out this mentality.&lt;br /&gt;
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= Economy =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai uses Credit as their main currency, with the Adhomian knuckles and other local currencies being accepted and widely used by the population.&lt;br /&gt;
&lt;br /&gt;
Most of the NKA economy is based on agriculture and mining; as Northern Harr&#039;masir has large and rich mineral deposits. The industry is only present in the major urban centers, and it is heavily focused on the production of weapons and heavy machinery. Despite this, the New Kingdom suffers from an overwhelming public and private debt caused by the Tajaran civil war.&lt;br /&gt;
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The agricultural land is divided between large farms held by the nobility, and countless small and medium properties controlled by commoners. The technology employed in the farms of the New Kingdom is rudimentary and outdated when put in comparison to the one used in the People&#039;s Republic; such is the result of the years of neglect by the Hadii&#039;s administration and the isolation promoted by the global conflict. The earthen-root is one of the most common types of crop found in the farms of northern Harr&#039;masir.&lt;br /&gt;
&lt;br /&gt;
All members of the nobility that owns landed titles, except for those who already work on their own private enterprises, have the obligation to serve in the public bureaucracy, civil service, or military. Landless nobles are part of a class that can be drafted as part of the service gentry in times of need, otherwise, it is common for them to take positions in education, administration, as officers in the army, or in the medical field. Commoners are able to conduct enterprises of their own and practice most of the professions in the Kingdom, such as being doctors, soldiers, professors, and artists. However, the majority of the businesses are under the control of the nobility, forcing many commoners to work under a noble family in their companies. All nobles answer directly to the King and Crown, paying taxes to the government. There are no vassalage ties between nobles, with different titles serving to display how much land and prestige someone has. It is not uncommon for unlanded and petty nobility to seek employment and fortune outside of Adhomai.&lt;br /&gt;
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The New Kingdom&#039;s economy is experiencing unprecedented growth since the Armistice. Intergalactic trade and cooperation with megacorporations are helping the Kingdom to quickly modernize and recover from its debt. However, large national corporations now dominate the economy; thanks to their links with the government, these companies can secure the most profitable deals with the SCC.&lt;br /&gt;
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The presence of megacorporations is quickly growing since the New Kingdom has been receptive to the SCC. Unlanded nobles and entrepreneuring commoners are known to leave Adhomai to work for megacorporations, seeking fortune outside of the Kingdom.&lt;br /&gt;
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== Notable National Companies ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dymtris Construction:&#039;&#039;&#039; a civil construction company based in the city of Dymtris. They are currently owned by the Rukhaylo dynasty, an influential family with contacts in the Parliament. Dymtris Construction specializes in constructing houses and restoring pre-contact buildings. They were responsible for the restoration of the Imperial Palace and are currently working on a large system of fallout bunkers through the Kingdom. Dymtris Construction is infamous for paying lower salaries and providing precarious accommodations to its workers, despite this, they enjoy popularity among NKA Tajara as one of the few non-alien construction firms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Royal Firearms:&#039;&#039;&#039; originally funded by a Kaltir&#039;s gunsmith as a small workshop, the Royal Firearms is a weapons company responsible for supplying the Royalist military with small arms. The enterprise also has a strong presence in the civilian markets with its revolvers and hunting shotguns. Royal Firearms is currently working with the government to develop and manufacture an automatic service rifle for the Kingdom&#039;s army. The New Kingdom&#039;s police and diplomatic services are also supplied by this corporation. Royal Firearms made extensive use of POW’s forced labor during the Second Revolution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minharrzka Maritime Company:&#039;&#039;&#039; situated in Miran&#039;mir, the Minharrzka Maritime Company is the largest maritime engineering business in the New Kingdom. The company is involved in producing and maintaining the Royal Navy&#039;s ships. Minharrzka Maritime Company also builds civilian vessels. The organization is currently controlled by the Rahimkulov family. Because of the supposed friendship between the Rahimkulov dynasty and Grand Admiral Mahtra Dynhaas, the enterprise has access to the best contract possible with the navy. They are also the longest existing company among the “big three”.&lt;br /&gt;
&lt;br /&gt;
= Religion =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai possesses no official religion, but the Crown claims the role of protector of the Ma&#039;ta&#039;ke creed and the Worship of S&#039;rand&#039;marr. Most of the population identify themselves as followers of the Ma’ta’ke pantheon, with S&#039;rand&#039;marr Worship being more common in the urban centers and with some noble houses.&lt;br /&gt;
&lt;br /&gt;
Foreign missionaries are permitted in the Kingdom territory, but their activity can be hindered by locals, that are considerably more religious than the average Republican citizen.&lt;br /&gt;
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= Language =&lt;br /&gt;
&lt;br /&gt;
Siik’maas and Ya’ssa are recognized as the official language of the New Kingdom of Adhomai, used in all official documents, and taught in schools. Other Tajaran languages are also commonly used, with Delvahhi being spoken by Rock Nomads and Nal’rasan by M’sai Amohdan exiles.&lt;br /&gt;
 &lt;br /&gt;
The language of the nobility, Ya’ssa, is heavily promoted by the house of Azunja; it is currently undergoing a period of revival and renaissance as the official tongue of the NKA.&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
[[File:Internaldivisions-nka.png|300px|thumb|A map of the New Kingdom&#039;s regions.]]&lt;br /&gt;
== Old Kaltir ==&lt;br /&gt;
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Stretching from Nusinsk, up the imthus, and towards the northern borders of the New Kingdom are the lands referred to as Old Kaltir. As the name implies, these lands were ruled by the Azjuna line before the First Revolution and the collapse of the Kingdom of Kaltir. This is the homeland of the most loyal of the NKA. Previously devastated in the First Revolution and once again during the Second Revolution, Old Kaltir is steadily rebuilding itself post-armistice. Construction workers and other laborers work hard to rebuild and industrialize the cities. Life in the villages continues on as always, but the trappings of modern corporate life slowly creep in thanks to increasing megacorporation presence in the New Kingdom. Planners believe that once the reconstruction is complete, the provinces of Old Kaltir will be the greatest in the New Kingdom. &lt;br /&gt;
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== Peninsula of Harr’nrr ==&lt;br /&gt;
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Settled in the very beginning of the Colonization Age and the [[S&#039;rendarr and Messa#The_Suns_War_of_Harr.27masir|Suns Wars]], the Peninsula of Harr’nrr is a venerable section of the continent. Its largest city, Baltor, was the first settlement to be constructed on Harr’masir. The land&#039;s old history is evident in the countless fortresses and sun temples that dot its forests and towns. Many of the temples remain in use, and every Sun Priest will be more than happy to share the great history of them with any traveler. The fortresses were made into museums or art galleries decades ago. Most of the land is covered in woodlands. Lumber exports are a prime industry for this region thanks to them. &lt;br /&gt;
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The Peninsula was under the control of the Ras’nrr Empire pre-Revolution. It was the only colonial holding kept on Harr’masir and ruled by a line of Kings that promoted strict adherence to their ideas of militarism. Much of the population were involved in supporting its heavily bloated army. Despite their claims of being the greatest fighting force on Adhomai however, the army of the Harr’nrr Kingdom was utterly annihilated by the PRA. Harr’nrri soldiers fought to their last in some of the most brutal clashes in the later stages of the First Revolution. Shockingly, the general population of the peninsula accepted Hadiist rule easily. Many came to see the People’s Republic as liberators from an oppressive military regime. To help transition the populace into the new culture espoused by the Republic local administrators began to promote artisanship and trades.&lt;br /&gt;
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During the Second Revolution, the population initially supported the Republic in its war effort. But the introduction of the PRA draft in 2458 led to mass protests in the cities and towns. When those protests were suppressed by the PSIS, support for other factions rose and the NKA and ALA began to compete for influence. While cities turned to the NKA, the towns and villages saw the rise of liberator cells. Ultimately it was the NKA who seized control of Baltor when their 2461 offensives swarmed over the land and their marines took Baltor. While the royalists celebrated the liberators were faced with a hard choice: Abandon their land to join their ideological brothers, or swallow a bitter pill and remain home under the New Kingdom. Most chose to leave for the lands held by the DPRA. Today, Baltor is a cultural centre of the NKA with its traditional artisans, artists, and filmographers gaining immense popularity across the nation. The Harr’nrri themselves are considered a more pacifistic and arts-inclined people, with a heavy emphasis on respect towards their fathers and faith.&lt;br /&gt;
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== The Borderlands == &lt;br /&gt;
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The borderlands refers to the region that was once the Duchy of S’rendul, now the southwest border of the New Kingdom. It is home to the Southern Harr&#039;masir citizens of the NKA. During the Second Revolution, this area saw fighting between the People’s Army and ALA-Funded bandits. The Imperial Army took the region after the pact between the DPRA and NKA was signed and the People’s Army was defeated at the northern front. Despite the ceasefire, many of the bandit gangs remained in the region. To this day they continue to cause issues for local law enforcement by robbing trains, transports, or businesses while claiming to be fighting for the liberation of the Southern Harr&#039;masir people. Compounding these issues of crime is the festering moonshining and counterfeiting rings appearing in the local settlements. Law enforcement and the Raakti Shariim have their hands full attempting to handle the problems. For every gang taken down another seemingly pops up to take their place. With the appearance of the Adhomai Democratic Front, an argument has erupted in the parliament over how to pacify the crime-riddled provinces. &lt;br /&gt;
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Life for the locals has changed little underneath the rule of the New Kingdom. Their traditions and culture are kept alive with currently no state interest in influencing them. The values of the Southern Harr’masir people continue as they did pre-Revolutions and the image of the noble but humble N’hanzafu rider shines on. Nobility from the old Duchy has returned to the region in the hopes of gaining political clout or business success. They’re generally unsuccessful in these endeavours unless they are one of the few granted power by the government or somehow strike it rich in the marketplace. &lt;br /&gt;
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== Zarr&#039;jirah Mountains == &lt;br /&gt;
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Located along the southern border and characterized by its sharp peaks, lush valleys, and hard-lived locals, the Zarr’jirah mountains are a small but beautiful corner of the NKA. The arid grasslands of the mountain sides are contrasted heavily by the valleys between them. During the summers the snow on these valleys melts to reveal fields of vibrant flowers and waist-high grasses. When the wind blows into the passes, the greenery is turned into a swirling grass sea. Towns and farms here are terraced and built into the mountainsides. Tourism has become a growing industry with the Second Revolution’s end.&lt;br /&gt;
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The mountain range is home to communities of M’sai. These people trace their lineage back to explorers sent across Harr’masir during the colonization age. In exchange for their services, the nobility had granted these M’sai the privilege of establishing their own homeland within the Zarr’jirah mountains. These mountain men honed their survivalist skills by carving out a home in the peaks. Zarr’jiri culture centers heavily around self-sufficiency and survivalism. Children from a young age are raised to be expert mountain climbers, foragers, and hunters. For most of Zarr’jiri history, children were forced to camp by themselves in the wilds to prove their skillset. The PRA ended this practice due to the increase in child mortality rates it caused. Men and women regularly travel into the wilds in the mountains and beyond to better their skills. The families that held the most prestige from their service would be the leaders of their respective town. Nowadays the mayors who preside over the towns are descendants of Zarr’jiri heroes. &lt;br /&gt;
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Zarr’jiri fought on behalf of the Great Duke of S’rendul during the First Revolution. When the nobility was soundly crushed by the PRA, Hadiist rulership came to the Zarr’jirah mountains. They opened up new mines to extract mineral wealth out of the area while employing the locals as labourers. Some of the denizens even came to join the Grand People’s Army. But when rumors of the restoration came to the mountains, the Zarr’jiri leaders listened. An envoy of King Azunja’s conspirators convinced them to assist in the uprising by exploiting royalist sentiments and tales of past glory. When the New Kingdom was declared in 2450 many Zarr’jiri fighters came to fill the ranks of the Alam&#039;ard. Those who remained in the range fought the local army garrison and dynamited the passes to cut off any counterattacks. The situation in the mountains for the next decade was harsh. Food was heavily rationed and constant patrols were needed to warn of the Grand People’s Army attempting to break the rockpiles or if another bombing run came. When the 2459 offensives of the Imperial Army finally reached the mountains the first thing that the returning fighters had done was loot grain stores to redistribute to their people. Despite the relief that followed, the effects of malnutrition have stunted many. The post-war situation has left much of the Zarr’jiri disillusioned. Their victory came at a severe cost to their peoples’ future with little to show for it besides vague promises from the Parliament, toxin-spewing mines, and a weakened population. &lt;br /&gt;
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== Nomadic Host of the Southern Borders ==&lt;br /&gt;
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A semi-autonomous province on the southeast borders of the New Kingdom, it was created after the end of the Tajaran Civil War. The region was gifted to the nomads as a reward for their support during the conflict. It is home to most of Harr&#039;masir [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|Rhazar&#039;Hrujmagh]], under the leadership of [[Notable Tajara#King of the Mountains Rustam Harmaliik|Rustam Harmaliik]]. Rock nomads are allowed to practice their own customs and are granted a certain degree of autonomy within this place. In exchange for these benefits, they are tasked with defending the frontier and serving as cavalry in the Kingdom’s military. The low population density of the region allows wagons to roam freely; they are commonly followed by a herd of animals Despite the existence of the Host, most Zhan nomads still don’t recognize its borders. Caravans are known to leave the province and wander the rest of the Kingdom or beyond into the Democratic People’s Republic territories; this is a common source of friction between both countries. The nomads are seen as lesser-thans by much of the New Kingdom, even sometimes by the other settled Zhan-Khazan. When they leave their province they often face discrimination or stereotyping. Nomads have taken to wearing trophies and honors they gained as a display of their competency and might to those who look down on them. &lt;br /&gt;
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The province is governed by Rustom Harmaliik and his council of elders. Unlike the Kingdom’s citizens, the nomads only answer to their own leaders, instead of being subject to the Crown authority. Rhazar&#039;Hrujmagh living in the Host are seen as traitors by the rest of the Adhomian rock nomad community, as they decided to follow a leader that was elected without consulting the caravans of Ras’nrr. Non-nomadic inhabitants of the province are farmers and ranchers that lived in the region before the creation of the Host; they have a mixed relationship with the nomads. The conflict between the settlers and the Rhazar&#039;Hrujmagh is common, as they often see each other as unlawful occupants of the land.&lt;br /&gt;
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== Bar&#039;jar Amohda Exiles ==&lt;br /&gt;
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A large community of Amohdan immigrants can be found in Bar&#039;jar, transferred from the [[Democratic People&#039;s Republic of Adhomai#Island of Amohda|Island]] to the New Kingdom after the ceasefire treaty with the Adhomai Liberation Army. Composed mainly of monarchists that followed the Royal Army after their retreat from Amohda, they have settled on the coast of the Northern Harr&#039;masir. They have brought their culture and martial art traditions with them, opening lodges and serving the New Kingdom’s military in their own auxiliary divisions. Most of the Amohdan community has not given up on the hopes of returning to their homeland; as the dream of restoring the monarchy in the isle is still alive among them. The relations between the exiles and the Kingdom’s citizens are generally positive. Many nobles seek to acquire Amohdan blades; a sought-after curiosity and sign of wealth. Despite the existence of this alliance, lodge membership and the learning of their swordsmanship remains something exclusive to the members of the Amohdan community.&lt;br /&gt;
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= Major Cities =&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir:&#039;&#039;&#039; the capital of the New Kingdom of Adhomai. The largest and most industrialized urban center in the Kingdom, with its industry focusing on heavy machinery and weaponry. Kaltir is known for its cultural attractions: museums, opera houses, art galleries, and traditional pubs are found within the city. The presence of megacorporations and alien elements is on the rise since the armistice; as Kaltir has the only functioning shuttle port in the entire country. The Kaltir Imperial Palace, the home of the Azunja dynasty, can be found here. The [[Tajaran Educational Institutions#Kaltir Law Academy|Kaltir Law Academy]] is one of its most renowned learning centers.&lt;br /&gt;
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*&#039;&#039;&#039;Bar&#039;jar:&#039;&#039;&#039; a coastal town, home to the majority of Amohda exiles residing in the New Kingdom. Most of its inhabitants are employed in the fishing or clam farming business. The city is famous for its seafood cuisine, Ras&#039;val Clams are considered a staple in the region. The Amohdan population has started to open their lodges and mix their traditions with the local ones, creating their own blend of culture. Bar’jar also had contact with Zhan nomads during the war; as it was the location where they were temporarily settled before the creation of the nomadic host.&lt;br /&gt;
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*&#039;&#039;&#039;Miran&#039;mir:&#039;&#039;&#039; the main harbor of the New Kingdom, where the bulk of the royal navy is situated. Home to the largest shipyard in Adhomai, where several ships dock daily for repair or supplies. Most of the locals are employed in the shipwright industry or in the service sector. The city is visited daily by travelers and sailors from all over the Kingdom. Miran&#039;mir is the home of the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]] and its museum.&lt;br /&gt;
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*&#039;&#039;&#039;Dymtris:&#039;&#039;&#039; the site of the now-defunct Dymtris Line, which protected the New Kingdom for nearly a decade before being destroyed by the major People&#039;s Republic offensive in 2458. The city has an important cultural significance; it is the bastion that protected Kaltir from the Republican Army for years. Dymtris was changed deeply by the constant battles close to it, many memorials and monuments dedicated to the ones that fell in its defenses can be found in the streets and parks. [[Tajaran Educational Institutions#Dymtris Polytechnic College|Dymtris Polytechnic College]] can be found in this city. Marryam is the patron god of Dymtris.&lt;br /&gt;
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*&#039;&#039;&#039;Baltor:&#039;&#039;&#039; a fortress founded during the Gunpowder Age; it was the landing site of the royal armies during the Suns’ wars. Baltor plays a strategic role in controlling the Ras&#039;val sea during the war. A town emerged around the fort over time, attracted by the safety provided by the military presence. The city is known for its skilled watchmaker artisans, a trade that has been passed down through generations. The Mez&#039;gin clock tower, located at the town square, is one of its points of interest.&lt;br /&gt;
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*&#039;&#039;&#039;Olska:&#039;&#039;&#039; a mining town close to the Zarragh Lake. The city was one of the last Republican bastions in Harr’masir during the final chapters of the Second Civil War. However, it avoided any substantial damage due to the surrender of the garrison during its siege. The Kraszar Library is the main attraction in Oslka; an extensive deposit of knowledge preserved by its priesthood. The city attracts many scholars and Kraszarrumalkarii, with some of them taking up residence on it. Its parks have reserved spots for storytelling. Kraszar is the patron god of Olska.&lt;br /&gt;
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*&#039;&#039;&#039;Tunguska:&#039;&#039;&#039; once a secretive People&#039;s Republic military base in the northern wastelands of Harr’masir. The compound was attacked by the Royal Navy in 2459. For unknown reasons, the New Kingdom abandoned Tunguska shortly after its capture. Its underground installations were sealed and all the military hardware was left behind; it is a collection of buildings, tanks, and autogyros that remain left to rust on the cold winds. The compound has turned into an eccentric tourist attraction, with Tajara and alien visitors paying local guides to take them to the area. Many return with stories of unexplained events happening at Tunguska, ranging from disembodied voices to the entire place changing shape and size overnight.&lt;br /&gt;
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*&#039;&#039;&#039;Nusinsk:&#039;&#039;&#039; a city built around the extraction and processing of Nas’kin Ocean’s oil reserves. Once a small fishing village before the discovery of oil close to its shore, Nuskink was quickly transformed by Al’mari’s administration into a major refinery center. However, any wealth was drained away to the more central places of the People&#039;s Republic; the locals did not benefit from the discovery. Most refineries and platforms were moved or destroyed during the Second Revolution. After the Armistice, the New Kingdom is slowly rebuilding the city’s industry to help fuel their fleet and growing industrialization. Growing air and water pollution are now one of the city’s major concerns.&lt;br /&gt;
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= Architecture =&lt;br /&gt;
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The dominant architectural school in the New Kingdom is known as Adhomian Neoclassical. This style seeks inspiration from Pre-War buildings. Its main characteristics are complex structures, colorful exteriors, intricate ornamentation, and asymmetrical designs. While Royalist architects were mostly focused on restoring old buildings to their former glory, the wealth brought by the Armistice has created opportunities for the nobility to commission new extravagant monuments. Even when struggling with their previous debts, the New Kingdom&#039;s nobles still seek to build a fancy summer house. While Commoners&#039; houses are more practical and do not stray from cheap materials, they are still adorned with traditional pieces of art and vibrant colors.&lt;br /&gt;
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== Major Monuments ==&lt;br /&gt;
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*&#039;&#039;&#039;Kaltir Imperial Palace:&#039;&#039;&#039; the ancestral home of the Azunja dynasty, the Kaltir Imperial Palace once served as the Kingdom&#039;s seat of government. Today, its function is to house the royal family and host events. Much of its previous decoration and furniture was lost during the Hadiist invasion of the Kingdom; the building was transformed into an administrative office by the People&#039;s Republic. With the help of Miran&#039;mir Academy&#039;s Restorers, the Palace is slowly recovering its missing objects.&lt;br /&gt;
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*&#039;&#039;&#039;Vlrralkhzazhul Line:&#039;&#039;&#039; built after the offensive of 2459, the Vlrralkhzazhul Line is a long system of bunkers, pillboxes, trenches, and air defenses meant to protect the northern regions of the Kingdom. Unlike the defunct Dymtris Line, it survived until the end of the war. Despite its distance from the frontier, Vlrralkhzazhul continues to be expanded; its mighty halls and wide complexes are unmatched by any other fortification system in Adhomai. Many suspect that this expansion is nothing but a plot by the military to embezzle funds.&lt;br /&gt;
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*&#039;&#039;&#039;Mez&#039;gin clock tower:&#039;&#039;&#039; situated in Baltor&#039;s main square, the Mez&#039;gin Clock Tower is a Gunpowder Age era astronomical clock. Commissioned by the Rasn&#039;rr Empire, the tower is the oldest Adhomian clock still in function. The monument is adorned with statues of mythological figures, ancient Kings, and deities. The clock is famous for its accuracy and extremely complex mechanism for its time. Legends claim that the clockmaker who designed Mez&#039;gin was blinded on the order of the emperor so he could not replicate his work.&lt;br /&gt;
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= Technology =&lt;br /&gt;
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Much like the Democratic People’s Republic, the New Kingdom inherited a portion of Republican technology when they broke from the once-unified Hadiist government. However, the social strata of the Kingdom is exceedingly different, and their isolated territory in the North did not see that much development prior to the War. The New Kingdom has been forced to grapple with this reality, and, as a result, most advanced technology has been appropriated by the landed nobility unlike the peasants, who are left to return to the old ways. &lt;br /&gt;
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== Civilian ==&lt;br /&gt;
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By design, the noble families of the New Kingdom enjoy access to a wide variety of modern inventions. Once again, the nobility has begun to hoard technology for itself, and while different levels of political power and nobility permit access to varying ranges of items, almost all are more easily capable of acquiring imports thanks to their elevated status. Nobles enjoy devices like televisions, radios, gaming systems, automobiles, computers, advanced kitchen appliances - anything they can afford to buy and import and upgrade in their own household. Eventually, though, the prices of these new imports and inventions do fall, giving the peasantry wider access to newer technology  - though not before the nobles have had their fill of it.&lt;br /&gt;
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Peasant homes are usually constructed with wood and stone and may have few utilities. Owing to their far northern homeland, boilers and wood-burning stoves are typical to provide warmth and hot water. The average peasant does not have an icebox, however, and most families store their food and meat in the ground under the snow as Tajara did for thousands of years. Simple, reliable furniture and breathable, sturdy clothing for the workday is favored. Some well-off rural peasants or farmers may be able to have electricity installed so they may power things like radios or simple appliances like irons, but most households rely on oil lamps and the local river for needs like light or clothes washing. &lt;br /&gt;
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Cities in the interior of the Kingdom enjoy easier access to these amenities. Rural villages and settlements tend to be the most backward, but life in the numerous Imperial population centers does tend to offer a higher quality of life. While by no means approaching the level of wealth and decadence landed nobility might enjoy, city-dwellers do gain access to utilities like plumbing, heating, and electricity. Widespread illiteracy means that most homes in the city have radios so they can receive news and updates from the Imperial government. The New Kingdom has many of these bustling metropolises, and though they are nowhere near as industrialized as the Republic, a melding of technology with older Tajaran styles and traditions has offered city-living peasants a brighter lease on life.&lt;br /&gt;
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The New Kingdom’s industry is heavily focused on the mining and agricultural sectors, and as such these tend to receive the most investment and attention from Imperial elements. Miners and farmers still use old methods of transportation, like lever-powered mine-carts or N’hanzfu-driven tills for their needs, and mining especially does not come without inherent dangers. A good portion of the populace is devoted to maintaining these two economic powerhouses, favoring the agricultural sector. To escape from the monotony of this work, and in lieu of entertainment like televisions or radios, the performing arts have made a huge comeback in the North. Plays, musicals, poetry nights - anything to help distract the peasantry from the grind of their daily lives. Theaters are especially common in most villages.&lt;br /&gt;
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Personal computers are a rare sight in the New Kingdom’s homes; only the nobility has enough influence to acquire one. Following the Armistice and further deals with megacorporations, terminals have been shipped to most villages and major cities for general use. These machines are found in the houses and offices of the local governors, which are all usually nobles, for them to decide when it is proper for anyone to use the computer. Owning to this practice, most of the population’s access to this technology is held hostage by the plutocracy.&lt;br /&gt;
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=== Notable Civilian Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;Pryzark-19:&#039;&#039;&#039; a half-track, brougham style automobile designated to be sold to the nobility. Anyone planning to buy a Pryzark-19 will likely have to acquire a loan. As the Kingdom&#039;s economy grows, these cars have become a status symbol. This has led to a subculture of nobility heavily modifying their Pryzark-19’s to suit their tastes and showboat their wealth. Queen Shumaila is known to be an avid admirer of the Pryzark-19; tabloids speculate she owns at least three.&lt;br /&gt;
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*&#039;&#039;&#039;Ha&#039;rron Sled:&#039;&#039;&#039; used since immemorial times by the Tajara, the Ha&#039;rron Sled is now only commonly seen in the northern territories of the New Kingdom. As much of the technology is concentrated in the hands of the nobility, the population in most isolated regions has to rely on the old ways for transport. Trained since birth, the pulling Ha&#039;rron can traverse hundreds of kilometers of snow and ice in a matter of days. Sleds were used to bring supplies to the army during the winter. The Raaki Shariim also make extensive use of them during rural operations. &lt;br /&gt;
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*&#039;&#039;&#039;Icehover:&#039;&#039;&#039; a boat-shaped, amphibian vehicle capable of traveling over ice, land, and water. The Icehover works by blowing air under the hull that is above the atmosphere&#039;s pressure. The difference in pressure causes drift that allows the vehicle to move. The Icehover is favored by fishers for its versatility; it can be used in warmer seasons and when the sea is frozen because of the winter. The Icehover’s appearance among the river pirates of Southern Harr’masir has led to accusations of the NKA government supplying piracy there.&lt;br /&gt;
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== Medical ==&lt;br /&gt;
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Advanced medical treatment in the New Kingdom is typically reserved for the upper class. The landed nobility get to enjoy the most of new advancements in gene therapy, surgery, or cosmetic operations - far beyond what the average peasant can get, thanks to their political status and the privilege that comes with it. Equally, with the New Kingdom currying favor with NanoTrasen, they have access to medical care even on par with what the average Republican citizen may receive in cities like Nal’tor. The same, however, cannot be said of the lower classes. Peasants are often hospitalized for longer periods of time and tend to have higher mortality rates both from increased stressors and dangers from work and insufficient medical care.&lt;br /&gt;
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Traditional remedies, such as the usage of Messa&#039;s Tears or S&#039;rendarr&#039;s Hands, are popular for cuts and burns. Many peasants still practice old methods of curing ailments, like salt-water gargling for strep throat and even in some rural areas bloodletting to ‘cleanse the body of its unnatural vapors’. Poor understanding of medicine amongst the rural population complicates wounds sometimes, but some medical architecture leftover from the Republicans still remains, giving the typical peasant the ability to visit a doctor - if they can afford it. Most cannot, however, and village religious leaders or family elders tend to care the most for their injured. Education and understanding of anatomy is not as advanced, and experience varies wildly from village to village.&lt;br /&gt;
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Infant mortality rates in the New Kingdom tend to be high. While the children of nobility tend to have easier access to life-saving care in the event of abnormal births or defects, peasant families are not nearly so fortunate. The typical New Kingdom family will have many children, but there is a high chance a few may die in the first few months or years of their lives. This has diminished somewhat with the introduction of vaccinations to larger cities in the New Kingdom, but unlike other powers, medical facilities lack the ability to mass-produce these inoculations and the government relies on NanoTrasen to step in, leading to a rise in the cost of drug prices.&lt;br /&gt;
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== Military ==&lt;br /&gt;
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Unlike the People&#039;s Republic or the Democratic Republic, the infantry of the New Kingdom is not as mechanized. While they do have tank corps and technicians, they still maintain the usage of outdated tactics and units like cavalry or grenadiers. Whereas the other powers focused their power on offensive research, the New Kingdom prepped for and successfully waged a defensive war against the invading Republican army. Most branches of their military are aimed towards defending the northern territory - with their most offensive units being their naval forces. Indeed, out of the three powers, the New Kingdom has invested the most into its navy.&lt;br /&gt;
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Some of the Republic’s most brilliant admirals and veteran ship crews seceded with the New Kingdom, a defeat that the Republican navy has not recovered from. While this benefit does not give them much beyond bombardment for land operations, the massive fleet of formidable ships, aircraft carriers, and anti-submarine detectors has kept both other powers on the ropes when it comes to engagements on the seas. Their enemies are wary of engaging the Imperial Navy unless absolutely required - and as such, this reputation equally carries over with privateers or pirates, who scarcely engage with the Imperial Navy as well. &lt;br /&gt;
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The New Kingdom is widely known for having very reliable equipment; military research is less involved in experimental or expensive designs, and instead industrial capacity is devoted towards tried-and-true and traditional weapons, like bolt-action rifles or bayonets. Lacking the intense industrialization of the other nations, artisans of the New Kingdom focus on producing arms and armor that is less prone to failure and requires less maintenance. It takes longer, but the end result typically is the production of high-quality armaments, giving the average Imperial soldier a leg up on the battlefield.&lt;br /&gt;
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=== Notable Military Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;Zhsram II:&#039;&#039;&#039; a prewar light tank commissioned by the military at the start of the Second Revolution. The tank turned out to be rather unreliable and had limited space for its staff. Due to a shortage of experienced crew, technical issues, and lack of concise doctrine, the Zhsram II saw little use. New tanks continue to be built and provided to the army, but the high command is urgently attempting to find a better replacement for the outdated vehicle.&lt;br /&gt;
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*&#039;&#039;&#039;Railroad Cannon:&#039;&#039;&#039; artillery pieces or naval cannons mounted on train wagons used extensively by the New Kingdom during the Second Revolution. Lacking fast transportation methods, the military made use of the train system to quickly bring artillery to the frontlines. This also allowed them to deploy bigger guns. The railroad cannon was effective when defending and sieging cities, but proved to be vulnerable to airstrikes and rail sabotage.&lt;br /&gt;
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*&#039;&#039;&#039;Armored Aerosled:&#039;&#039;&#039; a propeller-driven sled used for reconnaissance. Introduced throughout the offensive of 2461, the armored aerosled is protected by light metal armor and is usually armed with a machinegun. It is crewed by a driver, which sits closer to the engine, and a gunner at the front. Plans to further develop this vehicle are currently underway; military officers have proposed arming the aerosled with anti-tank guns and grenade launchers for hit-and-run attacks.&lt;br /&gt;
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== Extranet ==&lt;br /&gt;
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The New Kingdom has officially entered the extranet in 2458 after acquiring a contract with frontier providers. Because of this later arrival, most of the websites are government-related or hosted by migrants. The Royalism extranet is atrociously slow due to the outdated and scarce national infrastructure. Censorship is limited to content considered immoral by the general public. &lt;br /&gt;
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=== Notable Websites ===&lt;br /&gt;
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*&#039;&#039;&#039;TheirHeritage:&#039;&#039;&#039; a website destined to cataloging and preserving the history and members of the noble dynasties. Users can create profiles and add themselves to the treelines after confirming their identities through documents and pictures. TheirHeritage is infamous for not allowing non-Njarir and Tajara of mixed background to register.&lt;br /&gt;
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*&#039;&#039;&#039;WorkDay:&#039;&#039;&#039; created to help the growing city business find employees, Workday has grown to become the main Employment website of the New Kingdom. Outside of the popularity with the locals, it has helped the megacorporation in finding willing and skilled labor to ship off the planet. Despite originally being a free service, there is now a premium subscription that allows a user privileged access to megacorporation opportunities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Miran&#039;mir Archive:&#039;&#039;&#039; the digitalized archive of the Miran’mir Academy of Scientific Pursuits museum. The website was created as part of an initiative to preserve the Tajaran history threatened by the war. The website provides access to digital versions of ancient Adhomian texts, interactive images of artifacts, and academic papers.&lt;br /&gt;
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= Government and Ideology =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai is a constitutional monarchy, with the King acting as the head of the judicial and executive system. The Parliament is divided into a chamber of Nobles and a chamber of Commoners. The Chamber of Nobles is constituted by hereditary positions held by the nobility. The representatives in the Chamber of Commoners are elected through elections. The Crown Heir is selected through the appointment of the King, with the approval of the parliamentarians.&lt;br /&gt;
&lt;br /&gt;
Because of the intrinsic relationship between the nobility and the public offices in the Kingdom, rivalities between the existing dynasties are common. Many of the positions are used to gain more prestige for one&#039;s family or sabotage a rival&#039;s attempt to secure a post of importance. &lt;br /&gt;
&lt;br /&gt;
== Royalism ==&lt;br /&gt;
&lt;br /&gt;
Royalism is an ideology characterized by monarchism, a constitution limiting the power of the monarch, the existence of a noble class, and the acceptance of the traditional Tajaran caste system. Its origins can be traced back to the end of the interwar period, where growing discontent with the People’s Republic allowed the return of an old dynasty bearing promises of change. Royalism attempts to reinstate the rule of the nobility over Adhomai while correcting the supposed flaws that caused the First Revolution. Despite not being adverse to progress, this ideology avoids any kind of fast change.&lt;br /&gt;
&lt;br /&gt;
The caste system is believed to be an essential and unavoidable element of the Taraja species. However, the active enforcement of those differences is considered detrimental; society will naturally enforce and drift towards them without any kind of interference. Instead of trying to make every Tajara equal, Royalism claims that every ethnicity has its own separated but indispensable function. But ultimately, the Njarir’Akhran are the indisputable masters.&lt;br /&gt;
&lt;br /&gt;
Royalism is open to diplomacy with alien powers and is generally welcoming of megacorporations. However, this stance is primarily tolerated due to the necessity of support in the conflict against the other Adhomian powers. &lt;br /&gt;
&lt;br /&gt;
=== Schools of Thought ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conservative Royalism:&#039;&#039;&#039; supported by the land-owning nobility, Conservative Royalism aims to maintain the political and social status quo while bringing economic prosperity to the Kingdom. A Monarch restricted by a parliament, composed of hereditary titles, and a constitution is seen as the perfect system to guide the Tajara people. Decision-making should remain in the hands of the nobility, while commoners should have their survival and basic rights guaranteed by the state. Megacorporations are welcomed with open arms by Conservative Royalists; they are an opportunity to attract foreign investments and modernize the nation. [[Notable Tajara#Grand Duke Akym Yudenikh|Grand Duke Akym Yudenikh]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Absolute Royalism:&#039;&#039;&#039; supported by the military and the rural population, Absolute Royalism believes that the power should be concentrated in the hands of the Monarch. The parliament and the constitution are obstacles to the progress of the nation. An absolute monarchy backed up by a strong army and navy is deemed as the best alternative to secure the Kingdom against any threats. Due to their might, the Majesty has the right to dictate what is the most adequate alternative to any situation. Absolute Royalists are opposed to diplomacy with alien governments and the presence of megacorporations, for they believe that the nation should not rely on foreigners to stand on its own. [[Notable Tajara#Grand Admiral Mahtra Dynhaas|Grand Admiral Mahtra Dynhaas]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Populist Royalism:&#039;&#039;&#039; supported by intellectuals and the urban working class, Populist Royalism plans to further democratize the New Kingdom. While the banishment of the monarchy is unthinkable, it should instead be delegated to a symbolic role. All of the power should be in the hands of democratically elected officials. The people should take an active part in the politics and their well-being is the main priority to the Kingdom. Nobility should remain a mere cultural formality to preserve the families&#039; heritage. Populist Royalists are not opposed to megacorporations, but their activities should be tightly regulated to prevent abuses and a takeover of the nation. [[Notable Tajara#Prince Serhiy Oliinyk|Prince Serhiy Oliinyk]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revival Royalism:&#039;&#039;&#039; also called Njarir&#039;Akhran Supremacism by its opponents, this school of thought was formulated by Absolute Royalist extremists. While Revival Royalism shares its parent ideology&#039;s authoritarianism, its main difference lies in its reactionary vision of the Tajaran caste system. Revival Royalism believes that enforcing the traditional roles through the law is necessary; society would soon fall into chaos without the ever guiding hand of the Njarir&#039;Akhran. No Tajara ethnicity is superior, only built for different purposes. Revival Royalism considers individuals of mixed heritage to be an abomination - products of a degeneracy that must be dealt with harshly. The alien and its machinations are seen to be incompatible with the Tajara; ignoring them completely is the best course of action. Its adherents are known for their interest in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric ideas]]. [[Notable Tajara#Count Tscherim Sanguszkho|Count Tscherim Sanguszkho]] is the main proponent of this ideology&lt;br /&gt;
&lt;br /&gt;
== Political Parties ==&lt;br /&gt;
&lt;br /&gt;
The Parliament is divided into three parties;&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Royal Party:&#039;&#039;&#039; this party encompasses most of the agrarian landowners and high nobility, known to be loyalists to the ruling dynasty. Their main interest lies in protecting the rights of the nobility and strengthening the civil government. Nobles and monarchists usually support this party, as they see it as the one that is fully aligned with the interests of the house of Azunja and the Kingdom. They do not oppose the presence of megacorporations and diplomacy with other galactic states.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Officers Party:&#039;&#039;&#039; this party is composed mostly of army officers, navy captains, and fervorous patriots. They seek to strengthen the importance of the military in the politics and daily life of the Kingdom, usually clashing with the other two parties. Their main platforms include increasing the spending and modernization of the armed forces. Soldiers and sailors usually support this party, as it is one of the few ways they can improve their condition and participate in politics through their superiors. They are staunchly against the presence of megacorporations and have an isolationist instance in regard to galactic diplomacy.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Commoners Party:&#039;&#039;&#039; despite its name, this party is made up of lower-ranking and landless nobles. They aim to increase the rights of the commoners and move the government to a more democratic orientation, reducing the King’s powers and the reliance on the army. Members of this organization are known to hold meetings with the population to gather and understand their concerns, making use of those problems to create their own political agenda. Factory workers, learned professionals, and urban inhabitants usually support this party, as this organization is one of the few ways that their voice can reach the Parliament. While not opposed to the presence of megacorporations, the Commoners Party is against them being allowed into the Kingdom without strict laws to control their expansion. They have an open but cautious approach in regard to diplomacy with other states.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Njarir&#039;Akhran Renewal Fraternity:&#039;&#039;&#039; once a private club exclusive to the nobility, the Njarir&#039;Akhran Renewal Fraternity became the main proponent of the Revival Royalism. Thanks to the support of the most authoritarian elements in the Parliament, it was given official party status in 2463. While the Fraternity is still a minority in the government, they are eager to support the Officers and Royal parties to acquire more influence. Supported by the most radical royalists, the Njarir&#039;Akhran Renewal Fraternity pushes for an even more authoritarian government, alongside spouting a very reactionary view on the Tajaran caste system.&lt;br /&gt;
&lt;br /&gt;
== Royal Ministry of Intelligence ==&lt;br /&gt;
&lt;br /&gt;
Formed during the early stages of the second revolution, the Royal Ministry of Intelligence, also known as the Office of Ungentlemanly Affairs, can trace its origins to royalist circles that organized their meetings in cellars of Kaltir’s pubs. First serving as the force used to free King Azunja from his prison, the RMI has evolved into an agency tasked with dealing with all kinds of foreign intelligence and threats. Internal matters are handled by the ministry of interior and its subordinated departments.&lt;br /&gt;
&lt;br /&gt;
Agents of the Royal Ministry of Intelligence are adept in espionage, reconnaissance, interrogation, and surveillance. Information gathering and counterintelligence are the main tasks of the RMI, as they prefer to work closely with the military in their operations. Several diplomats and consular officials are members of the agency, as their positions allow them more contact with the affairs of other nations. They have added Biesel to their theaters of operations after the armistice.&lt;br /&gt;
&lt;br /&gt;
== Law ==&lt;br /&gt;
&lt;br /&gt;
The law in the New Kingdom possesses a written code but most of its decisions rely on precedents and local customs. Judges are directly appointed by the Crown to their position. There is no jury in the Kingdom’s courts. Citizens have the right to hire any lawyer they see fit, but the government still offers public defenders for those who can not afford to pay for one. In spite of this provision, there is a distinct shortage of public attorneys. The justice system is biased towards the nobility, offering them greater protection and rights than the ones afforded to the commoners.&lt;br /&gt;
&lt;br /&gt;
Law enforcement in the New Kingdom is the responsibility of the Royal Constabulary, an agency under the direct control of each province. The police in urban centers are known to be well equipped and trained. Mounted constables are still extensively used in rural areas.&lt;br /&gt;
&lt;br /&gt;
===Royal Peacekeepers===&lt;br /&gt;
&lt;br /&gt;
Formed shortly after the New Kingdom declared its existence, the Royal Peacekeepers (Raakti Shariim in Siik’maas) are a specialized policing force for the Kingdom. As the Royal Constabulary was formed to manage individual provinces, the Peacekeepers exist as a Kingdom-wide force focusing on higher-profile targets such as spies, terrorists, domestic enemies of the Kingdom, and persons of interest. Their origins lie in the old orders of M&#039;sai enforcers who would track criminals roaming from fief to fief or over the borders of Kaltir. While the Peacekeepers remain mostly M&#039;sai, other races of the Tajara can be found in its ranks. &lt;br /&gt;
&lt;br /&gt;
Officers of the Peacekeepers are specialized in handling not just investigations and arrests, but also surviving the harsh conditions they may come across while tracking criminals. Rock-climbing, foraging, medical aid, and other skills ensure the Peacekeepers will be able to handle anything the wildness can throw at them. Armored cars are the typical mode of transportation for Peacekeepers in urban areas, but they retain bred Ha&#039;rron steeds for rural operations.&lt;br /&gt;
&lt;br /&gt;
== Adhomai Democratic Front ==&lt;br /&gt;
&lt;br /&gt;
As unfulfilled promises pile up, income inequality grows, and megacorporation influence expands, some Tajara within the New Kingdom have become disillusioned with Royalism. Founded by radicals from the Commoners Party, the Adhomai Democratic Front is an underground movement that aims to abolish the monarchy and establish a democracy. Unlike the moderates in the parliament, the Front has no interest in taking part in the government and prefers a more partisan approach. Organizing strikes, protesting, and civil disobedience are their main tools. The Crown considers the Democratic Front to be a terrorist organization; its members are actively persecuted by the Royal Peacekeepers. The ongoing repression is quickly radicalizing the group; calls for armed action are becoming increasingly common.&lt;br /&gt;
&lt;br /&gt;
Because of the distance from the capital and large working population, the Adhomai Democratic Front found most of its support in the region around Olska. Supporters from the former lands of Kaltir, which stretched from Nusinsk and northwards, are very rare. While the New Kingdom accuses the group of being an Al&#039;mariist and Hadiist puppet, there is no real evidence of this. Its leadership and internal structure are currently unknown to the public.&lt;br /&gt;
&lt;br /&gt;
== International Relations ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; the New Kingdom of Adhomai was recognized in 2461 as a legitimate state by the Republic of Biesel as part of the Armistice of Shastar. The relation between both nations remains cordial but distant. The Kingdom is attempting to approach the Republic through the further integration of megacorporations in its economy. As part of these attempts, artifacts from the Museum of Miran’mir were borrowed for an exhibition at Mendell’s Museum of Immigration in 2462. Royalist agents operating in Biesel have to take extra precautions to remain undetected; the local authorities are not willing to tolerate their activities.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Empire of Dominia]]:&#039;&#039;&#039; the first state to recognize the New Kingdom was the Empire of Dominia in 2461. The recognition came at a time when the Kingdom was desperately looking for allies. However, this support was received with suspicion by the royalist military faction. The relation between both nations is mainly focused on trade and political support. Dominia’s plan for the future is to incorporate the Kingdom into its sphere of influence. The Empire of Dominia does not recognize the other two Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
== Flag ==&lt;br /&gt;
&lt;br /&gt;
Inspired by the Kingdom of Kaltir&#039;s standard, the New Kingdom of Adhomai flag was created shortly after the rebellion by the Royalist clique who freed King Vahzirthaamro. The flag&#039;s blue color is the one traditionally associated with the nobility, the tree is the symbol of the Azunja&#039;s dynasty, and the Twin Suns Icon represents the New Kingdom&#039;s ambitions of conquering all of Adhomai.&lt;br /&gt;
&lt;br /&gt;
= Military Forces =&lt;br /&gt;
&lt;br /&gt;
The New Kingdom of Adhomai is composed of the [[Tajaran Military Structures#Imperial Adhomian Army (New Kingdom of Adhomai)|Imperial Adhomian Army]], the [[Tajaran Military Structures#Royal Flying Corps (New Kingdom of Adhomai)|Royal Flying Corps]] and the [[Tajaran Military Structures#The Royal Navy (New Kingdom of Adhomai)|Royal Navy]]. The Imperial Adhomian is the ground army of the NKA, made up mainly of infantry divisions, supported by artillery, cavalry, and the few armored vehicles that the Kingdom is able to bring in service. Despite being poorly equipped by Tajaran standards, they are able to deploy efficient defensive tactics. Each commoner family in the New Kingdom of Adhomai has the duty of offering a single member of their household to serve in the military, while the nobility usually serves in positions of command.&lt;br /&gt;
&lt;br /&gt;
During the Second Revolution, the Imperial Adhomian Army was infamous for its mistreatment of war prisoners. The conditions in the prison camps were precarious and food shortages were widespread. Captured soldiers were commonly used as forced laborers in the Kingdom&#039;s mines, plantations, and construction projects. Prisoners were borrowed by the military to work on the properties and companies of the nobility. Roads and military works were also built by the inmates. Prisoners were subject to the most dangerous and unwanted jobs, such as clearing minefields. During her time in the army, Queen Shumaila Azunja was known for being a major proponent of using forced labor. It is estimated that at least 65% of the soldiers captured by the New Kingdom perished while in captivity due to a combination of starvation, overworking, sickness, and mistreatment.&lt;br /&gt;
 &lt;br /&gt;
The Royal Navy is the powerhouse of the Kingdom military, nearly securing supremacy on the seas. Created through the defection of most officers, alongside their ships and supplies, during the uprising. The New Kingdom’s naval force was able to secure the shores of Northern Harr&#039;masir, but was proven to be less useful in the overall land conflict.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Due to its isolation and economic situation, the New Kingdom of Adhomai relies on more traditional weaponry. Soldiers are usually armed with simple bolt action rifles and bayonets, while sailors and expeditionary marines are given the few available semi-automatic weapons. Officers have more freedom in their gear, as they are allowed to use any personnel weapon on the field.&lt;br /&gt;
&lt;br /&gt;
Firearms are more common in rural regions than in the few urban centers, owning to the culture of the agrarian nobility and peasantry. Commoners are able to obtain and carry small semi-automatic weapons, such as hunting shotguns and pistols. Nobles have more freedom in acquiring weapons, being granted the right to acquire automatic weapons.&lt;br /&gt;
&lt;br /&gt;
=== Notable Weapons ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hand Cannon:&#039;&#039;&#039; created because of a shortage of weapons that happened in the New Kingdom of Adhomai during the second civil war. Old naval culverins found in museums and forgotten warehouses were adapted into portable weapons, combining modern and ancient Tajaran technology. Usually found in the hands of sailors and marines of the Royal Navy,  this fearsome firearm is able to proper small cannonballs with destructive force.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Royal Firearms Service Revolver:&#039;&#039;&#039; a simple and reliable double-action revolver, favored by the nobility, officers, and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom’s markets.&lt;br /&gt;
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*&#039;&#039;&#039;Lawbringer Mk.I:&#039;&#039;&#039; an advanced and rare energy weapon, obtained through a mysterious otherworldly benefactor. Equipped with varying rates of fire, a nonlethal setting, and various types of ammunition which include explosive, incendiary, and armor-piercing rounds. The handgun boasts a DNA lock that prevents anyone other than its owner from using it. The presence of the Lawbringer causes awe in the forces of New Kingdom and their enemies, as the few Imperial Dragoons allowed to wield it are well trained in its use.&lt;br /&gt;
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*&#039;&#039;&#039;Frozen Sea Harpoon Gun:&#039;&#039;&#039; adapted from fishing tools, harpoons were found to be useful weapons in the hands of the Royal Navy and Army. Their ammunition can be equipped with all sorts of implements, such as explosives and even grappling hooks. Large guns are usually mounted on warships, serving as a complement to their traditional cannons. Smaller versions are usually carried by sailors and fishermen.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
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[[Category: Tajara]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=People%27s_Republic_of_Adhomai&amp;diff=23288</id>
		<title>People&#039;s Republic of Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=People%27s_Republic_of_Adhomai&amp;diff=23288"/>
		<updated>2022-02-08T20:45:22Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Language */ Clarifies the language laws of the PRA&lt;/p&gt;
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[[File:PRA Flag.png|thumb|Flag of the People&#039;s Republic of Adhomai. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== People&#039;s Republic of Adhomai ==&lt;br /&gt;
&lt;br /&gt;
Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the Peoples Republic of Adhomai is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
&lt;br /&gt;
The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
After the Second Revolution, the People&#039;s Republic lost the hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
[[Image:Minimap pra.png|thumb|A closer image focusing on the factions surrounding the People&#039;s Republic of Adhomai&#039;s territory.]]&lt;br /&gt;
&lt;br /&gt;
= General =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Nal’tor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Adhomian, Republican, Hadiist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Siik&#039;Maas&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic of Adhomai was established in 2431 as the sole ruling government in Adhomai. With the popular leader Rhagrrhuzau Hadii as their first president, they were able to enact deep reforms, such as the distribution of land, the establishment of state schools, and healthcare. Despite the recent changes, the planet of Adhomai was still bound to humanity and NanoTrasen, a relation that brought several benefits, but caused resentment among most supporters of the Hadiist ideology, as they believed that the Tajaran species could only be truly free if they were allowed to make their own path without the interference of the alien.&lt;br /&gt;
&lt;br /&gt;
In 2449, while the royalist rebellion happened in the shadows, Al’mari decided to change his policy in regards to NanoTrasen. New economic policies unfavorable to NanoTrasen were enacted, alongside the denunciations aimed towards humanity’s imperialism and the necessity of a free Adhomai. This new position caused discontentment among many that were gaining profit with the presence of the Megacorporation on the planet.&lt;br /&gt;
&lt;br /&gt;
President Al&#039;mari was assassinated in 2451, one year after the royalist rebellion in Northern Harr&#039;masir exploded. Al&#039;mari&#039;s brother, Malik Hadii, took over the office of the presidency while rolling back the economic reforms implemented two years prior. The head of the armed forces, Nated&#039;Hakhan, attempted a failed coup with the support of many other generals, triggering the creation of the Adhomai Liberation Army.&lt;br /&gt;
&lt;br /&gt;
The following ten years were marked by the Second Tajaran Civil war; the conflict between the People’s Republic of Adhomai, the Adhomai Liberation Army, and the New Kingdom of Adhomai. During this period, several authoritarian measures were enacted by the government, such as the establishment of working camps for subversive elements and the increasing percussion of the Zhan population. Despise the presence of a strong economy and modern army, the PRA found themselves in a disadvantageous position in the war during 2461, losing important territories and battles. Without the support of the Sol Alliance, lost due to the recent friction caused by their poor relations, many feared that the People’s Republic may not survive in the upcoming years. Saved due to a coalition of allied alien states and mercenaries, the People&#039;s Republic was able to survive the conflict and secure peace through an armistice. Despite losing supremacy over Adhomai, they still control wealthy and populated territories and possess a better standing with the overall galactic community.&lt;br /&gt;
&lt;br /&gt;
= Culture and Society =&lt;br /&gt;
&lt;br /&gt;
The Republican government seeks to create a single monolithic culture for the Tajara under the ideological vision of Hadiism. The suppression of the ethnic caste system installed by the previous noble rule is one of the goals of the People’s Republic, that has been reached with little success, as such divisions are still deeply entrenched in the Tajaran people. The republican culture places a large emphasis on the importance of the collective over the individual interest, with each Tajara being considered as a piece in the machinery of the Tajaran society. PRA citizens are educated on the importance of preserving their union and how factionalism is dangerous to their own species.&lt;br /&gt;
 &lt;br /&gt;
Deviation from the established cultural and societal expectations can result in ostracization by the population and government. Regional identities and other alternative trends are suppressed, deemed as subversive. Due to such, Zhan communities are often persecuted by the authorities and have an overall negative image before the eyes of the Republican mass. Loyalty to the Hadii party is a common trait among the citizens of the Republic, as much of the recent success and conquests of the Tajara species can be attributed to the popular leader Al&#039;mari Hadii and his ideals. The fear of the secret service is also a present factor among the urban population of the PRA cities, even if their ways have become less pervasive as the war dragged on.&lt;br /&gt;
&lt;br /&gt;
There is a stark difference in the life of rural and urban republican populations. Life in communal farms is remarkably simple and disciplined. While farmers have to wake up early to fulfill their daily quotas, mechanization and shorter work hours make this much easier. Rural Tajara in the Republic are known to be more conservative, but because of the benefits brought by the People&#039;s Republic, they are also devoted Hadiists.&lt;br /&gt;
&lt;br /&gt;
The quality of life for an urban dweller in Nal&#039;tor, or any other major city, can vary considerably according to the Tajara&#039;s occupation, education, and standing with the Party. The average worker that labors in the industrial suburbs can expect an honest living to be made, and a modest lifestyle to be led. The majority of the city laborers work in government-run factories and spaceports, with stable but strict work hours and schedule the Hadii regime boasts of its fairness to the worker. An eight or nine-hour work schedule is observed, with 1 day of the week free. State-run factories also provide free meals through welfare programs, coupled with at best average but stable salaries keep the morale at acceptable levels. Party members, researchers, military officers, and other educated professionals usually have access to more services and luxuries, that includes human-produced goods. Political dynasties, such as the Hadii, occupy the echelons of Republican urban society, controlling the industry and government. Criminal organizations are also present in the cities, controlling legal and illegal business.&lt;br /&gt;
&lt;br /&gt;
Republican loyalists commonly greet each other by saying: &amp;quot;Hadii&#039;s grace, comrade&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The traditional Tajaran family is the basic social unit of the Hadiist family. A monogamous heterosexual relationship with as many children as possible is portrayed as the Republican ideal. Daycares, tax exemptions, rewards, and other benefits are granted as a means to encourage the establishment of families in spite of the advancing modernity. Extended families are common in rural communities while being less prevalent in urban centers. Couples leave their parents&#039; homes after marriage, usually moving to a state-issued apartment. &lt;br /&gt;
&lt;br /&gt;
Deviant behavior is shunned by the overall Hadiist society and government, as it is considered a threat to the collectivist ethos of the Republic. Indecency laws exist to punish individuals that do not conform to societal expectations. During the Second Revolution, labor camps and health programs were established to reeducate these Tajara. These regulations are also used to defame political dissidents. Since the end of the War, the Hadiist regime has shut down the camps and now relies solely on rehabilitation. Race mixing is not outright illegal, but widespread prejudice against it remains.&lt;br /&gt;
&lt;br /&gt;
== Cuisine ==&lt;br /&gt;
&lt;br /&gt;
After the great war, the great majority of the land was confiscated from the nearly extinct Adhomian nobility and distributed among the peasant population. Complex agricultural projects and farms ran directly by the State were attempted. Early results were less than favorable and caused dissatisfaction in the rural population who chaffed under overbearing bureaucrats who skimmed their yields to sell on the black market. Al&#039;mari Hadii attempted to break this up shortly before his assassination. Njadrasanukii Hadii took his brother&#039;s project on and allowed more freedom to the peasants while adopting modern human farming equipment offered by NanoTrasen. Mechanized agriculture is a growing phenomenon in the republic’s territory.&lt;br /&gt;
&lt;br /&gt;
While the People’s republic territory includes several different regional cultures, it is possible to find common culinary traditions among its population. Bread, baked with flour produced from a variation of the Blizzard Ears, is considered an essential part of a worker’s breakfast. Salt-cured Fatshouters’ meat also has been introduced widely, facilitated by the recent advances in livestock husbandry techniques. Canned food and alien goods are a common sight in republican cities, imported by Solarian companies or NanoTrasen. The technological advances provided by the revolution allowed the population to have contact with more exotic dishes, besides granting more freedom of creation to Tajaran chefs, now that electricity and refrigeration are not only restricted to the nobility.&lt;br /&gt;
&lt;br /&gt;
=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zkah&#039;nkowa:&#039;&#039;&#039; a canned variety of the Fatshouter Bloodpudding, known for its low-fat content and lighter color. It was created shortly after the First Revolution to ease the food shortage after the conflict. Its low cost and nutritious value allowed it to become a staple of the Hadiist diet. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rikazu:&#039;&#039;&#039; small pies, often hand-sized, usually made by folding dough overstuffing of fruit and cream cheese; commonly served hot. The simple preparation makes it a fast favorite, and the versatility of the ingredients has gained its favor with Tajara of all creeds. Different variations of Rikazu pop up all over Adhomai, some filled with meats, or vegetables, or even imported ingredients, like chocolate filling.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sarmikhir:&#039;&#039;&#039; a fat sour-tasting cream made from Fatshouters&#039; milk. Sarmikhir is mainly used as a spread; Adhomian bread is habitually consumed with it during the Hadiist breakfast. The cream is also used as a condiment and blended with salads and soups. Sarmikhir is sold at room temperature in cans or wrapped in foil.&lt;br /&gt;
&lt;br /&gt;
=== Notable Beverages ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Victory Gin:&#039;&#039;&#039; considered the official drink of the People&#039;s Republic of Adhomai, Victory Gin was created to celebrate the end of the revolution. It is commonly found in NanoTrasen’s stations, due to a contract that allows the government to supply the corporation, and in the Tajaran communities of Tau Ceti. The destruction of Victory Gin&#039;s bottles and reserves was widespread when Republican positions and cities were taken by the opposition as the drink is deemed by many as a symbol of the Hadiist regime.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hro&#039;zamal Soda:&#039;&#039;&#039; a soft drink made from the seed&#039;s powder of the Hro&#039;zamal Ras&#039;Nifs, a plant native to [[Hro&#039;zamal]]. While initially consumed as an herbal tea by the colonists, it was introduced to Adhomai by the Army Expeditionary Force and transformed into a carbonated drink. The beverage is popular with factory workers and university students because of its stimulant effect. Much of Hro&#039;zamal&#039;s agriculture was switched to planting the crops needed to supply soda production.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khlibnyz:&#039;&#039;&#039; a fermented beverage produced from Adhomian bread. Herbs, fruits, and tree sap can be added for flavoring. It is considered a non-alcoholic drink by Adhomian standards because of its very low alcohol content. Khlibnyz was mainly consumed by peasants during pre-contact times and is still very popular with the Hadiist rural population. Communal farms brew their own Khlibnyz and sell it to the government for distribution. The drink was involved in a controversy when the People&#039;s Republic tried to export it to human colonies as a soft drink, unaware of the alien standards.&lt;br /&gt;
&lt;br /&gt;
=== Military Nutrition ===&lt;br /&gt;
&lt;br /&gt;
The republican army is the best equipped among the warring factions of Adhomai, being supplied by NanoTrasen and other outworld supporters. Canned goods and modern rations are issued to all branches of the Republic’s military. Native field meals are composed of salt-cured Fatshouters’ meat, bread, and Victory Gin, while imported ones are generally found in the form of LiquidFood rations, a less than popular alternative manufactured by NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
== Fashion ==&lt;br /&gt;
&lt;br /&gt;
Having direct and friendly contact with humanity, The People&#039;s Republic of Adhomai has been the most influenced by the spacer fashion. The most known is the &amp;quot;assistant jumpsuits&amp;quot; which directly inspired the design of factory overalls, the plight and low pay of the assistants are close to the hearts of Hadiist Tajara and their Republic. However, outside of work attire, the Republic has attempted to quell humanization, preferring and encouraging simple and natural colors for civilians, hoping to stifle any thoughts that someone&#039;s neighbor has it better than them. One interesting rise is in the nylon industry. Nylon being stretchy, accommodating, see-through yet very warm makes it the perfect wear for any Tajara, mainly soldiers and dockers who spend hours outside in the cold biting environment.&lt;br /&gt;
&lt;br /&gt;
Tail adornments have recently become very unpopular, being quoted as &amp;quot;Reminder of the shackles the Njarir had on us&amp;quot;, yet still the younger Tajara who do not remember the rebellions have taken a liking to these. Piercings are also popular with the youngsters, who have observed this behavior from humans. Curiously it has also become common among soldiers and outlaws who pierce their skin with gold, silver, or coinage. This way one can hide a substantial amount of money under their fur.&lt;br /&gt;
&lt;br /&gt;
== Music ==&lt;br /&gt;
&lt;br /&gt;
The music in the People’s Republic of Adhomai typically deals with patriotic themes; focusing on the political struggles of the Tajaran people and the great accomplishments of the Party and President Hadii. While folk instruments are still widely present, it is not uncommon for alien techniques to be used in musical productions. Artists can only perform in public areas and publish their works with the express approval of the government. Censorship is a common obstacle that many producers encounter. [[Notable Tajara#Yasmin Piaf|Yasmin Piaf]] is one of the most famous Republican artists.&lt;br /&gt;
&lt;br /&gt;
Hadiist war songs during the first years of the second civil war used to boast about their technological and numerical superiority, claiming that the rebels would be swiftly crushed. During the later stages of the conflict; the theme quickly changed to call for the steadfast defense of the Republican lands and the preservation of their nation before the advancing enemy. &lt;br /&gt;
&lt;br /&gt;
=== National Anthem ===&lt;br /&gt;
&lt;br /&gt;
The current People&#039;s Republic&#039;s national anthem was chosen shortly after the ascension of President Hadii to power. The song portrays Malik&#039;s rule as reinvigorating and as the rightful continuation of Al&#039;mari&#039;s government.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:25%; overflow:auto;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;State Anthem of the People&#039;s Republic of Adhomai&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
The flag is moving in the morning sky,&lt;br /&gt;
With our first step as important as the winds,&lt;br /&gt;
Do they hear the winds, rustling again?&lt;br /&gt;
The winds of mighty attacks!&lt;br /&gt;
&lt;br /&gt;
And our march is going on again!&lt;br /&gt;
And the heart is uneasy in our chest,&lt;br /&gt;
And the Republic is young again!&lt;br /&gt;
And the youth of Hadii are young again!&lt;br /&gt;
Now our march is going on again!&lt;br /&gt;
And the Republic is young again!&lt;br /&gt;
And the youth of Hadii are young again!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t wait on mercies from the Sun!&lt;br /&gt;
Don&#039;t spare their lives for truth!&lt;br /&gt;
In this life, comrades,&lt;br /&gt;
We have our own truth!&lt;br /&gt;
&lt;br /&gt;
There are heat and snow in this world,&lt;br /&gt;
The world is young and rich,&lt;br /&gt;
The youth of Hadii is with them!&lt;br /&gt;
Onwards!&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Literature ==&lt;br /&gt;
&lt;br /&gt;
Literature in the People’s Republic is heavily regulated and influenced by the Party. To secure government control over the field the &#039;&#039;&#039;Tajaran Union of Writers&#039;&#039;&#039; was established, an organization responsible for dictating the writing norms and acceptable contents of any book. All texts must be approved by the Union before being published, as publishing a work without official permission is considered a crime punishable with imprisonment. The government maintains a long list of banned works, that mostly includes pre-contact books and anything conflicting with the Hadiist’s values. Possession of banned texts is penalized with detention and re-education classes.&lt;br /&gt;
&lt;br /&gt;
The current Party-supported school of literature is known as Hadiist Realism. This movement focuses on the condition of the Tajara people, the Republican struggle against the other two factions, and rebel stories from the First Revolution. Writers must portray the common Tajara as a heroic individual guided by the Party. Despite the support of the state towards literature, it has only found some moderate success within the urban population. Rural Tajara still see books with suspicion due to their association with the nobility.&lt;br /&gt;
&lt;br /&gt;
=== Notable Books ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hadiist Manifesto:&#039;&#039;&#039; a political document supposedly written by Al’mari Hadii after the First Revolution. It is regarded as the foundation of the Hadiist Ideology. It presents an analysis of the Tajaran situation post-conflict and how they could secure their future in the galaxy. Its reading is mandatory in all Republican schools and copies can be found in most homes and public buildings. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tajara Without Sun:&#039;&#039;&#039; a self-published alternate history novel, set in a world where the People’s Republic won the Second Revolution. The book depicts a dystopian Adhomai under the totalitarian rule of President Hadii; a future where all aspects of life are fully controlled by the Hadiist Party. Due to rampant industrialization, the skies are covered by black smog that blocks any sunlight from reaching the planet. The work is famous for a scene where President Hadii orders the cyborgification of all Zhan-Khazan Tajara. Due to its criticism of the Party, the book is banned. Its author is currently unknown; their real identity is subject to much speculation. Copies are commonly found in the black market or in the hands of Non-Republican Tajara.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summer Comes to Adhomai:&#039;&#039;&#039; a Hadiist Realist novel set during the First Revolution. The book tells the story of a young Hharar farmer involved in the revolt against the nobility. Later in the story, the protagonist encounters the forces of Al’mari and joins his army in his conquest of Adhomai. The text praises the bravery of the revolutionaries and depicts Hadiism as the inevitable outcome of the Revolution.&lt;br /&gt;
&lt;br /&gt;
== Television ==&lt;br /&gt;
&lt;br /&gt;
Television is one of the most popular forms of mass media in the People’s Republic, owing to the Tajaran traditions of theater and oral storytelling. All channels are currently under the strict control of the government. While a majority of the programs are Adhomian-made, few select alien shows are allowed after passing by the Party-approved editing and translation. Television is considered a powerful propaganda tool by the Hadiist Party. Soap operas, films, and news are made to teach republican ideals and reinforce President Hadii&#039;s cult of personality. Actors are selected for their roles depending on their standing with the Party. &lt;br /&gt;
&lt;br /&gt;
Telenovelas are well received by the Republican audience. Hadiist shows are usually focused on the daily Tajaran life and period pieces set during the First Revolution. PRA television is infamous for interrupting the regularly scheduled programs to broadcast President Hadii’s speeches. &lt;br /&gt;
&lt;br /&gt;
=== Notable Shows ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Comrade Rafama and Friends:&#039;&#039;&#039; an animated series aimed towards the younger audience. This shows attempts to teach the principles of Hadiism through characters based on Adhomian animals. The protagonist, Comrade Rafama, is the embodiment of the ideal Hadiist citizen; he and his many friends are always eager to apply the teachings of the Republican ideology to resolve any problem that they may come across. The cartoon’s popularity outside of Adhomai exploded after the introduction of Cool Schlorrgo; a character meant to represent the PRA loyalist forces in Hro’zamal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Midnight in Shastar City:&#039;&#039;&#039; a spy-thriller series focusing on the life of Comrade Konon, a fictional PSIS agent going undercover in the Adhomai Liberation Army. The show follows a rigid format where the protagonist is involved in a different operation every episode, ends trapped in a death-and-life situation, and then escapes using some kind of ingenious gadget or makeshift solution. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tears on the Snow:&#039;&#039;&#039; one of the longest-running Adhomian telenovelas, it is focused on the history of a Tajara family through modern Tajaran history. The plot started with the first revolution and is currently situated in the period after Al’mari’s death. The show is known for its large cast of characters and over-the-top dramatic situations.&lt;br /&gt;
&lt;br /&gt;
== Radio ==&lt;br /&gt;
&lt;br /&gt;
Radio has a long history with the People&#039;s Republic, as it was widely used by rebels during the First Revolution. While it is quickly losing ground to television, it is still popular with the rural population. In a similar manner to other mass media outlets, the radio is heavily regulated and censored. All major stations are controlled by the People’s Republic and serve as propaganda vehicles for the Party. Amateur radios are allowed to operate after acquiring the proper license, but their channels are closely monitored by the Secret Service. Several jamming stations were built to prevent Hadiist citizens from listening to broadcasts made by the other Adhomian states. Number stations are common in the People&#039;s Republic, some have clear goals, like counting the time until curfew, while others&#039; intended purposes remain unclear.&lt;br /&gt;
&lt;br /&gt;
Outside of Party endorsed music, radionovelas stand out in the Republican radio scene. Spy thrillers, war stories, and melodramas are the most prevalent genres in these shows.&lt;br /&gt;
&lt;br /&gt;
=== Notable Radio Stations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Voice of the Tajaran People:&#039;&#039;&#039; the national network of the PRA, focused on the political life in the country. It is considered the major source of news about the country and outside affairs on the radio. President Hadii is known to transmit all of his speeches through this channel. It is a tradition in communal farms for Tajara to gather around the radio to listen to what their leader has to say every afternoon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;KGTW-11:&#039;&#039;&#039; a radio station geared towards music and other sources of entertainment. Sports, fashion, television shows, and more are discussed by the hosts. Despite the seemingly apolitical nature of this channel, they are also under constant vigilance by the secret police in case they transmit any anti-Hadiist message. Yasmin Piaf is the main star of this network.&lt;br /&gt;
&lt;br /&gt;
== National Holidays ==&lt;br /&gt;
&lt;br /&gt;
The Party maintains its own set of state-approved holidays to be celebrated by the citizens of the Republic. Even in the harshest years of the war, these holidays were celebrated in full extravagance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Establishment of the People’s Freedom and Memorial Day (March 4th):&#039;&#039;&#039; also known as Victory Day, this PRA holiday is centered around the founding of the People’s Republic of Adhomai following the First Revolution. It begins with a President’s speech congratulating the loyal citizens of the republic for keeping up their ideals bestowed by the revolutionaries and the Party. Ceremonies are held in cities in respect to the various heroes of the Republic and Al’mari Hadii, who is given a full memorial in the form of a state funeral service in a square before the Steeple in Nal’tor. Military parades to show off the Republic’s advancements and might are held within major cities. The Social Harmony Committee of D6 hosts their own ceremony and parade with PRA veterans in front of the Hadii Living Complex.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Presidential Honoring and Respect Anniversary (May 30th):&#039;&#039;&#039; held on President Njadrasanukii Hadii’s birthday (unofficially known as President’s Day) this holiday had only officially become one at the beginning of the Second Revolution. When President Hadii’s cult of personality grew into the power that it is today, he had seen fit to declare his own birthday a holiday within the PRA. During this day, a lengthy ceremony is held in the capital to celebrate President Hadii’s guidance of the PRA into the future and prosperity. This ceremony includes performances from the Grand People’s Army orchestra, personal accounts from military officers on President Hadii’s great leadership, and stories from the older generations who speak highly about how Hadiism improved Adhomai. D6’s party halls fill up during this time to screen recordings of the ceremony. Normally, to make full use of their payments, the organizers of these screenings hold dances afterward.&lt;br /&gt;
&lt;br /&gt;
==Hadii&#039;s Youth Clubs==&lt;br /&gt;
&lt;br /&gt;
Hadii&#039;s Youth Clubs are a recent reorganization by the current Minister of Education, Kalim Khazdar, of the much older Youth Brigades.  After the armistice was signed, it soon became clear that the war-oriented Youth Brigades were no longer suitable for the young citizens of PRA. Thus Hadii&#039;s Youth Clubs were established, focusing more on education, good manners, and proper political behavior. Children from ages three to seventeen can enroll in a youth club, with the youngest members often being given to the care of the girls in the clubs.&lt;br /&gt;
&lt;br /&gt;
Members of these clubs are easy to spot due to their uniforms. The boys are equipped with blue shorts, or pants during winter, white shirts, and bright orange cravats. Meanwhile, the girls are required to wear blue skirts, white long-sleeved shirts, and bright blue cravats. This uniform is a carry-over from the Youth Brigades, with one exception being the color of the shirt as it was changed from red to white. Children in these clubs often try to collect &amp;quot;good deeds&amp;quot; into their assigned logbooks. These deeds range from carrying groceries to the old, visiting an industrial powerplant, or conducting a course in political mannerisms. This of course isn&#039;t the only activity, as they are often given free time to play team sports, hike, or engage in &amp;quot;Pretend War&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The HYC is self-organized, with a civilian Party member being able to function as an overseer. Thanks to this change, even the most remote places are now able to provide their kids with after-school activities. Still, certain seniority exists, as the biggest HYC groups are pre-established and reorganized Youth Brigades, with most members still consisting of previous Youth Brigadiers. Notable youth clubs include; Young Ras&#039;neers, Nal&#039;Tor Volunteer Youths, and the controversial Rhazar Mountaineers, composed entirely of settled Rock Nomad children.&lt;br /&gt;
&lt;br /&gt;
== Crime ==&lt;br /&gt;
&lt;br /&gt;
Crime in the People&#039;s Republic usually takes the form of bribery, smuggling, and paper forgeries. Violent crime is relatively uncommon and is harshly oppressed by the Hadiist police force. Because of its oversized and Party dominated bureaucracy, governmental corruption is widespread. The criminal underground is dominated by groups focused on forging documents and running illegal goods. Many Party members are involved in these organizations; authorities commonly obtain a share of their profits by turning a blind eye to their activities. This situation is known to the high echelons of the Party, but they prefer to only interfere when it aligns with their own motives.&lt;br /&gt;
&lt;br /&gt;
Speaking against the Party, preaching any other ideology besides Hadiism, possessing unauthorized literature, and lying to Party members are among some of the political crimes that can earn anyone a hefty sentence. The persecution of dissidents is under the responsibility of the People&#039;s Strategic Intelligence Service. While the death sentence is generally reserved to members of the Party, victims of purges, or for those suspected of working for other Adhomian powers; most political prisoners are re-educated and later released.&lt;br /&gt;
&lt;br /&gt;
Both common criminals and political dissidents are sent to the same prisons without any separation. This practice is done to promote conflict between both factions to prevent coordination among the convicts.&lt;br /&gt;
&lt;br /&gt;
= Economy =&lt;br /&gt;
&lt;br /&gt;
The People’s Republic of Adhomai uses Credit as their main currency; Adhomian knuckles and other local currencies are used sparsely in more remote regions.&lt;br /&gt;
&lt;br /&gt;
Despite being largely rural, the People’s Republic is the faction with the most industrialized economy. While the majority of vital industries are controlled by the government, small private enterprise is still possible in a select number of the sectors, as long as governmental permission is granted. The presence of NanoTrasen in the PRA territory is another important factor in the Republican economic success, as the mega-corporation offers countless opportunities to the Tajaran population, besides the growth stimulated by their operations.&lt;br /&gt;
&lt;br /&gt;
National factories answer directly to the government and have Party assigned overseers who decide how to run the production. The typical factory employs assembly lines and simple industrial robots, allowing the People&#039;s Republic to make use of their cheap labor and growing educated population. Fully mechanized plants have started to happen in high-tech areas such as the city of Al&#039;marii. Industry owned by megacorporations is run as the owner sees fit without any real interference from the government. &lt;br /&gt;
&lt;br /&gt;
The Hadiist industry consists mainly of a large heavy sector supplemented by a sizable light industry. The People&#039;s Republic specializes in producing heavy machinery and processing the natural riches of Adhomai. Consumers&#039; goods are known to be very reliable and simple; most luxurious products are usually supplied by megacorporations. Thanks to the Hadiist investments in research, the technology industry in the PRA is one of the fastest-growing fields. &lt;br /&gt;
&lt;br /&gt;
Hadiist agriculture is organized into collective farms. These farms are administered by councils of local Party members who act as managers who oversee the work for the season and send reports and requests to the central government in Nal&#039;tor. The Party gathers all of the information provided by the farming councils - and all other economic data - and processes them through an older generation Artificial Intelligence, known as Aparhatchyk, purchased from the Republic of Biesel in 2459.&lt;br /&gt;
&lt;br /&gt;
The government sends out directives to the farms, telling them to grow various crops and send requested equipment or additional labor power. The farmer councils then work to implement given orders locally. They also do not compete with other regions. There is always a diverse yield produced every season, and communal farms enjoy low work hours and high mechanization. However, while it may be fulfilling to many, this simple life leads Tajara with a yearning to achieve more in life, or escape the rigid conservative life on the farm, to filter into the cities and then into space to find adventure in the greater galaxy.&lt;br /&gt;
&lt;br /&gt;
Several welfare programs exist in Republican states. A common sight in the cities is communal apartment complexes with no rent, allowing the poorest urban dwellers to have a residency when they are unable to pay their bills. The life inside of those accommodations is devoid of luxuries, as they are built with low-cost materials and can house many families at once.&lt;br /&gt;
&lt;br /&gt;
= Religion =&lt;br /&gt;
&lt;br /&gt;
The People’s Republic of Adhomai possesses no official religion, as it is a secular state by its constitution. Most of the population identify themselves as followers of the S&#039;rand&#039;marr Worship or the Ma’ta’ke pantheon. Irreligious and atheists tendencies are growing each day, as many Hadiists consider the traditional religions as fictitious chains created by the old Njarir masters to control their serfs. &lt;br /&gt;
 &lt;br /&gt;
Despise being in the territory of the PRA, the holy city of Sana Sahira enjoys a large degree of freedom from the centralized authority of the state. Foreign missionaries are permitted in the Republican territory, but their activity and presence are closely monitored by the authorities.&lt;br /&gt;
&lt;br /&gt;
= Language =&lt;br /&gt;
&lt;br /&gt;
Siik’maas is recognized as the official language of the People’s Republic of Adhomai, used in all official documents and taught in the schools. The use and learning of other Tajaran languages is discouraged by the education system that works to establish a single universal tongue for all of its population. Siik&#039;tajr is used exclusively by the military and is not allowed to be taught to non-active military personnel. Speaking and teaching Delvahhi, Ya&#039;ssa, or Nal&#039;rasen as a People&#039;s Republic citizen is currently a crime. For children it is child abuse as the state argues that these languages perpetuate negative cultural values and lead to worse lives for children. For adults, speaking these languages is considered harassment and teaching is incitement to crime. Heavy fines are used to enforce this and on repeat offences criminals may face prison time. Human languages do not face similar punishments as they are deemed important to Tajaran economic success abroad.&lt;br /&gt;
&lt;br /&gt;
= Regions =&lt;br /&gt;
[[File:Internaldivisions-pra.png|300px|thumb|A map of the People&#039;s Republic&#039;s regions.]]&lt;br /&gt;
== Nraz&#039;i Basin ==&lt;br /&gt;
&lt;br /&gt;
Protected by the eponymous mountain range, the Nrazi&#039;i Basin is the home of the Hadii Dynasty. Rebuilt in the image of a perfect Al&#039;mariist society after the First Revolution, the Basin is a land of planned cities, rocket launch sites, and strict order. The region concentrates the majority of the PRA&#039;s technology industry and laboratories. Its inhabitants are considered to be the devout Hadiists; years of indoctrination and propaganda succeeded in creating a loyal population. Due to its status as the jewel of the nation, the People&#039;s Republic is willing to do anything it takes to stop its enemies from ever touching the Nrazi&#039;i Basin.&lt;br /&gt;
&lt;br /&gt;
== Ras&#039;nrr Heartlands ==&lt;br /&gt;
&lt;br /&gt;
The Ras&#039;nrr Heartlands, also known as Adhomai&#039;s breadbasket, is home to the thousands of communal farms responsible for the majority of the agricultural production in the People&#039;s Republic. Lying in the shadows of the Nraz&#039;i mountain range, the Heartlands is an idyllic paradise amidst the ever-growing urbanization. Since the end of the First Revolution, Central Ras&#039;nrr maintains its rural tradition without forfeiting modernity; tractors, complex irrigation systems, and chemical fertilizers are widely diffused. Because of its large forest, the northern areas of the Heartlands have a thriving logging business. Its population has the fame of being rustic, but politically active, Hadiists. The communal farms are one of the few forces in the People&#039;s Republic able to negotiate with the Party on near equal grounds.&lt;br /&gt;
&lt;br /&gt;
== East Ras&#039;nrr ==&lt;br /&gt;
&lt;br /&gt;
East Ras&#039;nrr is the most populous and wealthy area of the People&#039;s Republic. Boasting a well-developed infrastructure and industry, the region plays an important role in supplying the rest of the continent; all kinds of goods quickly flow through its rails and roads after leaving the assembling lines. Thanks to the capital of Nal&#039;tor, East Ras&#039;nrr has plenty of contact with the overall galactic community. Alien products and media - as long they have been approved by the Party - are readily available to the inhabitants of the region. Despite this cosmopolitan nature, the Holy City of Sana Sahira stands in the south as a reminder of the Tajaran traditions.&lt;br /&gt;
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== Rhazar Mountains ==&lt;br /&gt;
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The Rhazar Mountains and its surrounding areas are famous for their abundant mineral riches. Entire towns and villages are dedicated to mining. Tons of ores are brought to the local foundries before being carried to be processed by the factories in East Ras&#039;nrr. Because of its vast deposits of rare-earth elements, the Rhazar Mountains are essential to maintain the ongoing Hadiist&#039;s technological development. Communal farms are also found on the prairies east of the mountain range.&lt;br /&gt;
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= Major Cities =&lt;br /&gt;
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*&#039;&#039;&#039;Nal&#039;tor:&#039;&#039;&#039; the capital of the People’s Republic. It is the most populated city in Adhomai, being the cultural, financial, and political center of the country. Nal&#039;tor is considered modern and industrialized by Adhomian standards; it is the place where a Tajara can have the most contact with aliens and new off-worlder technologies. Despite the relatively low crime rates, its inhabitants are under constant surveillance by the police and the intelligence agency. It is home to the largest shuttle port on the planet. Attractions include the very active nightlife, Tajaran Electro-Swing clubs, and museums. The city is known for being the site of the now-destroyed Steeple, which is currently being replaced by the Palace of the Free Tajara. This building will be the tallest freestanding structure in Adhomai when completed. The [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]] is among one of its most famous academies.&lt;br /&gt;
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*&#039;&#039;&#039;Tampiska:&#039;&#039;&#039; an industrial hub focused on the production of heavy machinery and automobiles. The city suffered greatly during the second revolution, being the stage of intense urban warfare between the Republican Army and the Adhomai Liberation Army. The Armistice has allowed Tampiska to recover, giving it the chance to return to its old productive days. The city contains vital roads and railways linking Nal’tor to the rest of Ras&#039;nrr, making it a major strategic point. Main attractions include memorials related to the Tajaran civil wars and its many train stations. &lt;br /&gt;
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*&#039;&#039;&#039;B&#039;urr:&#039;&#039;&#039; an important harbor town on the coast of southern Ras&#039;nrr. The city was once captured by the Adhomai Liberation Army during the Second Civil War and briefly renamed P’urr. Famous for its busy ports, where most of the coastal trade flows before being distributed through railroads. The settlement also has high crime rates, with shady figures wandering between its warehouses and docks during the night. The main Republican submarine base can be found in B’urr. The city is home to marinas and historic lighthouses.&lt;br /&gt;
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*&#039;&#039;&#039;Mal&#039;jor:&#039;&#039;&#039; a city built on the principal chokepoint dividing Ras&#039;nrr. It is heavily defended by several military bases. The settlement was occupied by the rebel forces during most of the war until it was liberated in the final year of the conflict. A mining town exists close to the garrisons, with most of the population being employed in the prospecting business or the service sector. The entrance to Adhomai’s longest cavern, the Kurguzov Cave, can be found south of the city. Its tunnels spread further into the Rhazar mountains, with various areas still being left unexplored.&lt;br /&gt;
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*&#039;&#039;&#039;Orul:&#039;&#039;&#039; a city located around the fertile lands of northern Ras&#039;nrr. It remained under the control of Hadiist forces during the entirety of the war, avoiding any kind of destruction. While relatively underpopulated, it is frequently visited by the farmers of the region. Foodstuff is brought from the communal farms to Orul, where most of it is shipped to the rest of the Republic. The city lacks the presence of any industry or any major urbanization; it is considered an idyllic tourist attraction where Tajara can visit to escape the hectic metropolitan life found in the big cities. Azubarre is the patron god of Orul.&lt;br /&gt;
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*&#039;&#039;&#039;Zatushka:&#039;&#039;&#039; a city located close to the vast forest of northern Ras&#039;nrr. It is renowned for its logging and woodworking tradition. Due to the supply of high-quality wood, numerous artisans and industries have taken up residence on Zatushka. Furniture made here is known to be of high quality and is prized everywhere on Adhomai. The city was controlled by the Liberation Army during most of the civil war, resulting in heavy devastation during its capture in the last moments of the conflict. Dhrarmela is the patron god of Zatushka.&lt;br /&gt;
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*&#039;&#039;&#039;Nazira:&#039;&#039;&#039; one of the oldest Tajaran settlements, resting on the shadow of Adhomai’s tallest mountain. Nazira is on the doorstep to Sana Sahira, serving as a stop-off point to pilgrims and priests. Several inns, hotels, and restaurants exist to serve the constant influx of travelers. Shops selling religious objects, such as icons and amulets, also play a big role in the local economy. The city is home to the oldest surviving S&#039;rand&#039;marr temple in Adhomai, the Temple of the Holy Blessed Suns, with its main structures and reliquary dating back to the Immigration Period.&lt;br /&gt;
[[File:Pranuclearplant.jpg|300px|thumb|A nuclear plant in the city of Al&#039;mari.]]&lt;br /&gt;
*&#039;&#039;&#039;Al&#039;mari:&#039;&#039;&#039; the ancestral land of the Hadii dynasty. It holds an important cultural significance for the People&#039;s Republic as the cradle of Hadiism. The city houses various museums dedicated to the first revolution and monuments praising the achievements of the PRA and its heroes. The town underwent reconstruction after the first civil war, rebuilding it following the principles of Republican architecture and meticulous urban planning. Al&#039;mari is the national center of technological development, supported by high-tech industries, state-run laboratories, and the presence of the space program. The [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]] and [[Tajaran Educational Institutions#Al&#039;mari College of Hadiist Sciences|Al&#039;mari College of Hadiist Sciences]] are among the city&#039;s most prestigious learning institutions.&lt;br /&gt;
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*&#039;&#039;&#039;Fort Hadii:&#039;&#039;&#039; a town that can be better described as a massive military complex. Originally a fortress meant to protect the Hadii&#039;s lands, it evolved into a robust system of bases, defenses, and garrisons along the northwest section of the Nraz&#039;i mountains. Its military academies prepare aspiring officers to lead, while its training camps prepare conscripts for the realities of war. PSIS agents are supposedly indoctrinated in some hidden compound in Fort Hadii. The civilian population is composed of the family members of the personnel stationed in the base and of those working to supply and offer services to the military presence.&lt;br /&gt;
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*&#039;&#039;&#039;Castle Vladis:&#039;&#039;&#039; once the site of an abandoned fortress, the island of Vladis was chosen to be the site of the PRA’s first maximum-security prison: the Try&#039;urma Penitentiary. Due to its isolated position and turbulent waters; the institution has the fame of being inescapable. Common criminals, dissidents, and political prisoners are sent to Try&#039;urma; those who are sentenced to it are rarely seen again. A military base and a small settlement are also present. The inhabitants of the town are the few civilians that are employed in the operations necessary to the maintenance of the government facilities. &lt;br /&gt;
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*&#039;&#039;&#039;Chaniska:&#039;&#039;&#039; the last bastion of the People’s Republic in Amohda and a naval base on the southern region of the island. During the war, the vast majority of the native population fled to escape PRA control, leaving the city abandoned. The Republican Army was able to halt any armies encroaching on the city. Now, the PRA promotes [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?do=findComment&amp;amp;comment=147249 resettlement] of the area through a program to entice citizens displaced by the citizenship act to settle in Chaniska. The city is gradually being refilled, and the fishing and shipwright industry is expected to make a massive comeback as migration steadily increases. The area was the site of a tense military stand-off between the PRA and DPRA in 2463. While the DPRA eventually stood down, the rival armies of the two nations continue to glare at each other from their border fortifications. &lt;br /&gt;
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*&#039;&#039;&#039;Klipavayr:&#039;&#039;&#039; a mining town in the Rhazar Mountains. It is home to the largest military underground hangar in Adhomai: the Klipavayr airbase. Built into the side of the mountains, the base houses autogyro squadrons and their pilots. Bauxite extraction and aluminum production are staples of the local economy. Klavpavayr is also famous for the Sham-Rhazar - an interwar period resort built atop the summit of one of the nearby peaks. The building is exclusively used by Party members for social and political meetings.&lt;br /&gt;
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= Architecture =&lt;br /&gt;
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Hadiist architecture is divided into two notable styles: Interwar Art and Hadiist Classicism. &lt;br /&gt;
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Interwar Art, also known as Tajaran Futurism, emerged shortly after the First Revolution. This style was marked by the futuristic and hopeful spirit of the young Republic. Its main theme is the admiration for modernity and technology. Its major characteristics are smooth lines, geometric shapes, streamlined forms, and bright colors. While the first Republican buildings were built in this style, Interwar Art fell out of favor after the ascension of President Njadrasanukii Hadii. However, this style is still widely appreciated by the Tajaran community in Biesel.&lt;br /&gt;
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Developed by architects closely linked to the Party, Hadiist Classicism is an architectural style that emerged during the reconstruction of the city of Al&#039;mari. It is characterized by large buildings, rigid geometrical figures, small windows, solid concrete structures, and a monochrome palette. Its buildings prioritize function over form - the only suitable decoration are propaganda pieces exalting Hadiism. Hadiist Classicism is currently the most popular architectural style in the People&#039;s Republic of Adhomai.&lt;br /&gt;
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== Notable Monuments ==&lt;br /&gt;
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*&#039;&#039;&#039;Palace of the Free Tajara:&#039;&#039;&#039; planned after the destruction of the Steeple during the Second Civil War, the Palace of the Free Tajara is the under-construction future seat of government of the People&#039;s Republic. When complete, the Palace will become the tallest freestanding structure in Adhomai, with a height surpassing 900 meters - its foundations already tower over most of the Tajara-made buildings. The construction is progressing at a fast pace thanks to the expertise led by megacorporations; the PRA expects to inaugurate it in 2464.&lt;br /&gt;
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*&#039;&#039;&#039;Monument to the Fallen Revolutionaries:&#039;&#039;&#039; a war memorial and statue dedicated to the First Revolution&#039;s revolutionaries located in Tampiska. Inaugurated shortly after the end of the war, the monument depicts a rebel with a rifle staring towards Nal&#039;tor. A large stone tablet at the building base dedicates the memorial to the rebels who fought and died to liberate the city from the nobility. Because of its importance to the Hadiist and Al&#039;mariist causes, the monument was spared from the Second Revolution&#039;s destruction. Controlling the statue during the conflict was a matter of national pride; several soldiers died to capture and recapture the memorial.&lt;br /&gt;
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*&#039;&#039;&#039;Temple of the Holy Blessed Suns:&#039;&#039;&#039; situated in the city of Nazira, the Temple of the Holy Blessed Suns is the oldest known S&#039;rand&#039;marr temple. Built during the Immigration Age, the building is a large complex made up of several chambers, shrines, libraries, and churches. Thanks to its religious significance, it was spared by combatants during both civil wars. Proposals by the Hadiist Party to turn the temple into a museum proved to be unpopular with the public. Thanks to the effort to digitalize the church&#039;s archives, the Temple has public computers with access to its sacred texts.&lt;br /&gt;
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= Technology =&lt;br /&gt;
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The People&#039;s Republic of Adhomai is the leading force on Adhomai when it comes to technological advancement. Owing to their long history as the only recognized Tajaran government (until recently), the Republic enjoyed assistance from extrasolar entities such as the NanoTrasen Corporation. This has helped the Republic develop advanced medical care and weapons, but most of this advancement is centered around the urban centers in the Republic&#039;s territory. Rural areas are typically less well-equipped, and the cost of medevacing injured family members to large cities like Nal&#039;Tor is beyond the average farmer&#039;s budget.&lt;br /&gt;
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== Civilian ==&lt;br /&gt;
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Even the average Republican citizen enjoys the technological fruits of the PRA&#039;s labor. Automobiles are a common sight, even outside of the major population hubs. With advanced cold-resistant construction and snow tires, your local farmer&#039;s pick-up truck is more useful than the previous N&#039;hanzfu-driven carts. Sedans, vans, and large trucks are typical of civilian Tajara, and automobile sales spiked with the end of the war. Never before has the average Tajara citizen been able to enjoy the luxury of automated travel with such ease. Specially designed snow-piercing trains and underground rail systems are a staple and facet of modern urban PRA life. Investment into infrastructure has enabled the PRA to create a wide web of rail and bus systems.&lt;br /&gt;
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And, after a long day at work and riding public transportation, the typical PRA Tajara can return home to enjoy new advances in the field of telecommunications like their television set. Before the First Civil War, only the nobility had radios, and the populace had to rely on plays and other stage settings for entertainment. Now, not only are radios commonplace in almost every PRA household, but television sets are becoming even more popular. Each family is provided a television by the State, which can view up to at least thirty party-approved channels broadcasting everything from children&#039;s cartoons to the State news network. It is in this way that the People’s Republic is able to effectively disseminate propaganda to the masses and in some instances perhaps even spy on them.&lt;br /&gt;
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Electric stoves, coffee machines, blenders, food processors - so many appliances have been introduced to the Tajara household. One can regularly view commercials on the air directed towards the lady of the house, advertising the next useful kitchen gadget to make her life taking care of her family and husband all the simpler! And for the children, simple wooden toy blocks and animals have been steadily replaced by plastic action figures, electronic video game systems, and even kid-friendly science-oriented learning sets (uranium included). For most families living in large cities, their home life has been irrevocably changed thanks to the Republic&#039;s technological superiority.&lt;br /&gt;
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With their population booming from advances in medical care and home life, the PRA was forced to invest their money into agriculture and farming equipment as well. Tractors, tills, combines and other industrial farming mechanisms including auto-farms and culture-controlled greenhouses have supplanted and replaced the slow, old methods. Even small rural farmers no longer have to plant their crops by hand, as farming equipment is loaned by the government to ensure steady food production. A dying generation of old farmhands and ranch owners find their knowledge less and less useful to pass on as machine-assisted farmers outpace the yields of old.&lt;br /&gt;
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Computers are quickly becoming widespread in the People’s Republic following the armistice. Outside of already being a fundamental part of the state bureaucracy, personal terminals are making their way into the Hadiist homes. Communal farms above a certain crop yield are given a computer linked to the managerial Artificial Intelligence to manage their production.&lt;br /&gt;
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=== Notable Civilian Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;TAI-M1:&#039;&#039;&#039; a half-track, sedan-style car manufactured by the national automobile factories in Tampiska. Designed as a simple, cheap car to be mass-produced for the population during the interwar period. The initial plan of giving every Tajaran family an automobile was delayed by the Second Revolution; the constant fighting for Tampiska also interrupted much of the production. The project returned with full force after the Armistice. Able to withstand Adhomai&#039;s rough terrain and weather, the TAI-M1 is ubiquitous in PRA&#039;s urban and rural areas. &lt;br /&gt;
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*&#039;&#039;&#039;TAI-Volgydoh:&#039;&#039;&#039; an executive car designated for Party Members and government officials. The Volgydoh is more spacious and comfortable than the TAI-M1. Early versions were convertible; this feature was discontinued after the assassination of Al&#039;mari. These vehicles are only made in black color. Special models - powered by high-performance engines - are issued to the secret police. Due to the frequent use by the agents of the PSIS, these cars have been an almost constant target of bombing and sabotage attempts by the DPRA during the war, which lends them the nickname of &amp;quot;Coffin&amp;quot;. Mentions of the nickname warrant the charge of inciting terrorism.&lt;br /&gt;
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*&#039;&#039;&#039;Bryskavar Tractor:&#039;&#039;&#039; an experimental tractor powered by a miniaturized tesla engine. This prototype employs the same technology used by the tesla troopers. The tractor is larger than regular diesel models, but newer models are slowly being subject to improvements to fix this issue. The vehicle is currently being issued to communal farms as part of its testing phase. The initial prototypes were prone to random electric dischargers; another flaw that is being rectified by the Hadiist scientists. The People&#039;s Republic of Adhomai plans to apply this development to other vehicles.&lt;br /&gt;
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== Medical ==&lt;br /&gt;
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It is not only the military that has benefitted from PRA innovation. Whereas prior to discovery, the life expectancy of the average Tajara worker was around fifty years, now individuals living in hubs like Nal&#039;tor can survive even well into their eighties. A greater understanding of anatomy and medicines have enabled the Tajara people to live longer, healthier lives. Infant death has plummeted, and the production of numerous vaccines have rendered several diseases extinct. Tajara-specific medication is more easily and quickly synthesized, contributing to the decrease in the cost of drugs.&lt;br /&gt;
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These life-saving medical advancements are not easy for all PRA citizens to reach, however. The countryside and the rural families living there often have to rely on more traditional methods of healing. Midwives are still a common sight in small villages and towns, though local clinics have been bolstered by receiving technology second-hand. When large hospitals in the PRA upgrade their machinery or equipment, it is typical of them to send out their older models to the outlying medical facilities around the large cities. Your village doctor may not have access to the advanced body scanner or cryogenic cells found in Nal&#039;Tor hospitals, but your prospects are still brighter than before.&lt;br /&gt;
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The most recent advancement for PRA citizens is the production of prosthetics using similar technology as the Tesla Trooper corps. Many veterans of both the First and Second Civil War have had their amputated limbs refitted with these mechanical limbs Whereas previously most prosthetics were of alien design, expensive to import, and difficult for Tajara to integrate with, the Tesla Limbs were created exclusively with Tajara anatomy in mind, making it far simpler for disaffected veterans to make use of their new prosthetics. Tesla prosthetics are now available to the civilian population following an expansion of the program in 2462.&lt;br /&gt;
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== Military ==&lt;br /&gt;
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Perhaps the largest gap between the three powers on Adhomai is one of military might; the People&#039;s Republic has the most advanced military and is the only government entity with the capability to launch its own ships into space. This gives them a significant advantage over the New Kingdom and the Democratic People&#039;s Republic as they can control the space around Adhomai without contest. The Orbital Fleet is a technological marvel achieved in conjunction with human scientists, who provided outside help in the Republic’s efforts to propel Tajara into the stars.&lt;br /&gt;
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Beyond the Orbital Fleet and the Kosmostrelki that protect the S&#039;rrendmarr system, the PRA is the only government entity on Adhomai to successfully field and maintain nuclear armaments. The most infamous deployment of these weapons was the bomb that atomized Quizosa, resulting in massive casualties. Since this incident and the galactic outrage it caused, the PRA has not used nuclear weapons again - but they have more missiles in storage, and the threat of nuclear fire has brought their enemies to heel in some small capacity.&lt;br /&gt;
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Veterans of the People&#039;s Republic are entitled to high-tech prosthetics as replacements for war wounds, a technology derived from the Republic&#039;s fearsome Tesla Troopers. The Republic has not shied away from the mechanical enhancement of its special forces teams, and the aforementioned Tesla Troopers are an example of this. The standard soldier is supplemented with cutting-edge firearms and armor, further empowering their performance in the field. With a great emphasis placed on laser weaponry, heavy armor, military exosuits, and weapons of mass destruction, the PRA military is a force to be reckoned with indeed.&lt;br /&gt;
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=== Notable Military Vehicles ===&lt;br /&gt;
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*&#039;&#039;&#039;Ha&#039;rron III:&#039;&#039;&#039; a main battle tank developed in the intermediate stages of the Second Revolution to replace the Mata&#039;ke Rafama II. Thanks to its simple design, good armor, firepower, and speed, the Ha&#039;rron III quickly became a mainstay of the Republican armored divisions. The tank is mainly used to accompany motorized infantry during operations. Plans were made to begin development on a Mark IV model after the war’s end, but those resources were instead moved by the ministry of technology to their mech designs.&lt;br /&gt;
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*&#039;&#039;&#039;Rhazar Mk. I:&#039;&#039;&#039; a heavy tank built in the late stages of the Second Revolution. Instead of being equipped with a traditional ballistic gun, the Rhazar has a laser cannon. While this weapon gave the tank hefty firepower, it could only properly operate when in proximity to powerlines. However, the Rhazar Mk. I was effective in defending the Hadiist core territories in the final moments of the war. Projects to replace the engine with a tesla generator are currently underway.&lt;br /&gt;
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*&#039;&#039;&#039;Trid&#039;irra crawler:&#039;&#039;&#039; a mech created for the Division Experimental Exosuit. The Trid&#039;irra is a medium-sized crawler carrying artillery guns. Its main role is softening targets before the multipurpose vehicles of the Division EE can engage. Because it was never used in combat, the true effectiveness of the Trid&#039;irra remains unknown. Despite the investment in these new technologies, many Hadiist generals doubt that mechs can ever replace tanks.&lt;br /&gt;
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== Extranet ==&lt;br /&gt;
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The People’s Republic has been connected to the extranet since the end of the First Revolution. It has the largest population online in Adhomai. However, it is subject to censorship by the Party; the Extranet is closely monitored by the secret police for any subversive tendencies. Sites that contain Anti-Hadiist ideas, such as Al&#039;mariism and Royalism, are blocked. To cover the role of the banned domains, there are Hadiist-approved sites available to the public. Accessing the uncensored extranet is possible through illegal software or by being a full member of the Hadiist Party. The People’s Republic is rumored to be behind the countless bots that roam the extranet downvoting and reporting anti-Hadiist content.&lt;br /&gt;
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=== Notable Websites ===&lt;br /&gt;
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*&#039;&#039;&#039;Square:&#039;&#039;&#039; the most popular social media in the People’s Republic. Square is a social network service that allows users to create their profiles to stay connected to their friends and family. It is also possible to share content and pictures through a news feed and albums. In order to sign up, citizens have to register their Republican ID. The website is rumored to be used by the state to acquire extra information about its citizens.&lt;br /&gt;
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*&#039;&#039;&#039;AdhomaiEye:&#039;&#039;&#039; the top search engine in the People’s Republic of Adhomai. AdhomaiEye is suspected of favoring Hadiist-aligned sources above popular or accurate results. Websites related to the other Tajaran factions are unlisted and searching blacklisted terms is considered a crime.&lt;br /&gt;
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*&#039;&#039;&#039;PRATopic:&#039;&#039;&#039; an online forum aimed at young PRA Tajara living abroad. Outside of discussing mundane subjects and media, PRATopic has a large political section dedicated to the spread and the defense of the Hadiist ideal. The forum produces propaganda, political theory, and general virtual content to indoctrinate the younger generations. The website is infamous for its very strict moderation.&lt;br /&gt;
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== Outsider Department ==&lt;br /&gt;
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The Outsider Department, officially called Department for Alternative Research, is supposedly a secret division of the Ministry of Technology tasked with researching parapsychology and other unexplained phenomena. Only known through rumors and leaked documents, the department was created by the orders of Minister Zhuldyz Hadii after the war. Tales claim that countless unethical experiments take place in subterranean laboratories in an attempt to unlock the secret of the Tajaran mind and soul. Self-proclaimed magicians and mystics are brought to have their abilities put to test; so far, nothing concrete was found. Thanks to a recent partnership between the Ministry of Technology and the PSIS, there is no shortage of test subjects for the Outsider Department. Only time will tell if anything will be ever found or the division will be purged due to its failures.&lt;br /&gt;
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= Government and Ideology =&lt;br /&gt;
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The People’s Republic of Adhomai is considered a presidential republic with a single-party system. The leadership and organization are extremely centralized, with all branches of the government and administration answering to the parliament and the president, Njadrasanukii Hadii. The president serves a twelve-year term while also having ample powers, such as being able to issue mandates or dissolve the parliament in cases of emergency. The Party of the Free Tajara under the Leadership of Hadii, also known as the  &#039;&#039;&#039;Parizahra Zhahrazjujz Tajara Akzatauzjauna Azahrazakahuz Hadii&#039;&#039;&#039;,  is the only and ruling party in the PRA, with its leader always being the elected president. They follow Hadiism as their main ideology, with the objective of securing the Tajaran freedom and place in the galactic community.&lt;br /&gt;
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Membership of the Hadiist Party is not open. For anyone to become a member, they must be approved by a committee that considers their qualifications and past. Government officials can grant honorary memberships, this is seen as nothing but an honor and does not grant any status or position that a regular Party member would have. Full members of the Party always work in government positions.&lt;br /&gt;
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== Hadiism ==&lt;br /&gt;
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Hadiism is an ideology characterized by strong centralized leadership, a one-party system, a rejection of the traditional Tajaran caste system, and the enforcement of a monolithic culture to replace regional identities. Its origins can be traced back to the First Revolution, but its current form was defined by Malik Hadii’s rise to power. Hadiism is extremely authoritarian and concentrates a large amount of power in the hands of the Party and its leaders. The cult of personality of the president is another key element to it; the supreme leader is the unquestionable guide for the entire nation.&lt;br /&gt;
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The caste system is seen as one of the main obstacles to the future of the Tajara people. It is considered an issue so ingrained in the Tajaran society, that it requires state intervention to solve. The Hadiist solution to this problem is the creation of an artificial unifying culture whose goal is the elimination of any kind of division between the population. This new ideal puts great emphasis on the collective over the individual and undying loyalty to the Party. The new Hadiist Tajara is eager to sacrifice himself for the good of their nation and would never question the decision of his superiors. The desire to break with the burdens of the past extends to the religion to the more radical Hadiists; renouncing one’s belief in the Gods is necessary to recognize that no higher power than the Party exists. While incompatible with the Hadiist ideals, racism is still widespread and is a great hurdle in the process of eradicating the heritage of the caste system.&lt;br /&gt;
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Hadiism is open to diplomacy with alien powers and is welcoming of megacorporations. In its vision, the Tajara should cultivate a prosperous and friendly relationship with the other species. However, Xeno cultural influence should be closely watched for it might clash with the Hadiist Culture.&lt;br /&gt;
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=== Schools of Thought ===&lt;br /&gt;
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*&#039;&#039;&#039;Orthodox Hadiism:&#039;&#039;&#039; the mainstream form of Hadiism, followed by the majority of the Party. Orthodox Hadiism follows closely the principles of the ideology without deviation. It is resistant to change and seeks to maintain the Party&#039;s rule over the Nation at all costs. Its main inspiration comes from the actions and doctrines established by President Hadii; Malik&#039;s cult of personality is found in its strongest form here.&lt;br /&gt;
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*&#039;&#039;&#039;Totalist Hadiism:&#039;&#039;&#039; even with the ever-present secret police, strict censorship, and other measures to suppress political dissent, some Hadiists believe that the Party should exercise greater control of the society. Totalist Hadiism proposes the total planning and organization of the lives of its citizens according to the needs of the State. The concepts of independence, self-realization, individualism, and personal desires must be forgotten for the sake of the nation; a Tajara&#039;s sole purpose is to dedicate themselves to the Hadiist state. This ideal condition can only be reached through the implementation of a non-stop overview and invasive vigilance. [[Notable Tajara#Headmaster Harrrdanim Tyr&#039;adrr|Headmaster Harrrdanim Tyr&#039;adrr]] is the main proponent of this ideology. It finds great support among the ranks of the People&#039;s Strategic Intelligence Service.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Visionary Hadiism:&#039;&#039;&#039; originated from the growing scientific community in the People’s Republic, Visionary Hadiism believes that rapid and radical technological progress is needed for the Hadiist society to reach its goals. The flaws of the Tajaran people can be corrected with the help of revolutionary technologies; science must be used to permanently transform the Tajaran condition. No price is too great during the march of progress, neither nature nor Tajaran lives should stand on the path to greatness. Safe and ethical research is seen as a pointless constraint. Accelerated industrialization of all sectors is dictated as necessary to guarantee the survival of Hadiism against its enemy. Visionary Hadiism advocates for the expansion of the space navy and the establishment of more colonies. Under their vision, the Tajara are destined to populate and conquer the cosmos. The introduction of widespread augmentation is also among its policies; cybernetics implants would erase the concept of disability and inequality from the face of Adhomai. [[Notable Tajara#Minister of Technology Zhuldyz Hadii|Minister of Technology Zhuldyz Hadii]] is the main proponent of this ideology. It finds great support among PRA’s researchers and the orbital fleet command.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Young Hadiism:&#039;&#039;&#039; made up of students and intellectuals, the Young Hadiists are the reformist faction. Despite being unable to directly oppose the Party due to the threat of a political purge, they plan to change the system through gradual reforms. Young Hadiism preaches that authoritarian measures were only temporarily needed to secure the existence and security of the People’s Republic. The Tajara deserve more political rights and freedom; the Party should be the people&#039;s protector, not their jailor. Young Hadiists are one of the few to raise concerns about Adhomai&#039;s nature being threatened by industrialization. Young Hadiists believe that changes should be cautiously implemented to avoid upsetting society and the government. Ultimately, the Young Hadiists plan to slowly transform the People&#039;s Republic into a proper Hadiist democracy. [[Notable Tajara#Minister of Education Kalim Khazdar|Minister of Education Kalim Khazdar]] is the main proponent of this ideology.&lt;br /&gt;
&lt;br /&gt;
== People&#039;s Strategic Intelligence Service ==&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Strategic Intelligence service is the main intelligence agency of the People&#039;s Republic. In the wake of the revolution that had won the species their independence, the budding government recognized the need for covert operations. Teachers from Sol&#039;s [[Solarian Security and Law#The Solarian Interstellar Intelligence Bureau|SIIB]] and equipment were employed to train their agents, which then embedded themselves across Adhomai in anti-government groups, media moguls, law enforcement agencies, and other levels of society to ensure that order was kept and no subversive elements could undermine the new, weak government. Since then, their reliance on humanity has grown weak, and the agency has established itself as a respected and feared intelligence service.&lt;br /&gt;
&lt;br /&gt;
Several agents and informants are employed by the PSIS, both in domestic and foreign theaters. The agency makes use of espionage, sabotage, assassination, interrogation, blackmail, and all other short of subterfuge, during their operations. Subversive elements within the People&#039;s Republican are dealt with quickly, usually through night raids and abductions conducted with aid of black unmarked cars. Tajara residing in other systems are not truly safe from the Intelligence Service, as they are known to deploy their agents against off-world targets. Republican spies, enforces and collaborators are present in [[Mendell City|Mendell City&#039;s district six]], carrying out orders or watching their fellow Tajara.&lt;br /&gt;
&lt;br /&gt;
During the Second Revolution, the People&#039;s Strategic Intelligence Service was deployed in occupied territory to persecute anyone who was offering resistance or was suspected of doing so. Tens of thousands were killed or imprisoned by the secret police. Families of suspected guerilla fighters and dissidents were held hostage to force the suspects to surrender or come out of hiding. The [[Tajaran Military Structures#Republican Army (People&#039;s Republic of Adhomai)|Grand People&#039;s Army]] frequently collaborated with their operations under the guise of anti-partisan actions. Many community leaders, family members, and politicians remain &amp;quot;disappeared&amp;quot; by the PSIS.&lt;br /&gt;
&lt;br /&gt;
== Law ==&lt;br /&gt;
&lt;br /&gt;
The Hadiist justice system is heavily centralized and relies solely on written law. The code is biased toward protecting the Party’s rule and its position as the ultimate authority in the Republic. Courts are presided by judges chosen through Party appointment, with the presence of Hadiist model citizens selected as the jury when needed. Lawyers are always appointed by the state to work on cases; it is impossible for anyone to hire a professional of their choice. All advocates are required to work for the government in order to practice their profession.&lt;br /&gt;
&lt;br /&gt;
Law enforcement in the People’s Republic is the responsibility of the National Police Department, an organization under the control of the Ministry of Internal Affairs. This agency is tasked with keeping the peace and investigating crimes. The Hadiist police force is the best equipped in Adhomai, but much of its efforts are hindered by the underlying corruption present in the government.&lt;br /&gt;
&lt;br /&gt;
== International Relations ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Republic of Biesel]]:&#039;&#039;&#039; among the Tajaran nations, the People’s Republic of Adhomai has the strongest diplomatic ties with the Republic of Biesel. Thanks to NanoTrasen influence and support of the Hadiist government during the Second Revolution, Tau Ceti is considered a close ally. Biesellite authorities usually turn a blind eye to the PRA operations in the system. The Orbital Fleet sent an expeditionary force to aid Tau Ceti during the Solarian invasion of 2462.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Sol Alliance]]:&#039;&#039;&#039; once an ally and direct supporter of the People’s Republic, relations between both states quickly deteriorated after a space skirmish in 2461. Despite the diplomatic reopening following the lifting of the Second Tajara Ban, the events before the Solarian collapse forced the PRA to finally cut all ties with Sol. There is no reconciliation on sight as the People’s Republic continues to supposedly fund the Tajara Revolutionary Army in the Wildlands and Sol continues to uphold the Third Tajara Ban&lt;br /&gt;
&lt;br /&gt;
== Flag ==&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic Flag is based on the Hadii dynasty standard used during the First Revolution. The flag uses the colors of the revolutionary movements, with red representing the sacrifices made during the civil war, black the equality among all Tajara, and gold the natural riches of Adhomai. The flag has a Twin Suns Icon on the center symbolizing the People&#039;s Republic&#039;s rule over all Adhomai.&lt;br /&gt;
&lt;br /&gt;
= Military Forces =&lt;br /&gt;
&lt;br /&gt;
The People&#039;s Republic Military is composed of the [[Tajaran Military Structures#Republican Army (People&#039;s Republic of Adhomai)|Grand People&#039;s Army]], the [[Tajaran Military Structures#Republican Navy (People&#039;s Republic of Adhomai)|Republican Navy]], the [[Tajaran Military Structures#People&#039;s Air Force (People&#039;s Republic of Adhomai)|People&#039;s Air Force]] and the [[PRA Orbital Fleet Structure|Orbital Fleet]]. The Grand People’s Army is the ground army of the PRA; it is formed by large divisions of motorized infantry and artillery teams. While being equipped with the best that the Adhomian industry can provide, the Republican army suffers from low morale and a lack of properly trained officers.  A draft was introduced in 2458, replacing the volunteer model-army, requiring all male Tajara between 18-30 to enlist, unless they were able to pay a fee, prove that they are a member of the party or that they are employed under the NanoTrasen Corporation. Female Tajara can volunteer and are allowed to serve in combat roles.&lt;br /&gt;
&lt;br /&gt;
The Republican Orbital Fleet is the pride of the People’s Republic military, as it is the only space navy among the warring factions of Adhomai. While used to defend the system and used to impose a blockade against the other factions, the Fleet was able to extract a costly victory in a skirmish against Solarian forces in S&#039;rand’marr.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
People’s Republic military hardware is the most advanced among the Tajaran nations. Laser weapons, alongside simple ballistic guns, are used by high-ranking soldiers or special operatives. Unlike the other Adhomian factions, the Hadiist military has fully adopted automatic weapons. Their service rifle is the Tsarrayut&#039;yan rifle, a select-fire, automatic rifle. Regardless of advances in the small arms field, artillery is the Republican army’s main weapon and pride.&lt;br /&gt;
&lt;br /&gt;
Traditional Tajaran weapons, such as single shot and bolt action rifles, are widespread among the rural population. Those guns are primarily used for hunting or held as heirlooms from the First Revolution. Firearms are far less common in the urban centers, as they are associated with Party officials or gangsters. The purchase and carry of firearms require a permit issued by the government, with the exception being made to the members of the Hadiist Party and weapons that are considered family’s relics. Civilians can only acquire simple pistols, revolvers, and hunting rifles. Party Membership allows citizens to acquire more powerful equipment, such as submachine guns.&lt;br /&gt;
&lt;br /&gt;
=== Notable Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tui&#039;ad &amp;quot;Icelance&amp;quot; Laser Rifle:&#039;&#039;&#039; a clumsy energy weapon of Tajaran design, recharged through cranking. Despite having far less capacity and accuracy than modern laser rifles, the Icelance has proved itself to be adapted to the less advanced battlefields of Adhomai,  as charging stations and even electricity can be a rare commodity in the most remote areas of the planet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adar&#039;Mazy Pistol:&#039;&#039;&#039; mass-produced pistol issued to People&#039;s Republic officers, government officials, and low-ranking Party members. Known for its simple, cheap, and reliable design, this weapon is produced by nearly all weapon factories in the Republic. The Adar’Mazy is also found in the hands of Adhomai Liberation Army soldiers and commanders.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nal&#039;tor Model Pistol:&#039;&#039;&#039; given to Republican Commissars and high-ranking Party members, this bulky pistol is notable for its large caliber. Unlike the Adar&#039;Mazy pistol, only a single factory in Nal’tor is allowed to fabricate it; its design is kept as a state secret. Because of its rarity and status, the Adhomai Heavy Pistol was a sought-after war trophy by royalists and rebel forces.&lt;br /&gt;
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*&#039;&#039;&#039;Nuclear Launcher:&#039;&#039;&#039; the People&#039;s Republic of Adhomai was the first Adhomian faction to master nuclear fission. Atomic weapons were used before in the Tajaran civil war, causing the annihilation of the military base of Quizosa. The nuclear launcher was created at the end of the second civil, by republican scientists as a way to deploy such destructive force while on the field. This firearm launches a miniaturized nuclear warhead capable of causing a controlled, but highly destructive, nuclear explosion. Due to its experimental and dangerous nature, this weapon never saw deployment, but several prototypes can be found in the republican arsenals.&lt;br /&gt;
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*&#039;&#039;&#039;Tesla Glove:&#039;&#039;&#039; a tesla-based weapon created by the People&#039;s Republic of Adhomai as part of their Tesla Brigade program. The glove is a gauntlet capable of firing electricity arcs and shocking targets by touch; as it is powered by a miniaturized version of the Tesla Spine. Because of its long recharge time and unwieldy design, the glove is mainly used as an ancillary weapon. &lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajaran_Ethnicities&amp;diff=23229</id>
		<title>Tajaran Ethnicities</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajaran_Ethnicities&amp;diff=23229"/>
		<updated>2022-02-02T21:21:58Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Ethnicities */ Adds mention of heights for each ethnicity&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&lt;br /&gt;
=Ethnicities=&lt;br /&gt;
==Hharar==&lt;br /&gt;
Hharar – Highlander&lt;br /&gt;
&lt;br /&gt;
“The Typical Tajara”&lt;br /&gt;
===Hharar Physiology===&lt;br /&gt;
Hharar, as the first Tajaran ethnicity who Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were.&lt;br /&gt;
&lt;br /&gt;
While Hharar don&#039;t boast any obvious physical advantages or disadvantage compared to the other subspecies, they are by nature more inquisitive than others. While this alone doesn&#039;t make them any more intelligent, they tend to dominate intellectually focused roles. However, in most cases, their IQ is slightly lower than your usual human, which is generally attributed to the sub-par schooling and education Tajara received prior to the Great War. Regardless, many xenophobic groups use this as ammunition in their arguments targeting the Tajara, when in actuality the Hharar are considered to be extremely creative and innovative.&lt;br /&gt;
&lt;br /&gt;
The Hharar are usually beaver brown, kochiba, or taupe in coloration.&lt;br /&gt;
&lt;br /&gt;
There are variations and of course exceptions to this rule, however, Taupe is the darkest a Hharar gets and Beaver is as light as they get. Most Hharar are also spotted with lighter brown or white spots across their upper chest and torso. Some Hharar females can even be calico on rare occasions, this is almost always hereditary on the maternal side, meaning the mother has to also be calico for her daughter to be, though this is not absolute and Calico mothers can have normal brown daughters.&lt;br /&gt;
===Hharar Culture===&lt;br /&gt;
Given that the Hharar are the most populous of the Tajaran ethnic groups, their culture is generally the most ubiquitous on Adhomai and in the psyche of the galaxy at large when thinking of &#039;Tajaran society&#039;. The religion involving the worshipping of S&#039;rendarr and Messa is thought to have been propagated by ancient Hharar and the original noble lines to have started from them. This has led to many of the less populous ethnic groups to look down upon the Hharar, with some extremists going so far as to blame them for a lifetime of enslavement.&lt;br /&gt;
&lt;br /&gt;
The Hharar are the stereotypical &#039;worker&#039; Tajara. This fact is reinforced by their history as the brunt of the workforce used by the plutocracy, as they were easier to control and force into unpleasant conditions than some of the other ethnic groups. As such, they tend to give their respect to superiors easier than other Tajara might. Most loyalists during the Great War were of Hharar descendence. Further, the familial system of Tajaran castes is also thought to have been a Hharar invention; the structure of castes and the introductions of arranged marriages are traditions started long ago that have encompassed many Tajara of other ethnic groups marrying into Hharar families.&lt;br /&gt;
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Siik&#039;maas and Siik&#039;tajr are the primary languages descended from the ancient and venerable language of Hhar&#039;Tol. Hhar&#039;Tol or &#039;Hill speak&#039; is a nearly dead language almost never used in modern Tajaran society. The sole remnants of the language can be found in many ruins left in the Highlands of ancient Hharar villages and cities. Some schools created by the Hadii offer Hhar&#039;Tol as an available language for students and attendees to learn.&lt;br /&gt;
&lt;br /&gt;
Since their liberation, the Hharar have been found to hold positions of middle or high wealth, owing to their intellectual capabilities. They are described as loyal workers who are passionate and not afraid to voice their opinions. Given their history as the plutocracy&#039;s major workforce and the largest part of the Tajaran &#039;peasantry&#039;, they are typically well-rounded individuals with more appreciation of older traditions than other Tajaran ethnic groups. &lt;br /&gt;
==Zhan-Khazan==&lt;br /&gt;
Zhan-Khazan - Mountain-Keeper&lt;br /&gt;
&lt;br /&gt;
“The Workhorse”&lt;br /&gt;
===Zhan-Khazan Physiology===&lt;br /&gt;
Zhan-Khazan are the second most populous of Tajaran ethnicities and are considered to be the backbone of the Tajaran workforce. Their history as ethnicity is not well documented; very few historical texts describing them were preserved in the wake of the Great War, and archaeological dig sites are difficult to preserve given the climate of Adhomai. What is known, however, is that the Zhan-Khazan were at one point a race of cave-and-mountain dwelling Tajara that traditionally were entrusted with physical work like mining, farming, ranching, and logging.&lt;br /&gt;
&lt;br /&gt;
Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, tall statures, and a heavier bodyweight, they are well-suited to tasks requiring brute strength and heavy lifting. They are by no means less intelligent than the Hharar, but most Zhan-Khazan do not pursue the same type of work. Zhan-Khazan make up a significant amount of Tajara employed in resource gathering, construction, civil jobs such as law enforcement, and even culinary work such as butchering.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan are usually blue-grey, dark gray, or chocolate in coloration.&lt;br /&gt;
&lt;br /&gt;
Zhan-Khazan fur patterns are remarkably simple, usually consisting of only dark solid colors or at the most ticked fur or tabby stripes. They are capable of lighter colors and more varied fur patterns, but these are rare, recessive traits present in pure Zhan-Khazan bloodlines. Those that breed outside of their ethnicity have a higher chance of passing on their dark fur, as their genes are more dominant compared to other ethnic groups. These genes are present in both male and female parents.&lt;br /&gt;
===Zhan-Khazan Culture===&lt;br /&gt;
For most of Tajaran history, Zhan-Khazan were tasked with more difficult work as they were more suited to physical labor than their brethren. They were subject to harsher punishments and more repressive mandates as the plutocracy viewed them as lesser to other Tajara. Faced with work that segregated them from most settlements, the Zhan-Khazan have grown to be incredibly protective of their families and their own and follow traditional family values closely. Things like arranged marriages, inter-clan courting and gift-giving, and family alliances were and are exceedingly common for Zhan-Khazan, and they support a close family lifestyle. Those who go against their family face exile from their small, tight-knit communities. Zhan-Khazan also hold their co-workers in similarly high regard, though not as much as blood ties.&lt;br /&gt;
&lt;br /&gt;
Many Zhan-Khazan worship the Ma&#039;ta&#039;ke pantheon, and scholars believe this faith was invented by this ethnic group. Small shrines are a common sight amongst settlements of or having a high population of Zhan-Khazan, and they hold very active evangelical services. As such, many Zhan-Khazan take the teachings of Ma&#039;ta&#039;ke to heart, including unification amongst Tajara. They care immensely about the future of their species and most do what they can for the betterment of the Tajara as a whole. Zhan-Khazan are highly valued agricultural and mining experts, and they make up almost seventy percent of the farmer and rancher population of Adhomai.&lt;br /&gt;
&lt;br /&gt;
Like all other Tajara, Siik&#039;maas and Siik&#039;tajr are the &#039;official&#039; language of the Zhan-Khazan, but they were the inventors of the lesser dialect of Delvahhi. This language is still widely used in religious ceremonies dedicated to Ma&#039;ta&#039;ke and amongst settlements comprised mostly of Zhan-Khazan. It is also the favored language of farmers, who have adopted it in the wake of government intrusions into the agricultural industry of Adhomai. &lt;br /&gt;
&lt;br /&gt;
===Rhazar&#039;Hrujmagh===&lt;br /&gt;
The history of the Rhazar&#039;Hrujmagh people, a name that can be translated roughly as “Rock Nomads”, is closely linked to the Zhan-Khazan, with both sharing the same origin in the ancient Tajaran age, a race of cave-and-mountain dwelling Tajara that traditionally were entrusted with physical labor. Unlike the typical Zhan-Khazan, which were put under serfdom by the ruling classes, the Rhazar&#039;Hrujmagh developed into a semi-nomadic society, based around the herding of N’hanzafu and Zhsram. The modern Zhan-Khazan and the Rhazar&#039;Hrujmagh share identical physical characteristics, such as having a strong body constitution and dark fur, and many just consider being a Rock Nomad an alternative Zhan culture. The south of Ras&#039;nrr is home to the majority of the Rock Nomad population, but an expressive minority can be found in the middle and north of Harr&#039;masir.&lt;br /&gt;
&lt;br /&gt;
While most Tajaran developed cities and the farmlands, organizing themselves into monarchies and dynasties, the Rhazar&#039;Hrujmagh would travel the land and rocky mountains of Adhomai, looking for pastures more suitable for their herds, in large caravans made up of several families, with their wagons being dragged around by Zhsram. During the feudal period of Adhomai they suffered extensive persecution by the authorities, developing a tradition of being a warring people, accustomed to being persecuted and moving through the rough terrain of Adhomai with ease. The Rhazar&#039;Hrujmagh played an important role as mercenaries in the countless conflicts before the creation of the Steeple. Many families and caravans made fortunes from being paid to fight in those wars, generally riding their Zhsram into battle as cavalry, or from any plunder they were allowed to collect. When the status quo settled they were seen as an undesirable element by most monarchies, and several restrictions were created against them.&lt;br /&gt;
&lt;br /&gt;
During the First Revolution, the great majority of Rhazar&#039;Hrujmagh fought alongside the rebels, with some being employed as mercenaries by the monarchists. However, the Hadii’s regime decided that the presence of such nomadic people was in conflict with the ideals promoted by the new Tajaran society, and tried to settle down the Rhazar&#039;Hrujmagh, creating conflict and tension again. The emergence of the Adhomai Liberation Army was seen as an opportunity by many Rhazar&#039;Hrujmagh to save their traditional ways. Joining Nated’s rebellion is popular among the youth of Rhazar&#039;Hrujmagh families and caravans, serving in the irregular guerilla warfare, where the knowledge of Adhomai’s terrain and the speed of their mounts is useful. &lt;br /&gt;
&lt;br /&gt;
After the Armistice, the majority of the rock nomads have migrated to [[Democratic People&#039;s Republic of Adhomai]] territory. Most of the population living in Harr&#039;masir joined the New Kingdom of Adhomai, taking the [[New Kingdom of Adhomai#Nomadic Host of the Southern Borders|Nomadic Host of the Southern Borders]] as their home. Rhazar&#039;Hrujmagh living in the Host are seen as traitors by the rest of the Adhomian rock nomad community.&lt;br /&gt;
&lt;br /&gt;
The culture of the Rhazar&#039;Hrujmagh includes the typical Zhan focus in their families and communities, with the caravan being the union of several families, usually led by an elder elected by the heads of each household. Herding and military service are the most common professional choices, with children being taught how to handle animals and use weapons by their parents. The worship of the Ma’ta’ke pantheon is widespread, with the focus being on Rredouane as their patron deity.&lt;br /&gt;
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==Njarir&#039;Akhran==&lt;br /&gt;
Njarir’Akhran - Blood Ruler&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Nobleman&amp;quot;&lt;br /&gt;
===Njarir&#039;Akhran Physiology===&lt;br /&gt;
The Njarir&#039;Akhran, or simply the Njarir, are the ethnic group that made up the majority of the plutocracy prior to the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population, though reports see that number reducing slowly between honor killings and hate crimes given their close relation to the Tajaran nobility. Easily identifiable by their large ears, fluffy tails, luxurious fur, higher heights and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline.&lt;br /&gt;
&lt;br /&gt;
Historically, Njarir comprised almost the entirety of the Tajaran nobility. Efforts were made to keep noble lines purebred, even if it led to inbreeding in dynasties. Those who married outside of or slept outside of their ethnicity were generally disowned by their family and forced into peasant life. This accounts for practically all surviving Njarir outside of those in the Hadii family, who serve in important parts of the federal government. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences. Many have fled Adhomai only to be offered cushy jobs elsewhere working for the Alliance, other factions, or transstellar corporations. These individuals are looked down upon even more.&lt;br /&gt;
&lt;br /&gt;
Njarir&#039;Akhran are usually orange, cinnamon, ruddy, or cream in coloration.&lt;br /&gt;
&lt;br /&gt;
In stark contrast to their brethren, Njarir tend toward very bright, colorful fur patterns. Typically, their fur color ranges from reddish browns to cream colors, and they do not generally have dark fur. Siamese patterns, as well as tortoiseshell or patched tabby patterns, were valued amongst Njarir bloodlines, and those with more intricate fur patterns were revered and admired by their fellow noblemen, and it was considered an attractive trait in a female. Despite all this, these patterns have been shown to be recessive genes in Njarir, and the most common fur pattern is simply stripes.&lt;br /&gt;
===Njarir&#039;Akhran Culture===&lt;br /&gt;
Due to their history as the ruling class of the Tajara, many records pertaining to Njarir practices and culture were destroyed in acts of insubordination. This, coupled with the widespread burning of Njarir literature and the destruction of castles, villas, and chateaus, has led to a loss of critical information in ancient Njarir practices. What is known, however, is that only a handful of Njarir were ever part of the peasantry. As stated previously, keeping the bloodline pure was almost mandated amongst the noble dynasties and anyone who broke this rule was exiled to live as a peasant. Other stipulations were agreed upon to ensure the &#039;nobleness&#039; of a family member. One could not marry a peasant, or involve themselves in peasant affairs unless it proved a problem to productivity. To be seen in public, a nobleman or woman was obligated to wear fanciful clothing to show their status and were discouraged from physical contact with the peasantry.&lt;br /&gt;
&lt;br /&gt;
Following the Great War, almost every noble family was systematically exterminated. The only noble family still in power outside of the New Kingdom is the Hadii, who serve in the Republican government. It has proved exceedingly difficult to acquire testimony or records from living Hadii members, who wish not to anger the Tajaran public any further due to the still unstable post-revolution period on Adhomai. Relics recovered from Njarir ruins, however, suggest that at one point they were highly religious, giving credence to the theory that these nobles evolved from religious leaders. The revival of the [[New Kingdom of Adhomai]] has triggered a wave of restoration of the old Njarir culture.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas was the widely spoken language of Njarir, though amongst themselves they preferred to use the Ya&#039;ssa dialect. Presumed to be the traditional language of the nobility, it uses a more refined alphabet and speech pattern believed to have evolved from a less-used ancient language. Hadii members have been recorded to still use this language, though ultimately with the widespread annihilation of noble families, this language has fallen into disuse until its revival by the New Kingdom of Adhomai.&lt;br /&gt;
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==M’sai==&lt;br /&gt;
M&#039;sai - Hunter&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Soldier&amp;quot;&lt;br /&gt;
===M&#039;sai Physiology===&lt;br /&gt;
As the third (though only by a small margin) populous Tajaran ethnic group, the M&#039;sai were at one point the hunters and warriors for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. Their ears are also taller, likely to facilitate hearing prey. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement, and military service. Not all M&#039;sai resign themselves to these positions, however, and enjoy helping Zhan-Khazan on the country farms or performing civil duties in cities from garbage disposal to cargo inspections.&lt;br /&gt;
&lt;br /&gt;
Characterized by their thin, slender forms and average stature, the M&#039;sai are deceptively light; by Tajaran standards, they are thinner and smaller. With less but thicker fur and a thinner layer of body fat, they aren&#039;t as well insulated against Adhomai&#039;s cold as their brethren.  However, this gives them the bonus of being speedier, and their bodies are designed to be aerodynamically compatible with the harsh winds of Adhomai. Where a Zhan-Khazan would stumble as he weathered the winds, a M&#039;sai can easily and quickly sprint through without being affected. The M&#039;sai are agile, intelligent, and have quick reaction times, making them ideal for high-stress work.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai are usually white, ivory, wheat, or silver in coloration.&lt;br /&gt;
&lt;br /&gt;
M&#039;sai tend toward subtle fur patterns, such as ticked fur or spots. Their lighter colors are dominant genes and usually express themselves in cross-ethnic children, overwriting the parent fur color - except in the case of mating with a Zhan-Khazan. The dark and light colors mix, leading to a diluted shade of the darker fur. As they evolved to be hunters in the snow, dark fur colors tend to be suppressed in their children, as previously stated. &lt;br /&gt;
===M&#039;sai Culture===&lt;br /&gt;
M&#039;sai are known to typically be mild-mannered, but can also be prone to more aggression than their brethren. M&#039;sai make up a significant portion of the People&#039;s Army of Adhomai, with a 2454 census giving a total of sixty-two point eight percent of soldiers, airmen, and sailors having been M&#039;sai. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with a vision adapted to compensation for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
Historically, they were employed by the plutocracy to aid in hunting and ranching, though the majority made up the armies and guards of cities, villages, and towns. They also made excellent scouts, and during the Migration Period, were part of cartography teams assigned to record and draw maps of then-unexplored territory in the northern regions of the planet. In the town of Davistok, a silver statue of the explorer D&#039;nante was commissioned by its noble family for having discovered the land where the wealthy trade city was built; they were held in higher regard by the nobility who viewed them as closer cousins than the other ethnic groups.&lt;br /&gt;
&lt;br /&gt;
Siik&#039;maas and Siik&#039;tajr were always widely used by M&#039;sai, but the body-focused language of Nal&#039;rasan was their creation. Because the mrowling and vocal expressions of Siik&#039;maas could sometimes alert prey to their presence and drive them away, hunting parties adopted this language to prevent such a thing from occurring. Rebel sects saw the use of this language and made use of it for covert discussions and the transmission of highly classified information before and during the Great War.&lt;br /&gt;
&lt;br /&gt;
=Genetic Disorders=&lt;br /&gt;
&lt;br /&gt;
Because of the prevalence of selective breeding in their history, the Tajara people now suffer the consequences of these practices: shorter lifespan, weaker immunosystems, and genetic disorders are far more common among the Tajara than in other species. Before the First Revolution, most infants born with noticeable deformities were abandoned or given to religious authorities. The introduction of modern medicine quickly made the Tajara aware of the origin of such diseases; the Adhomian governments are now working tirelessly to find ways to repair the damage done by the nobility’s rule. Due to their small population and obsession with purity, the Njarir’Akhran are the ethnic group most affected by genetic diseases.&lt;br /&gt;
&lt;br /&gt;
Heterochromia iridium, especially when one of the eyes is blue and the other yellow, is considered a lucky symbol. Tajara suffering from eye disorders will frequently have trouble seeing in low light conditions.&lt;br /&gt;
&lt;br /&gt;
==Notable Disorders==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Albinism:&#039;&#039;&#039; manifesting similarly to the other species, Tajara with albinism will suffer a severe lack of coloration in the fur and eyes. Before the First Revolution, those who were born with this disorder were usually considered to be displaced M’sai, either as the result of infidelity or by divine intervention. Most albino Tajara were handed to M’sai families or the local temple. Followers of Ma’ta’ke would raise them to become Mata’ke priests as albinism is deemed a blessing by the pantheon’s head. The Church of S&#039;rand&#039;marr trained its albino orphans to become copyist priests: this way they would avoid the harsh sunlight by staying inside the candle-lit libraries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hakh&#039;jar:&#039;&#039;&#039; also known as &amp;quot;Stunted-Tail&amp;quot;, Hakh&#039;jar is a disorder characterized by an abnormally short tail. It drastically affects the Tajara’s balance; those who suffer from this disease will commonly rely on canes to walk. Before the First Contact, Njarir&#039;Akhran and Hharar suffering from Stunted-Tail would be assigned clerical positions to avoid extra strain from walking. Religious Tajara believed that Hakh&#039;jar was the result of a curse or divine punishment directed at one&#039;s bloodline. Only recently prostheses tails have been developed to help remediate this condition. Hakh&#039;jar is a popular term to imply that someone is slow or clumsy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dornskhy:&#039;&#039;&#039; an extremely rare disorder characterized by the total lack of fur on the body. Tajara affected by this disease are vulnerable to all kinds of infections and injuries; painful rashes will cover the skin and sunburns are inevitable. Before the First Contact, only nobles could afford the necessary treatment and luxuries to survive this condition; those suffering from Dornskhy would remain confined to palaces for their entire life. Nowadays, carriers of this disorder have a longer life expectancy but must remain under constant medical care. Dornskhy is a popular term to imply that someone is thin-skinned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Tajara]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=23228</id>
		<title>Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tajara&amp;diff=23228"/>
		<updated>2022-02-02T21:19:11Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Biology */ changes tajara height so cats can&amp;#039;t be below 5 foot, issues what height ethnicities are&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Tajara&lt;br /&gt;
 |Scientific = T. Sapiens&lt;br /&gt;
 |Image = OldTajara.png&lt;br /&gt;
 |System = S&#039;rand&#039;marr&lt;br /&gt;
 |World = [[Adhomai]]&lt;br /&gt;
 |Language = Siik&#039;maas, Siik&#039;Tajr, Nal&#039;rasan, Ya&#039;ssa, Delvahhi&lt;br /&gt;
 |Politic = People&#039;s Republic of Adhomai,&lt;br /&gt;
 &lt;br /&gt;
Democratic People&#039;s Republic of Adhomai,&lt;br /&gt;
&lt;br /&gt;
New Kingdom of Adhomai&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Tajara (direct plural: Tajara – Tah-jaw-rah both singular and multiple) (adjective: Tajaran - Tah-jaw-ran) are a race of humanoids that possess markedly felinoid traits that include a semi-prehensile tail, a body covered in fur of varying shades, and padded, digitigrade feet. Tajaran history and society is deeply entrenched in the conflict between its caste system and ruling governments. The species currently finds itself involved in a cold war between the three powers that control its homeworld, Adhomai.&lt;br /&gt;
&lt;br /&gt;
To apply to be Tajara, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
Additional information: [[Adhomai|Adhomai]], [[Notable Tajara]], [[Tajaran Military Structures]] and [[Tajaran Ethnicities]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Since the end of the First Revolution, Tajara have proven themselves to be capable workers to the megacorporations of the galaxy. In the years since, some of these Tajara demonstrated competent leadership and were hired into various command positions in their company of choice. To be a Tajaran head of staff in a human- and skrell-dominated space is to have dozens of eyes on you at once. Oftentimes, these Tajara face heavier criticism, are given lower wages and fewer benefits, and still face discrimination from their peers. Severe pressure is put onto them to meet a degree of excellence higher than what would be expected for a human. The vast majority of Tajaran heads of staff, especially within NanoTrasen, remain PRA citizens. Due to their close ties to NT and being of higher diplomatic standing, megacorporations prefer to promote Republican citizens over their counterparts. The NKA opening their doors to interested companies following the armistice has made it easier for their supporters to be promoted or re-promoted; however, these types are rare. The NKA’s technological backwardness is viewed as a major detriment for leadership roles and is a given reason for why a citizen would be passed over. The DPRA’s citizens, unsurprisingly, are incredibly unpopular for a promotion choice. The nation’s xenophobic and anti-corporate attitude is well known to megacorporations, so any citizen of the DPRA who manages to become promoted is subject to yearly interviews and background checks. Any sign of a connection to radical elements means a demotion, if not a firing. &lt;br /&gt;
&lt;br /&gt;
To date, there is yet to be any Tajara in a meaningful place of power within a megacorporation. &lt;br /&gt;
&lt;br /&gt;
Hharar and Njarir’Akhran can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Consular Officer&lt;br /&gt;
* NanoTrasen Corporate Liason&lt;br /&gt;
&lt;br /&gt;
M&#039;sai can be the following Heads of Staff:&lt;br /&gt;
* Head of Security&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Tajara can speak a number of unique languages, such as: &lt;br /&gt;
:- Siik&#039;Maas. Use this in-game by typing say ,j&lt;br /&gt;
:- Siik&#039;Tajr. Use this in-game by typing say ,w&lt;br /&gt;
:- Ya&#039;ssa. Use this in-game by typing say ,r&lt;br /&gt;
:- Nal&#039;rasan. Only available to M&#039;sai Tajara, use this in-game by typing say ,i&lt;br /&gt;
:- Delvahhi. Only available to Zhan-Khazan Tajara, use this in-game by typing say ,n&lt;br /&gt;
* All Tajara have claws and scratch with them instead of punching, dealing extra damage.&lt;br /&gt;
* Tajara are faster but take extra brute damage.&lt;br /&gt;
* Tajara can see much better in the dark than humans. This is possible by using a verb in-game, but that makes them vulnerable to flashes.&lt;br /&gt;
* Tajara are less vulnerable to harm from the cold due to their fur but more vulnerable to harm from heat.&lt;br /&gt;
* Tajara cannot use human gloves or shoes due to their claws and digitigrade limbs. They are only able to wear voidsuits and voidsuits helmets designed/modified for their Tajaran anatomy. They are able to wear &#039;softsuits&#039; (such as regular space suits, biosuits, and fire suits).&lt;br /&gt;
* Tajara have a higher nutrition and hydration threshold and process reagents slightly slower.&lt;br /&gt;
* Tajara have a set of organs adapted to the life on Adhomai, with some differences in regard to function and form.&lt;br /&gt;
* Due to a long history of combined selective breeding and cultural factors, different Tajaran races have different physical qualities and attributes as well as levels of education. Visit the physiology sections of the [[Tajaran Ethnicities]] page for information about their differences.&lt;br /&gt;
=== Coloration ===&lt;br /&gt;
&lt;br /&gt;
{| align:Center&lt;br /&gt;
|-&lt;br /&gt;
!Hharar group, usual coloration:&lt;br /&gt;
|[[File:H_BeaverBrown.png|300px|thumb|left|Beaver Brown (RGB 159, 139, 112 / Hex #9f8b70)]]&lt;br /&gt;
|[[File:H_Kochiba.png|300px|thumb|left|Kochiba (RGB 107, 68, 35 / Hex #6b4423)]]&lt;br /&gt;
|[[File:H_Taupe.png|300px|thumb|left|Taupe (RGB 72, 60, 50 / Hex #483c32)]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Zhan-Khazan group, usual coloration:&lt;br /&gt;
|[[File:ZK_BlueGrey.png|300px|thumb|left|Blue-Grey (RGB 34, 37, 50 / Hex #222532)]]&lt;br /&gt;
|[[File:ZK_DarkGrey.png|300px|thumb|left|Dark Gray (RGB 30, 30, 30 / Hex #1e1e1e)]]&lt;br /&gt;
|[[File:ZK_Chocolate.png|300px|thumb|left|Chocolate (RGB 94, 38, 18 / Hex #5e2612)]]&lt;br /&gt;
|[[File:ZK_Black.png|300px|thumb|left|Black (RGB 0, 0, 0 / Hex #000000)]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!Njarir&#039;Akhran group, usual coloration:&lt;br /&gt;
|[[File:NA_Orange.png|300px|thumb|left|Orange (RGB 238, 64, 0 / Hex #ee4000))]]&lt;br /&gt;
|[[File:NA_Cinammon.png|300px|thumb|left|Cinnamon (RGB 160, 82, 45 / Hex #a0522d)]]&lt;br /&gt;
|[[File:NA_Ruddy.png|300px|thumb|left|Ruddy (RGB 138, 54, 15 / Hex #8a360f)]]&lt;br /&gt;
|[[File:NA_Cream.png|300px|thumb|left|Cream (RGB 205, 175, 149 / Hex #cdaf95)]]&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
!M&#039;sai group, usual coloration:&lt;br /&gt;
|[[File:M_White.png|300px|thumb|left|White (RGB 238, 223, 204 / Hex #eedfcc)]]&lt;br /&gt;
|[[File:M_Ivory.png|300px|thumb|left|Ivory (RGB 205, 205, 192 / Hex #cdcdc0)]]&lt;br /&gt;
|[[File:M_Wheat.png|300px|thumb|left|Wheat (RGB 205, 186, 150 / Hex #cdba96)]]&lt;br /&gt;
|[[File:M_Silver.png|300px|thumb|left|Silver (RGB 192, 192, 192 / Hex #c0c0c0)]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
To the average human, the Tajara share many similarities with Earth&#039;s felines; however, when looked at from a purely scientific perspective, this description is largely superficial. Unlike terrestrial felines, the Tajara are both omnivorous and bipedal. Their bodies are almost entirely covered in a thick coat of fur that is extremely good at insulating them from the extreme cold of Adhomai. The layer of body fat and fur is designed to trap body heat efficiently. There are only a handful of areas where fur is not present, those being on the palm of their hands, the soles of their feet, and a number of various orifices as well as a small area around their eyes.  &lt;br /&gt;
&lt;br /&gt;
Occasionally, the fur around a Tajara&#039;s neck is known to grow into a shaggy &#039;mane&#039; of sorts, giving them a distinct look not unlike a terran lion. This hair tends to be much stronger and a great deal wirier than the rest of the fur on a Tajara&#039;s body. Some Tajara tend towards monochromatic bodies while others have multicolor or even calico fur patterns. These designs depend heavily on the genetics of the individual&#039;s parents, much like hair and eye color. Because of this, some parents are utterly incapable of producing multicolor children. Designs including flat colors, stripes, spots, and most conceivable combinations have been recorded by scientists both Tajaran and human. A male Tajara is somewhere between 150 cm and 185 cm in height, while the mean body mass is between 65 kg and 100 kg. Females tend to range between 150 cm and 175 cm in height, with their own weight somewhere around 45 kg to 85kg. As such, both their body weight and height is roughly comparable to the average human. Height depends on a Tajara&#039;s ethnicity. Njarir&#039;akhran were bred to be taller, M&#039;sai are a more middle height, Hharar are typically shorter or of middle height, and Zhan-Khazan are usually the tallest of the races.  Any Tajara who falls out of this range are unusually tall or short which typically stems from a medical condition. A Tajaran fetus only takes six months to mature, and Tajaran children likewise mature rapidly, reaching the full extent of their growth by 15 or 16. This rapid maturation has a profound effect on the lifespan of Tajara, as only with modern medicine have Tajara reached ages above 70, with the oldest living Tajara being 84 years old. Most Tajara retire at age 60 when they are too old to work in any capacity.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
There are four races of Tajara: the Hharar, the Zhan-Khazan, the Njarir’Akhran, and the M&#039;sai. Each race has a common role which they play in a society which their biological inclinations make them more suited for, as well as their own cultures which have formed from long histories of performing these roles in society. Tajara heavily stereotype each other based on race which is often a cause for conflict. As a result of these differences, there is a lot of racial tension between these various types of Tajara which was further exacerbated by differences in socioeconomic classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hharar:&#039;&#039;&#039; the first Tajaran ethnicity that Humanity came in contact with is generally viewed as the &#039;typical Tajara&#039;, which is reinforced by their numerical superiority over the other groups. Additionally, given their large numbers and capabilities, they most often serve in governmental positions and as ambassadors to other races; this leads to them being taken as the &#039;face&#039; of the Tajaran race, as it were. Hharar trend towards being the most intellectual of all Tajaran groups, and as such their physical prowess is significantly reduced. The Hharar are the stereotypical &#039;worker&#039; Tajara, commonly described as loyal employees who are passionate and not afraid to voice their opinions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhan-Khazan:&#039;&#039;&#039; the second most populous of Tajaran ethnicities, and are considered to be the backbone of the Tajaran workforce. Because of their history of hard work and the way they adapted to harsh mountain life, Zhan-Khazan are more physically intimidating than other Tajara. Featuring more toned, muscular bodies, thicker fur coats, and heavier bodyweight, they are well-suited to tasks requiring brute strength and heavy lifting. Due to their status as laborer they suffer discrimination and are usually regarded as less intelligent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;M&#039;sai:&#039;&#039;&#039; the third most populous Tajaran ethnic group, the M&#039;sai were at one point the hunters for ancient Tajara and evolved to have lithe, slender forms, and light fur that hid them in the blizzards on Adhomai. As Tajaran society advanced, M&#039;sai could be found in many roles related to combat, including law enforcement and military service. They are very loyal to their friends and family but aren&#039;t as overt about it as the Zhan-Khazan. With wide eyes and acute senses, they make great soldiers, with vision adapted to compensation for the heavy blizzards that plague their home planet. They are also great survivalists and are capable of scrounging food for themselves via hunting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Njarir’Akhran:&#039;&#039;&#039; the ethnic group that made up the majority of the plutocracy before the Great War. Their lineage can be traced from careful breeding between Hharar and M&#039;sai, leading to where they currently are today. Following recent events on Adhomai, Njarir make up less than ten percent of the population. Easily identifiable by their large ears, fluffy tails, luxurious fur, and slender, elegant features. Njarir suffer persecution and rejection from certain proponents of Tajaran society because of their bloodline. As the most learned of all Tajaran ethnic groups, they boast high intelligence and have a propensity towards the arts and sciences.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For information about the ethnicities, their traits, and their cultures: see [[Tajaran Ethnicities]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Tajaran Evolution===&lt;br /&gt;
The Tajara evolved as a predatory species upon their home planet of Adhomai, and as a result, they have a pair of fairly large, well-developed eyes that are forward set. These eyes are comparable to those of humans, but they are more effective in low-light situations due to the Tajaran ancestors having to hunt in dark cave tunnels. Tajaran eyes are set above a slightly elongated structure comprised of hard bone similar to a muzzle on terrestrial creatures. Their pupils are large and capable of contracting significantly faster than most other creatures, both sapient and otherwise. This allows for a considerable degree of low light vision, however, they have a thin reflective layer that has the side-effect of appearing illuminated in the dark.&lt;br /&gt;
&lt;br /&gt;
The Tajaran dental structure was at one point in their evolutionary history once geared for a carnivorous lifestyle but has since evolved and shifted towards a more omnivorous role. Tajara have sharp, needle-like teeth in the front of their jaw which is quite clearly geared to tear meat; the further along the jawline one goes, teeth similar to human molars reside behind the sharp canines, evidence of the change to an omnivorous diet. Evolutionary biologists believe that predecessors to modern Tajara had rough tongues with few taste buds to facilitate eating raw meat. The contemporary species has evolved out of this a long time ago in conjunction with becoming omnivorous, and so they now have softer tongues with a full sense of taste. Atop their heads, Tajara have a pair of deft, normally erect ears that are capable of a wide range of motion. They can rotate to roughly ninety degrees, capable of even being able to fold back almost entirely onto the skull if needed.&lt;br /&gt;
&lt;br /&gt;
===Extremities and Sleep Cycle===&lt;br /&gt;
Tajaran extremities, specifically their hands and feet have five digits and are generally the same shape as human extremities. However, they are slightly stubbier in appearance, though still dexterous enough to be useful. Tajara employed in more professional roles such as engineers, architects, or other occupations that require dexterous manipulation often find themselves with filed down claws, reduced to a smooth end to allow easy usage of standard human-based technology. This is a task that Tajara tend to do reluctantly, given that cutting too short is incredibly painful and will expose nerves to the air. Normally, these claws are non-retractable and grow from the fingertips, usually measuring around 1-2 centimeters.&lt;br /&gt;
[[File:Cats.png|400px|thumb|right|An artist sketch of Tajaran dimorphism, builds, and general stance.]]&lt;br /&gt;
The sleep cycles of the Tajaran species are one of their most scientifically curious features. A normal waking period is somewhere between thirty-six and forty-eight hours, with a subsequent twenty to twenty-eight hours of sleep. Normally, the waking period is spotted with three to four fifteen-minute naps to keep the Tajara refreshed and alert. This is universal in all worlds with Tajaran living upon them. Tajara are capable of great feats of intelligent, dedicated work but this is physically exhausting, which renders them utterly mentally and psychologically exhausted. Those that do not enter their sleep cycle properly may find themselves groggy, aggressive, paranoid, and disoriented until their circadian rhythm is righted.&lt;br /&gt;
&lt;br /&gt;
===Tajaran Build===&lt;br /&gt;
Compared to most other known species, the Tajaran body is designed to be more flexible, lithe, and slender despite its thick insulation. A handful of Tajaran ethnicities do not exhibit these traits and instead manifest increased muscle size, strength, or bulk. Tajara are sexually dimorphic; females have more elongated muzzles, shorter ears, and more petite forms. Their distribution of body fat is entirely different from that of a male. Females do not exhibit visible breasts until pregnancy, at which point they swell in order to provide for the young. Males are in general taller, have broader shoulders, bigger hands and feet, and more pointed ears. &lt;br /&gt;
&lt;br /&gt;
Tajara are built for extremely low-temperature environments that are incredibly common on Adhomai, giving them remarkable cold resistance. However, this gives them a tendency to overheat in more mild environments. To avoid this, most Tajara dress lightly in warmer environments such as those on human installations or tropical worlds. Forgoing the usual layer-like clothing, these Tajara resign themselves to thin clothing. Those who find themselves confined to bio-suit or radiation suit for extended periods of time end up feeling extremely uncomfortable.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Nobility and the Ancient Past===&lt;br /&gt;
&lt;br /&gt;
For as long as Tajara care to remember, Adhomai had always been under the rule of the nobility. The oldest historical text that exists in Tajaran possession dates back at least three thousand years and talks about the presence of nobles. Many historians agree that the trend of blood rule is more deeply-rooted in Tajaran existence than was before considered.&lt;br /&gt;
&lt;br /&gt;
The ancient past of the Tajara is poorly documented and historical texts are rare; meticulous combing and destruction of educational material by millennia of harsh rule resulted in total atrophy of most scientific arts in Tajaran society. Little is known about Tajara civilization before &#039;&#039;&#039;1500 BCE&#039;&#039;&#039; Galactic Standard Time.&lt;br /&gt;
&lt;br /&gt;
The earliest form of government were local monarchies supported by religious authorities; the ruler and their families were considered of divine origin. Most of the settlements were similar to rural fiefs, with the population working for those dynasties in trade of their protection. Urban centers started to appear around places of worship. Peasants had little to no rights, and all dissidence was met harshly and fatally at the hands of the Nobles&#039; Enforcers - trained agents (commonly of M&#039;sai descent) who fought for the nobility of Adhomai in exchange for relative freedom. These Tajaran enforcers kept the peasants of Adhomai&#039;s lands repressed and powerless through shock and terror.&lt;br /&gt;
&lt;br /&gt;
What is known for sure, however, is that tension and violence had slowly been increasing over hundreds of years between the populace and their fellow noble families. &lt;br /&gt;
&lt;br /&gt;
===Tensions Rise=== &lt;br /&gt;
&lt;br /&gt;
Tajara historians believe that global violence spilled out across the planet between the kingdoms and the other scattered noble families in &#039;&#039;&#039;80 CE&#039;&#039;&#039;. Those states clashed and either pitted their followers against one another. The noble leaders continued to fight and inter-marry until the ruling families had become exclusively &#039;&#039;&#039;Njarir’Akhran&#039;&#039;&#039;. Over time, the nobility as it slowly began to lose their religious inclination, adopting more traditional civil institutions and a relaxation of the church&#039;s control which gave way to state control. Religious worship of the noble families had been dropping steadily in conjunction with the lower influence they had upon the other nobility. It was this period that historians believe the overwhelming control of the noble families flourished and solidified into what it was prior to human contact.&lt;br /&gt;
&lt;br /&gt;
Even with technological and governmental advances, the Adhomian society was stuck with its old feudal system. The tension between nobility and the peasantry increased due to new burdens brought by military campaigns. The first writings against the serfdom and caste systems started to appear around &#039;&#039;&#039;1732 CE&#039;&#039;&#039;, with those early revolutionaries being dealt with violence by M’sai enforcers. Draconian laws and sanctions were introduced against those that defied the status quo.  Relations between the ruling class and commoners were precarious, believed to have stemmed from harsh rulers and laws. Technological and cultural knowledge and breakthroughs had begun to trickle down from the noble families to the peasantry. The invention of the printing press in &#039;&#039;&#039;1756 CE&#039;&#039;&#039; favored the spread of anti-monarchist pamphlets. Owning a copy of an unapproved text was a capital crime. &lt;br /&gt;
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Adhomai underwent a form of industrialization with the creation and proliferation of the steam engine in &#039;&#039;&#039;1954 CE&#039;&#039;&#039;. However, this only forced the Adhomai peasants into harsh new labors digging in mines and working 18 hour days building rail lines for private use by the Njarir’Akhran nobility. Laws were soon enacted that banned any non-Njarir’Akhran from utilizing electricity or riding on trains. This trend of noble&#039;s hoarding new technology or innovations at the expense of the peasants continued until human contact.&lt;br /&gt;
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Thirty years prior to the human discovery of Adhomai, the deep-seated mistrust between peasants and nobles had reached an all-time high. The Tajaran species was trapped in a technological bubble forced upon them by their nobility. At the height of their industrial revolution only a few years prior, the leadership at the time became increasingly wary of the unification of many Tajaran workers who demanded greater rights. The realms of education, science, and luxury found themselves under severe restrictions, and your basic Tajara was forced into almost twenty-hour workdays with the minimal time afforded for eating and sleeping on the job. Analysis of the noble houses proves that during this time in Tajaran history, the nobility had never been worth more in Sol credits than previously. This is largely attributed to the fact that rather than modernizing Adhomai the nobility had seen fit to confiscate and use these fruits of scientific thinking for themselves.&lt;br /&gt;
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Automobiles are considered one of the best examples of this. The first automobile is recorded to have been created in &#039;&#039;&#039;2292  CE&#039;&#039;&#039;. Using a combustion engine much like primitive human vehicles, with extra anti-freezing measures and thick treads, one of the first fully functional automated cars had been produced by a collection of Tajaran engineers and scientists, at the behest of the nobility. These large creations were considered by many older Tajara to be a symbol of negligence and gluttony by their leaders. Workers were never provided with such things; they were forced to transport themselves through Adhomai&#039;s harsh winter conditions on foot or by using specially designed &#039;snow bicycles&#039;, regardless of how far away their place of work was.&lt;br /&gt;
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Further restricting the rights of the individual Tajara was enacted by a furious nobility after several instances of violence against Njarir’Akhran, but specific information on these incidents has been lost. Legislation was introduced against &#039;workers unions&#039; as well as any sort of illicit groups; a permit was required to form anything from hunting parties to agencies. In this whirlwind of political turmoil, a fresh generation of Tajara were growing up, deprived of what most humans consider to be &#039;basic rights&#039;. As they grew older and angrier, the nobility saw fit to continue tightening their control over their subjects until a civil war was almost inevitable. Like a powder keg ready to blow, only a single spark was needed to light the flame.&lt;br /&gt;
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===Human Discovery===&lt;br /&gt;
This came in the form of human discovery in &#039;&#039;&#039;2418 CE&#039;&#039;&#039;. A Sol Alliance funded expedition into the Tajaran home system discovered the pre-space age species and their homeworld of Adhomai. Lush with untapped resources and potential workers, Adhomai was an attractive prospect for many human super corporations, especially NanoTrasen. Because of their slow technological progress, most of Adhomai&#039;s valuable minerals remained untapped by mining or drilling. Because of this, several megacorporations attempted to insert themselves into the dealings of Adhomai.&lt;br /&gt;
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However, the nobility felt incredibly threatened by what they considered &#039;intrusions&#039; by humanity and completely refused them diplomatic access to their planet. The Alliance stepped in, initially unwilling to interfere in a pre-space age society and, reluctantly, the super corporations were forced to abandon their wishes to stake claims on Adhomai&#039;s resources - at least in the open. In the year &#039;&#039;&#039;2420 CE&#039;&#039;&#039;, a group of Tajaran intellectuals - considered rebels by the state - were shuttled off-world by a still unknown entity. Given asylum in the Sol Alliance, they met and discussed much with human scientists and officials. Tensions between the Alliance and Tajaran nobility rose after such an event and they accused the humans of harboring terrorists.&lt;br /&gt;
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Eventually, these rebels were returned to Adhomai with supplies and weapons. Fed with new ideals of personal freedom and &#039;rights afforded to all&#039; by their influential human friends, the seeds of revolution were sowed among the Tajaran populace, spread by word of mouth. Workers, doctors, teachers, even soldiers who were questionably loyal to the nobility were swayed by these promises of freedom and equality. Meetings in the basements of dark taverns or barns were common, and relations between the nobility and their peasants were at the lowest ever recorded in Tajaran history.&lt;br /&gt;
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===The Uprisings===&lt;br /&gt;
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It took little more than a year for a formal uprising to be staged. In &#039;&#039;&#039;2421 CE&#039;&#039;&#039;, after the nobility had captured one of the original Tajara that had been shuttled off-world, he was sentenced to be publicly hanged by the neck in front of their peasants to show just how serious they were about keeping control. Ultimately, many historians believe this to be a highly egregious mistake. Rebels in the audience, armed with advanced off-world weapons, proceeded to open fire on loyalist forces and kill a nobleman in the process. This event, called the &#039;&#039;&#039;D&#039;as&#039;ral Massacre&#039;&#039;&#039; (so named for the city it took place in) by the nobility was all the excuse they needed to enact martial law.&lt;br /&gt;
&lt;br /&gt;
[[File:Adhomai2.png|thumb|alt=The Tajaran homeworld.|Adhomai was ravaged by warfare and more than forty million deaths have been recorded as a result of the Great War.]]&lt;br /&gt;
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However, they found themselves in a cornered position. Weapons and supplies were being shipped in off-world by mysterious benefactors, and their collections of scientists and engineers had either fled to safety being noblemen themselves or took up arms and joined the revolution. Without significant scientific presence to deconstruct or understand these new human weapons or support the war effort, the conflict resulted in a string of rebel victories drawing closer and closer to the capital cities of each kingdom. Fighting was extremely fierce and atrocities were recorded by both sides.&lt;br /&gt;
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Among the noble families, the largest and nearly the most powerful was a dynasty called the &#039;Hadii&#039;. Their castle was amongst the best defended in the region and the battle to take it was waged for six months of non-stop fighting. As it became increasingly clear to them that they were eventually going to be overrun, the Hadii struck a deal with the rebel leader; in return for complete immunity from the war, as well as persecution, they afforded the revolutionaries with unique tools and even blueprints of other families&#039; castles, pointing out weak points and infiltration spots.&lt;br /&gt;
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This turn coating tipped the revolution in favor of the rebels. Armed with this new information, they made use of radio systems previously restricted for nobility to methodically and ruthlessly end their uprising by murdering most of the noble families, and whatever soldiers and civilians remained loyal to them. By &#039;&#039;&#039;2431 CE&#039;&#039;&#039; the revolution had finally come to an end with a total of more than &#039;&#039;&#039;92 million casualties&#039;&#039;&#039; with more than half being loyalist forces and &#039;&#039;&#039;40 million civilian deaths&#039;&#039;&#039;. Many Tajaran cities and villages were utterly destroyed by vicious fighting as well as bombardment by uncaring nobles. An informal ceasefire was declared between the factions, though skirmishes were still common.&lt;br /&gt;
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===Outcome of the Revolution===&lt;br /&gt;
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Following this total upheaval of Tajaran society, rebel leaders met with Hadii noblemen and discussed how to form a government, given that only the Hadii were experienced with the ruling. Human corporations took an express interest in this; the Hadii were one of the few noble families who saw profit in human stakes on Adhomai, and many back-room deals were made until ultimately the Hadii were placed at the head of Tajaran government in &#039;&#039;&#039;2432 CE&#039;&#039;&#039;, and ushered in a new federal republic: &#039;&#039;&#039;The People&#039;s Republic of Adhomai&#039;&#039;&#039;. The Tajaran public was markedly distressed by this turn of the events, and fearing another uprising, human intervention again helped defuse the situation. The Hadii promised that it would not be like it was before.&lt;br /&gt;
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NanoTrasen, suspected by many conspiracy theorists to be behind the funding and supplying of Tajara during the war, holds claim to most of Adhomai and has a monopoly over most of the planet&#039;s valuables. Collaboration between them, the Sol Alliance, and the Jargon Federation have resulted in more technological advances in Tajaran society recently than ever before in their recorded history.  Approval ratings for the current leadership rose in response.&lt;br /&gt;
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However, serious problems remained. &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039; suddenly began to back out of the People&#039;s Republic&#039;s agreed-upon business deals with NanoTrasen, all of which saw a massive amount of Tajaran natural resources exported. Citing humanity as greedy and destructive, &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039; made clear his intentions to make Adhomai independent until it was ready to take on the burden of interstellar politics.&lt;br /&gt;
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===The Second Revolution===&lt;br /&gt;
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The disagreements and hatred of the Hadii republican government had led to insurrection and treachery between Adhomai&#039;s major power figures since &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039;&#039;s new economic policies were revealed. Many Tajaran business contractors - just recently denied their ability to sell ludicrous amounts of natural resources and workers to the massive human megacorporation, NanoTrasen - felt threatened by the reforms of the Hadii government and its first President, &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039;. In &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, during a military parade, President Rhagrrhuzau was assassinated by &#039;&#039;&#039;Tufir Nazzirai&#039;&#039;&#039;. A known secret service agent of the People&#039;s Republic, the radical was swiftly sentenced to death for his treachery, claimed to be brought on by the violent tendencies of his Zhan-Khazan genetics. His brother and vice-president &#039;&#039;&#039;Njadrasanukii Hadii&#039;&#039;&#039; quickly assumed the office of the presidency and immediately passed brutal laws that punished the Zhan-Khazan and &#039;subversive elements&#039;. NanoTrasen was invited back to Adhomai and menial workers were sold en masse to NanoTrasen workplaces while the rights to the bountiful natural resources of Adhomai were sold off to NanoTrasen. Public hangings and firing squads became the norm once again.&lt;br /&gt;
[[File:Godblessalmarihadii.png|thumb|400px|left|Picture taken by the Adhomai Chronicle moments before the Assassination of Rhagrrhuzau Al&#039;Mari Hadii. The single most defining moment of this generation of Tajara.]]&lt;br /&gt;
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Many military generals who had fought for the Republic soon defected under the banner of the Adhomai Liberation Army, the leader of which being &#039;&#039;&#039;Rhagrrhuzau Hadii&#039;&#039;&#039;&#039;s old friend and ally, &#039;&#039;&#039;Halkiikijr Nated&#039;Hakhan&#039;&#039;&#039;, and Adhomai found itself embroiled in yet another global conflict. &amp;quot;His gun was on stun&amp;quot; became the rallying cry of Rhagrrhuzau&#039;s fiercest supporters, &amp;quot;Hadiists,&amp;quot; as they alluded to how he not only left himself greatly vulnerable during the parade, but had even left his energy pistol on stun while he was assassinated.&lt;br /&gt;
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===Adhomai Today===&lt;br /&gt;
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The Tajaran home world has suffered plenty in the three decades since the end of the First Revolution. With the sudden injection of advanced technology into their relatively simple life, the discrepancy between modernized cities and outlying areas could not be more obvious. While the Tajaran capital boasts the most modern developments with sleek skyscrapers, advanced connections, and phone lines, as well as hospitals and schools, the further you get from the larger cities, the more apparent it is that things are not quite so flashy. Expanding infrastructure remains difficult, as most public funds are seized for use by the military or used to repair infrastructure damaged by shelling or bombings.&lt;br /&gt;
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There is a steady stream of money being fed into the People&#039;s Republic of Adhomai. NanoTrasen, as per its agreement with the president, has set up mining and logging operations on Adhomai using the local workforce for the most menial of tasks. In return, company-funded clinics and schools are slowly being spread out and built in needy areas. &lt;br /&gt;
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Literacy has risen to its all-time high on Adhomai, and with the assistance of the Alliance, teachers have been brought in from off-world to educate the younger generation of Tajara. However, this number has begun to decline as the dangers of working on Adhomai are beginning to become common knowledge. Special establishments for older students have also been constructed to assist the elder generation into being brought to the same level of education, but NanoTrasen has not expressed significant interest in this; these people make up the brunt of their low-paid workforce and they want to ensure they are kept this way.&lt;br /&gt;
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The second revolution came to an end in 2461, after a decade of warfare between the three factions. The People&#039;s Republic of Adhomai was driven off from many of its past territories, having to rely on the help of a coalition of allied states and mercenaries to stop the enemy offensive. After months of bloody defenses, guerrillas attacks, and complete stagnation of all fronts, a ceasefire was signed with the support of Tau Ceti and Jargon. An armistice, known as the &#039;&#039;&#039;Armistice of Shastar&#039;&#039;&#039;, was signed by the three factions shortly after. With the recognition of the Democratic People&#039;s Republic of Adhomai and the New Kingdom of Adhomai by the galactic community and the enforced peace, the three Tajaran powers are eager to compete with each other for supremacy through a cold war.&lt;br /&gt;
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One of the clauses of the Armistice of Shastar was the creation of the Tajaran Citizenship Act; a legal provision allowing DPRA and NKA citizens to legalize their citizenship situation, forfeiting their previous PRA affiliation. Tajara living outside of S&#039;rand&#039;marr were able to request the transfer through the proper diplomatic services. Following rising tensions and incidents between the Adhomian factions, this agreement came to an end in 2462.&lt;br /&gt;
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The Tajara species is now undergoing a cold war between the three factions. This period is marked by nuclear arms races, proxy conflicts, and subterfuge. &lt;br /&gt;
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More information: [[Tajaran History]]&lt;br /&gt;
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==Tajaran Factions==&lt;br /&gt;
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Adhomai is controlled by three factions, who once participated in a civil war for the control of the planet and are now engaged in a cold war.&lt;br /&gt;
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[[File:Adhomaimodernmap.png|300px|thumb|A map of modern-day Adhomai.]]&lt;br /&gt;
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===[[File:PRA_Flag.png|30px]] [[People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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Led by [[Notable Tajara#President Njadrasanukii Hadii|President Njadrasanukii Hadii]], the &#039;&#039;&#039;People&#039;s Republic of Adhomai&#039;&#039;&#039; is the global state that emerged from the First Revolution. Before the Second Civil war, it enjoyed galactic recognition as the sole government of Adhomai. It claims to be the true keeper of Al&#039;mari’s legacy. However, the PRA can be described as a Hadiist branch of Al’mari’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, the enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
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The Hadiist rule is marked by a lack of privacy, enthusiastic police, and pervasive secret police that leave privacy a nebulous concept to most Tajara. During the height of the war, anyone suspected of supporting traitors or publicizing media critical of the Hadii faced harsh retribution, but these practices are becoming less pervasive as wartime zealotry fades. Life under the government, while not free, is often stable and safe. Under the Republic, Tajara have more opportunities than they have had historically, with the Party investing heavily in its people. NanoTrasen continues to throw out large nets and bring in hundreds or even thousands of Tajara new employment opportunities in the galaxy as well as selling designs for ships and other space-faring aircraft to the People&#039;s Republic&#039;s Military. NanoTrasen is also accused of being very exploitative of Tajara laborers, but for many Tajara the company is their path to the adventure of the wider galaxy.&lt;br /&gt;
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After the Second Revolution, the People&#039;s Republic lost the hegemony over Adhomai. The Hadiist state is now focused on preparing itself for a future reunification war. Large public works, research efforts, and military expansions are underway. As President Hadii grows old, the power struggle between his possible successors intensifies. Each possible heir now works to build their own support base without openly challenging the President or attracting too much attention to their plans.&lt;br /&gt;
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===[[File:DiamondALA.png|30px]] Adhomai Liberation Army | [[Democratic People&#039;s Republic of Adhomai]] ===&lt;br /&gt;
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The most pervasive and successful rebellion came from a group calling themselves the &#039;&#039;&#039;Adhomai Liberation Army&#039;&#039;&#039;, a group made up of Tajara from almost every walk of life. This organization opposed corporate claims on Tajaran soil and denounced the mismatched development and governmental negligence as the fault of humanity. During the height of the war, settlements liberated by the Liberation Army were ruled by a military junta. Being a supporter of the Hadiist government, or having been a collaborator, was grounds for immediate execution by firing squad. Villages often found their supplies seized by Liberation forces for the war effort, and the whole movement was a massive, tenacious military dictatorship under the absolute authority of [[Notable Tajara#Supreme Commander Halkiikijr Nated&#039;Hakhan|Supreme Commander Halkiikir Na&#039;ted&#039;Akhan]].&lt;br /&gt;
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Following the release of their updated 2459 manifesto, the various regional civilian governments formed under their rule coalesced into the &#039;&#039;&#039;Democratic People&#039;s Republic of Adhomai&#039;&#039;&#039;. Authority is still highly decentralized. In January of 2461, a contested election saw [[Notable Tajara#President Almrah Harrlala|Almrah Harrlala]] become president Contested by the military, the so-called Nated Supremacist Movement launched a putsch that was ultimately foiled by Nated himself, who appealed for the return of civilian government and then resigned his command.&lt;br /&gt;
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The DPRA is now led by President Almrah Harrlala who is struggling to transition what was once a militant insurgency movement into a modern, democratic nation. The government attempts to negotiate with ruling Juntas to voluntarily turn over power to the civilian administration, many of which still refuse. The DPRA does, for the most part, try to respect the basic rights of Tajara. Most Tajara under civilian rule do not need to worry about the secret police or being framed for a crime of civil disobedience. With the Armistice, the DPRA gained intergalactic recognition as one of the Tajaran states. In more recent times, DPRA citizens are being sponsored by Harrlala&#039;s government to go out into the galaxy openly and show what Tajara can achieve on their own terms without being puppets of human megacorporations. As President Harrlala&#039;s term comes close to its end and the next election is being organized, the fragile Al&#039;mariist democracy is threatened by all kinds of extremists.&lt;br /&gt;
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===[[File:New Kingdom of Adhomai.png|30px]] [[New Kingdom of Adhomai]]===&lt;br /&gt;
The last major faction is the rebellious &#039;&#039;&#039;New Kingdom of Adhomai&#039;&#039;&#039;, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir&#039;Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by [[Notable Tajara#King Vahzirthaamro Azunja|King Vahzirthaamro Azunja]] specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People&#039;s Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; constitutional monarchy is necessary to prevent abuses of power.&lt;br /&gt;
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During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja&#039;s rule were marked by political turmoil as the people requested further political recognition.&lt;br /&gt;
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[[Notable Tajara#Queen Shumaila Azunja|Queen Shumaila Azunja]] rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom&#039;s realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.&lt;br /&gt;
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==Social==&lt;br /&gt;
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Native Tajaran names are usually difficult for humans and other species to pronounce properly; as such, Tajara prefer to take names who they find they themselves can pronounce and are also phonetically pleasing.&lt;br /&gt;
For many, these are names derived from Arabic or Russian backgrounds, as they are the easiest for their inhuman mouths to pronounce.&lt;br /&gt;
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Traditionally, Tajaran names included the name of the dynasty they served, and some Tajara carry over this tradition and have their &#039;middle&#039; name be their dynasty&#039;s name. Other, less fortunate Tajara took up names that denoted their status in the community or aspirations for the convenience of others. This tradition is where the concept of taking up names originated from, thus a Tajara usually have a given child name and a taken up name, with perhaps the dynasty they have served as their middle name. This is different for the members of the PRA, as president Hadii issued a decree in which all Tajara are to change their names to their parent given names, to encourage party loyalty and pride of tradition. While most dedicated Hadiist have chosen to return to their native names, many Republican Tajara still use their adopted name within and outside of Adhomai.&lt;br /&gt;
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As with all other species who work in Human-centric environments. Tajara are expected and required to have passed a prerequisite test to test their comprehension of Tau-Ceti basic, the operating language of NanoTrasen and most transstellar corporations, in addition to most major sovereign entities.  Admittedly the passing levels of these comprehension tests are quite low, but are high enough to ensure basic conversation between what will likely be a multi-species crew.  However, private communication in Siik’Mas or Siik’tajr is not forbidden by NanoTrasen regulations and is often used to hold conversations between Tajara on the crew.  &lt;br /&gt;
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Though there are a variety of languages used by the Tajara, among the foremost of this vast plethora of languages are Siik&#039;mas and Siik&#039;tajr.  &lt;br /&gt;
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&#039;&#039;&#039;Siik&#039;maas&#039;&#039;&#039; is theorized to have been the ancient language of the Tajara, the &#039;religious&#039; tongue shared between most Tajara from their onset as a species. Despite Tajaran society evolving to a point where religious devotion became less encouraged, the universal service language used in all churches and worship sessions became the lingua franca and almost every Tajara knows how to speak it. It has been taught as the primary educational language amongst most Tajaran ethnicities since the Migration Age and continues to be the most prevalent tongue on Adhomai since.&lt;br /&gt;
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It is capable of being spoken by a learned human, as it is not as reliant on body language as Siik&#039;tajr or the other native languages on Adhomai. However, just as Tau Ceti basic is difficult for Tajara to master given their muzzle structure, Siik&#039;maas is the same to humans, since they lack the proper biology to perform certain inflections properly. Despite focusing more on spoken word than others, some of the vocabularies require subtle body movements that are challenging for humans to grasp, no less perform. Even if one were to learn these movements, they tend to be sluggish and slower, giving the speech a sort of &#039;drunken&#039; feeling. Tajara speaking this over the radio often find themselves in similar positions.&lt;br /&gt;
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Siik&#039;maas is the federal language of the People&#039;s Republic of Adhomai. However, several groups of Tajara ranging from scholars to traditional followers of the old ways are attempting to revive older languages such as Nal&#039;rasan, Delvahhi, Ya&#039;ssa, and other such languages. &lt;br /&gt;
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&#039;&#039;&#039;Siik’tajr&#039;&#039;&#039; is the opposite of Siik’mas completely. A recent construction, it has seen more use recently following the overthrowing of the plutocracy. It was birthed from the necessity for a language that was difficult for law enforcers to understand, enabling revolutionaries to converse privately without having their conversations monitored or overheard. Revolutionary radicals have been a part of Adhomai&#039;s history for a long while, but were always small; however, when the Great War broke out, Siik&#039;tajr saw widespread use by rebel forces during military operations similar to Navajo radio operators. It is a combination of Siik&#039;mas and the more body language inclined Nal&#039;rasan, a tongue traditionally used by hunters. It is not normally used in daily life due to its complexity, it is often maintained as a secondary language, especially for families who fought in the Great War.&lt;br /&gt;
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Pro-human groups within Tajaran society have repeatedly attempted to push Cyrillic or Latin alphabets as &#039;easier to use&#039; rather than the native Tajaran alphabet. However, the vast majority of Tajara use the old Siik alphabet and it is the federally enforced alphabet taught in schools, the original alphabet learned Tajara have been using for centuries. It has undergone certain modifications since the Great War to remove the influence of the plutocracy and has made a widespread comeback with increasing literary levels among the Tajaran public.&lt;br /&gt;
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Tajara have a strong biological inclination to roll the &amp;quot;R&amp;quot; sound, extending it. Because of cultural reasons and the grammatical structure of their languages, they also tend to refer to themselves in the third person perspective instead of the traditional first-person (&amp;quot;He has completed his work&amp;quot; instead of &amp;quot;I have completed my work&amp;quot;) though Tajara who have spent a large amount of their lives in space or among other species can overcome this trait with great difficulty. Traditional-minded Tajara usually choose to continue using the third person in basic. Most Tajara only speak to someone in the first person if it is someone they trust substantially. The second person perspective is used in many regional dialects and does not imply any intimacy, however many Tajara prefer the third person even in these cases as a preference.&lt;br /&gt;
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Because of their anatomy, Tajara are capable of using their appendages to express their emotions. Folding one’s ear back usually expresses fear or worry. Ears perked forward demonstrates interest or attention. Ears also flick involuntarily when exposed to unexpected or loud sounds. Swaying one’s tail continuously is considered a childish way to express satisfaction. Curving down and blistering is a sign of hostility. Bumping muzzles and holding someone’s wrist are common displays of affections.&lt;br /&gt;
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===Religion===&lt;br /&gt;
====S&#039;rand&#039;marr Worship====&lt;br /&gt;
&#039;&#039;&amp;quot;By day and light of S&#039;Rendarr, we live and bask in his warmth, happy and content. By the warmth and light of Messa, we cease breath and fall to death. Only by the love and harmony of both the Twin Gods and Sibling Suns do we live happily, and die the same. By the Twin Gods and Sibling Suns, S&#039;Rendarr and Messa, the faithful ask for your blessing, and to please extend it to the non-faithful who do no wrong, and cast no sin.&amp;quot;&#039;&#039;&lt;br /&gt;
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- The &amp;quot;First Prayer&amp;quot; of S&#039;rand&#039;marr Worship&lt;br /&gt;
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There are a handful of faiths on Adhomai, but the majority religion is the worship of S&#039;rendarr and Messa, the names of both suns in the Tajaran home system. Ancient Tajara were believed to worship the suns as gods, believing their light to be the only thing keeping the planet from freezing over entirely. Over time, this faith matured into a system of beliefs suited to the peasantry; looking down upon the acts of betraying your fellow worker and attempting to foster unity and understanding amongst its followers. It is believed by many that S&#039;rendarr is the god of life and the day, as the bigger of the two suns, and he is associated with good happenings and is most often prayed to. Contrastingly, Messa, the blue sun, is the goddess of the night and death; whenever she eclipses S&#039;rendarr, all followers partake in religious rituals asking Messa to spare them from whatever ill tidings she may bring. The worship of the sun gods is dominated by an organization called the Parivara, meaning, the &amp;quot;Family.&amp;quot; The head of the Parivara is Father Valyan K&#039;rrirran who is based out of Sana Sahira, a holy city on the tallest mountain on Adhomai which roughly translates into the City of the Suns.&lt;br /&gt;
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Sana Sahira&#039;s location in the People&#039;s Republic places the Parivara in the precarious position of having to act favorably to the faction&#039;s government, however, Father Valyan K&#039;rrirran attempts to stay out of politics in order to avoid alienating any worshipers across borders. The Father of the Parivara is chosen by the Brothers of the Suns who serve as the priests and clergy of the faith. Devoted women of the faith can become Suns&#039; Sisters, who take a vow of silence, like the Gods themselves, and live in the temples devoted to the worship, tending to them in any way needed, anything from cleaning to heavy manual labor repairing and replacing glass or furniture, to healing the Brothers, patrons and other Suns&#039; Sisters. To cause harm to a Suns&#039; Sister is said to be one of the most unholy things you can do in a place of worship, as they&#039;re meant to emulate the Gods themselves, silent, but strong and dependable.&lt;br /&gt;
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====Ma&#039;ta&#039;ke==== &lt;br /&gt;
The second-largest religion is the worship of the Mata&#039;ke and his cohort companion gods, which dates back to ancient Tajaran times. A figure of legend, Mata&#039;ke is believed to have been the head of a hardy tribe of mountain dwellers who regularly came to the aid of other tribes constantly plagued by bandits and wild animals. He was revered as a fierce warrior capable of fighting a platoon of men by himself, but also as a kind soul for the records of his dealings with other tribes shows understanding and kindness. He is upheld to be the ultimate Tajara- powerful, wise, and magnanimous. Followers of Mata&#039;ke himself endeavor to emulate his grandeur, while others attempt to emulate the other gods.&lt;br /&gt;
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In Tajaran mythology, the tribe of Mata&#039;ke rose to the status of gods when they slew the King of the Rrak&#039;narrr, who was also the lord and master of all Adhomai. Upon killing him, the various tribesmen all absorbed different aspects of its many powers, each becoming immortal. As the one who dealt the killing blow, and at the will of the dying Rrak&#039;narrr&#039;s final wishes, Mata&#039;ke absorbed the majority of the powers and became lord and master of all Adhomai. The tribe then decided that their former settlement was not befitting of their powers, and instead established themselves in a city of wonders at the &amp;quot;Edge of Adhomai&amp;quot; where they fend off malicious entities and protects all Tajara.&lt;br /&gt;
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====Njarir&#039;Akhran Worship====&lt;br /&gt;
At one point, a religion was established heralding the nobility themselves as gods by certain devout loyalists, but this faith has all but been completely erased following the uprising. Individuals who were recorded to believe in or are suspected of being a member undergo persecution and even in some cases death sentences. With most loyalists either in hiding or killed during the uprising, and all places of worship destroyed, any intelligent Tajara would never admit to being or attempt to defend, a member of this faith.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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=== Fashion ===&lt;br /&gt;
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Throughout Tajaran history, fashion has remained relatively simple. Extravagant vestments fabricated from silk and other high-quality animal hides were restricted exclusively to the nobility, and standard Tajaran peasantry had little time to choose their uniforms, usually donning overcoats made of rough fabric and patches of animal hide. The fluffier the design was, the wealthier a tajara was considered.&lt;br /&gt;
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Given the hardships of Tajaran life and the constant need to do work by hand, the peasantry came to favor practical, well-insulated clothing rather than fanciful designs; they were also cheaper to weave, which made things easier on the weaver. Underwear usually came in the form of long-sleeved pants and a shirt typically woven from thick animal furs and plant fibers and is used as the innermost insulating layer. Then, a Tajara would overlay multiple garments to create several layers of insulation to stop the loss of body heat. Thick, full-length skirts, pants, and shirts were favored by the peasantry, all in dark colors to retain heat better. Typically pre-discovery and even post-discovery modern clothing consist of thermal underwear, pants for men or long, heavy skirts for women, with thick sweater-like shirts and fur cloaks. &lt;br /&gt;
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The feared enforcers of the nobility wore great suits of armor designed to seal the user inside, creating an environment completely isolated from the harsh snows of Adhomai. Build for brute strength rather than comfort, the helmets of these suits made no room for Tajaran ears. These &#039;Enforcer Shells&#039;, as translated from Siik&#039;maas, were usually brown or olive in color, with slit visors masking the wearer&#039;s face, they were also remarkably flammable and largely abandoned during the initial stages of the first revolution.&lt;br /&gt;
[[File:Tajara dance .png|240px|thumb|right|Two tajara wearing traditional dresses during a musical performance.]]&lt;br /&gt;
Today, the Government Officials of the People&#039;s Republic of Adhomai are usually seen dressed in olive military fatigues, occasionally donning a commissar-styled cap. These caps are usually styled with small rosettes to signify authority. When in especially cold weather, officials usually layer on black trench coats and scarves rather than wearing the outfits of the lower class.&lt;br /&gt;
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The lower and middle class of the Tajara are better heated by proxy, and can comfortably wear flat caps and long-sleeved buttoned shirts for warmth when working in their factories rather than excessive garbs. When outside, typical Tajara wear bomber jackets or fur coats with additional fur padding on the interior to better trap heat, paired with traditional slacks. Headwear for these working-class citizens usually comes in the form of full head scarves to keep ears warm when in the wilderness, and standard soft and flat caps within cities.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
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Similarly, due to the cold temperatures of Adhomai, Tajara favor warming or hot food that can be consumed quickly before the freezing winds can cool the meal off. Porridges, soups, and chowders consisting of diced meat and vegetables for flavor was the usual meal of a working-class Tajara, coupled with some bread and water or ale. Pre-industrial Tajara used to have community meals around bonfires to keep their food from cooling off too much, and almost all of their food source came in the form of porridges and oats. However, with the introduction of new technologies - such as higher quality insulation and home heating systems - Tajaran cuisine is being experimented with by chefs who are no longer restricted to compensating for the naturally low temperatures of Adhomai. Historically, culinary creations were reserved only for the nobility, who had better-heated homes than the peasantry, and more leeway was offered towards not having your meat turn blue in front of you.&lt;br /&gt;
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Traditional stews are made with diced vegetables, such as Nif-Berries, and meat, Snow Strider is commonly used by the rural population, while industrialized Fatshouters&#039; beef is preferred by the city’s inhabitants. Tajaran bread is usually made with Blizzard Ears&#039; and consumed during their morning meals.&lt;br /&gt;
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Adhomian alcoholic beverages are made with fermented grains, fruits, or vegetables. Juices are commonly mixed with sugar or honey. Victory gin is the most widespread alcoholic drink in Adhomai, the result of the fermentation of honey extracted from Messa&#039;s tears, but its production and consumption are slowly declining due to the loss of the People&#039;s Republic&#039;s hegemony over Adhomai. Messa&#039;s mead is also another more traditional alternative; it is made with honey and fermented Earthen-Root juice.&lt;br /&gt;
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Fishing and shellfish have a part in the diet of the population in the coastal areas, even if the ice can be an obstacle to most experienced fishermen. Spicy Ras&#039;val clams, named after the sea, are a famous treat, being appreciated in other systems besides S&#039;rand&#039;marr.&lt;br /&gt;
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====Notable Dishes====&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Hard bread:&#039;&#039;&#039; a type of Tajaran bread, made from blizzard ears’ flour, water, and spice, basked in the shape of a loaf. It is known for its hard crust, bland taste, and being long-lasting. The hard bread was usually prepared for long journeys, hard winters, or military campaigns, due to its shelf life. Certain folk stories and jokes claim that such food could also be used as artillery ammunition or throw at besieging armies during sieges.&lt;br /&gt;
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*&#039;&#039;&#039;Fatshouters Bloodpudding:&#039;&#039;&#039; a mixture of Fatshouters meat, offal, blood, and blizzard ears flour served in the shape of a flattened sausage. This recipe dates from the early Tajaran history, a favorite among the peasantry due to its simplicity and easily obtainable ingredients. It can be eaten during all meals and occasions.&lt;br /&gt;
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*&#039;&#039;&#039;Sugar Tree Candy:&#039;&#039;&#039; a literal translation of the popular Adhomaian hard candy, found everywhere on the planet, from crystal plates in Crevus’ casinos to a bowl on a grandmother&#039;s table. Sugar candy is made from the Nm&#039;shaan, and is a cheap, beloved treat for anyone on Adhomai to rot their teeth on. It&#039;s occasionally flavored with fruits or savory liquors.&lt;br /&gt;
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*&#039;&#039;&#039;Avah:&#039;&#039;&#039; used to only mean &amp;quot;sweets&amp;quot; or &amp;quot;sweet thing,&amp;quot; now singularly refers to a particular dessert. The batter is grilled and made into soft, spherical shapes, and then covered with fruit jams, sugar, or sweet cream cheese. These treats are often sold at festivals and celebrations, and foreigners compare them to pancakes.&lt;br /&gt;
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====Notable Beverages====&lt;br /&gt;
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*&#039;&#039;&#039;Messa&#039;s Mead:&#039;&#039;&#039; a fermented alcoholic drink made from earthen-root juice and Messa&#039;s tears leaves. It has a relatively low alcohol content and characteristic honey flavor. Messa&#039;s Mead is one of the most popular alcoholic drinks in Adhomai; it is consumed both during celebrations and daily meals. Any proper Adhomian bar has at least a keg or some bottles of the mead.&lt;br /&gt;
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*&#039;&#039;&#039;Earthen-Root Juice:&#039;&#039;&#039; a juice made from the Earthen-Root. It is known for its blue color and sweetness. Because of its simplicity, Earthen-Root juice is one of Adhomai&#039;s most widely consumed drinks. Carbonated versions were created during the interwar period. However, the soft drink variation is not as popular as the traditional ones.&lt;br /&gt;
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*&#039;&#039;&#039;Nm&#039;shaan Liquor:&#039;&#039;&#039; an alcoholic drink manufactured from the fruit of the Nm&#039;shaan plant. It usually has a high level of alcohol by volume. Nm&#039;shaan liquor was once reserved for the consumption of the nobility; even today it is considered a decadent drink reserved for fancy occasions. It is commonly diluted with ice water before being consumed.&lt;br /&gt;
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===The Arts===&lt;br /&gt;
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Of all arts, music is one of the most highly valued by Tajara. Stemming from the long-standing ban on most literature in their society, song, and dance remained one of the only ways for Tajara to express themselves through words. Composers and musicians were traditionally held in high regard amongst Tajara, and in place of books, the fanciful song-stories of traveling bards were one of the few ways the public could remove themselves from their lives.&lt;br /&gt;
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Theatre was also equally important in the life of a pre-discovery Tajara. Given that, with the lack of books, there was little to keep your usual worker entertained, the ability to watch and enjoy a riveting drama or hilarious comedy was heaven. Theatres and performing halls can be found in almost every Tajaran village, and are often constructed to rival even the main seat of the town council or government in architectural beauty. For example, the D&#039;na&#039;tel Hall in the Nal&#039;tor was one and a quarter larger than the seat of government prior to human sanctioned expansions. Dating back to the late Gunpowder Era, it was constructed from high-quality marble and many sculptures of characters and scenes from various popular Tajaran plays were meticulously hand-carved into the walls by sculptor Nasir Ka&#039;nira.&lt;br /&gt;
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However, literature itself - that is to say novels - have never been looked kindly upon by the Tajara public. Though this closed way of thinking is starting to shift with the greater introduction of literacy amongst Tajara as a whole, many elders still harbor bitter feelings about books in general. They were almost universally considered a symbol of oppression and luxury by pre-revolution Tajara, given the fact that only the nobility was taught en masse how to read, and that every family had its own private expansive library from even learned peasants had to pay out of pocket to access. This led to widespread destruction of much of historical Tajara texts following the uprising, as revolutionaries took it upon themselves to purposely gather and burn whatever books they could after taking a noble stronghold.&lt;br /&gt;
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===Music===&lt;br /&gt;
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Tajaran music is modally based, with there being eight modes in total. A scale can be constructed from each Mode, which is the arpeggio of the mode. There are a total of four notes in one modal scale. Two are octave, and there are two in between. Microtones between the two notes in between are used frequently, which would sound very odd to human ears. This is done because Tajara perceives music as sadder with the flatter a pitch is, and happier with the sharper a pitch is. Depending on the mood of a song, a Tajara player may tune their instrument lower, to make the song sadder; the opposite is also true. A common tradition is to let the weather decide the tuning of an instrument. Cold weather naturally makes an instrument flatter, ergo colder weather makes songs sadder. And indeed, one may notice that if each note is perceived relative to the notes that come before it, there is always a happy and sad part integral to the song. This is on purpose, as it reflects the duality in sadness/happiness which is also found in S’rendarr and Messa. Some Tajara may also associate Dissonances to Raskara. &lt;br /&gt;
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The eight modes are respectively named: Mrazur, Manur, Rrauor, Surour, Kaoel, Draeol, Aauol, Deor. They are associated with the main Ma’ta’ke deities: Mata’ke, Marryam, Rredouane, Shumaila, Kraszar, Dhrarmela, Azubarre, and The Dead Gods. &lt;br /&gt;
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A side effect of the Tajaran caste system is the possibility for the ethnicities to usually have different possible ranges and timbres on their voice. Zhan-Khazan are commonly a Bass-Baritone voice. Hharar are Tenor-Alto. M’sai and Njarir are almost always Sopranos. The voice is the most universal Tajaran instrument. Due to traditional schooling, many children have at least basic singing skills, though this is fading away in the cities. &lt;br /&gt;
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====Notable Folk Instrument====&lt;br /&gt;
[[File:Prrama.png|200px|thumb|right|The Pr&#039;rrama.]]&lt;br /&gt;
*&#039;&#039;&#039;P&#039;rrama:&#039;&#039;&#039; a plucked string instrument, with eight strings and four holes at its end. The holes on the bottom change the octave of the notes that are played, thus extending the range of the sounds. It is used both solo and with other instruments. Humans can play it, but the octave range is disabled due to a lack of a tail.&lt;br /&gt;
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*&#039;&#039;&#039;Makkra Baq:&#039;&#039;&#039; this instrument hails from the island of Das&#039;nrra, but it has long been a staple of Tajara everywhere. One plucks the strings, creating a meek and Harpsichord-like sound. It is almost always used in a solo or duet setting, as its small voice can easily be overshadowed by other instruments. In spite of this, it maintains quite a folky sound, and it is more common in rural areas than in cities.&lt;br /&gt;
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*&#039;&#039;&#039;Mah Kii:&#039;&#039;&#039; the Mah Kii is an ancient instrument, used by Tajara since the Migration Period. Adapted from a horn used to rally soldiers, it has a strong divine connotation. Many believe that one hears its sound when entering the Holly Village or when joining Messa in the afterlife. Rhazar’Hrujmagh caravans still use this trumpet at the start of raids. Some have even attempted to incorporate it into Electro-Swing bands. However, due to its short-range and its connotation with the divine, it is not used often.&lt;br /&gt;
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===Sports and Games===&lt;br /&gt;
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Recreation time for most Tajara has always been limited. Oppressive work hours and strict caste rules disallowed leeway for what a Tajara could do in their free time. Organized sports were a product of the Njarir class, which would find themselves with more time in their hands. However, as time marched on, Tajara of lower classes found ways to still play. In modern times, any Tajara is usually able to participate in any sport they wish.&lt;br /&gt;
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The notion of video games is unknown to natives on Adhomai; as computers are usually seen as tools. However, the younger generations living in Little Adhomai have taken interest in electronic games and arcades. Many independent productions have started to appear, with software being shared through the extranet or data storage devices. One popular title is “The Bane of Rashashana’: which follows the tale of an Adhomian folk hero attempting to save the Paspitami&#039;rran from a malicious monarch. The player can make narrative choices that affect the story, interspersed with objectives such as running and managing a limited time meter while avoiding obstacles.&lt;br /&gt;
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====Notable Sports====&lt;br /&gt;
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*&#039;&#039;&#039;Farehal:&#039;&#039;&#039; a sport focused on accuracy. It consists of the player throwing a disc through several hoops scattered around a course. The distance and the difficulty of the shoot influence the score. The player with the highest point value wins. Due to the amount of space needed for Farehal, especially for multiple matches on the same course, due to this, it was only practiced by the nobility at first. Large buildings were constructed to host Farehal, where noble competitors played. This game is seen as extremely pretentious, with critics claiming it requires no real strength or skill to win. It has not seen much popularity outside of S&#039;rand&#039;marr, but it is moderately popular on Adhomai, with teams competing within their own countries. Al’mari Hadii used to be a famous Farehal player.&lt;br /&gt;
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*&#039;&#039;&#039;Mahmrro:&#039;&#039;&#039; a sport requiring the Tajara to capture a ball and either run it to the opposite side of a field or throw it to a team member located on the other side of the field. This game is very popular among the youth of any Tajara generation, mostly with the lower class. It is very decentralized and has any number of regional rules depending on where you are. Traditionally, it is seen as a Hharar and Zhan pastime. M&#039;sai playing this sport, even among themselves, is seen as taboo. It is unknown where this racial segregation stems from, but it is quite present even off of Adhomai.&lt;br /&gt;
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*&#039;&#039;&#039;N&#039;hanzafu Roping:&#039;&#039;&#039; a sport created by the [[Tajaran Ethnicities#Rhazar&#039;Hrujmagh|rock nomads]], commonly used to settle disputes. Two or more riders can participate. Using Zhsram as their mount, they have to capture a N’hanzafu calf with a lasso and complete five rounds around a circular arena with it. Competitors are allowed to knock down each other or steal the other’s rope, but weapons are strictly forbidden.&lt;br /&gt;
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====Notable Games====&lt;br /&gt;
[[File:Suns and moon rules.png|200px|thumb|right|Suns and Moon rules.]]&lt;br /&gt;
*&#039;&#039;&#039;Suns and Moon:&#039;&#039;&#039; a very common dice game. It is played by all, though the lower classes have the tendency to gamble whereas upper classes play it just for fun. The ease and universality of the rules have garnered it quite the reputation. Die usually has an image of Rredouane fixed upon them. Parks commonly have designated spots for people to play Suns and Moon. Disputes are also solved through this game. &lt;br /&gt;
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*&#039;&#039;&#039;Traiaz:&#039;&#039;&#039; a game mixing intellectual and dexterity play. The board is similar to chess, though it is considerably longer, with a lot of extra space in the middle. All 10 pieces are essentially pawns, though each pair has a catch. Pieces are captured by moving through the horizontal on the board. Some pieces can only capture when moving diagonally, vertically, or sideways. There are several distinct regional rules influencing what kind of movements are allowed. A match is decided after all pieces have been eliminated.&lt;br /&gt;
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=== Military ===&lt;br /&gt;
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The military hardware of the Tajaran nation is somewhere close to what humankind used in the 1900s, though the transition to energy weapons has already been made. Clumsy overheating handguns and rifles that slowly fire long bolts of concentrated energy are used by high ranking soldiers or special operatives, but their durability is dubious in comparison to the mass-produced, single shot or bolt action rifles that the majority of Tajaran soldiers use. In recent years the People&#039;s Republic has largely replaced bolt action rifles with fully automatic Tsarrayut’yan rifles, however, these suffer accuracy issues at longer ranges. Bayonets are heavily relied upon in close quarters combat rather than Tajaran model submachine guns, which are expensive in the eyes of the People&#039;s Republic and jam easily in the harsh terrain of Adhomai.&lt;br /&gt;
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Heavy infantry weapons like heavy machine guns used to come in the form of heavy, hand-cranked gatling emplacements with a heavy emphasis on frontal gun shielding. These HMG emplacements are extremely deadly in comparison to the slow-firing rifles of foot soldiers and are usually countered by Tajaran artillery or laser weaponry. Most squads of Tajara now carry a mixture of top-loading magazine-fed light machine guns or quicker firing belt-fed LMGs.&lt;br /&gt;
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Tajaran artillery is where the cunning of the People&#039;s Republic engineering shines, and many mountain ranges of Adhomai have been lined with massive artillery guns. These weapons fire devastating artillery rounds capable of leveling small camps with a single shot, let alone a barrage. Artillery vehicles and mortar teams are almost always deployed in tandem with Tajaran infantry in order to shell enemy entrenchments and positions, and many Tajaran tacticians utilize artillery as their main killing force. These weapons are the pride of the People&#039;s Republic, and their nightmare if lost to enemy hands.&lt;br /&gt;
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&#039;&#039;For more information, see [[Tajaran Military Structures]]&#039;&#039;&lt;br /&gt;
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=== Education ===&lt;br /&gt;
Tajaran institutions for education are woefully behind their counterparts in other species. Historically, Njarir’Akhran were often the only ones who became literate. Historians theorize this is tied to their alleged rise to nobility through their positions in early theological organizations. Officials from each faction agree that religious education has dominated most of Adhomai&#039;s academic history with heavy evidence from religious books which were largely able to survive the mass destruction of books by being sheltered in temples. Disagreements among academics arise when discussing the evolution of primary schools, secondary schools, and universities. Academicians in the New Kingdom of Adhomai assert that these institutions began to raise thousands of years ago during the Gunpowder Era and downplay the role of the nobility&#039;s suppression of educating the masses. However, intellectuals in the People&#039;s Republic of Adhomai and the Democratic People&#039;s Republic assert that these institutions were disingenuous social clubs at best and that schooling and formal education did not begin to arise until five hundred years prior. Hard information on the curriculum of pre-war institutions outside of theological institutions is difficult to find, however, archaeological evidence tends to support arguments that there was a heavy focus on the arts- especially musical. Some artistic Hharar who lived before the war gives accounts on nobles providing large patronage for painters such as in the modern sense with Al-Manq, but also for lavish concerts, operas, and ballets. Sculpting also came into prominence as evidenced by the intricate detail of various statues and gargoyle-like protrusions from an array of buildings in Nal&#039;Tor and especially on the capital building in The People&#039;s Square: the aptly-named Steeple. Regardless of the details of pre-revolution educational institutions, the current face of Tajaran education outside of seminaries is primarily technical schools that focus on preparing young Tajara to work the various labor jobs around Adhomai.&lt;br /&gt;
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=== Marriage and Relationships ===&lt;br /&gt;
Historically, the peasantry made due by uniting themselves as a workforce which has bred an intimate inter-person relationship among the families of most villages, towns, and cities. Regardless of the size of the population, pre-uprising Tajara were often well acquainted with families that may have lived on the other side of town. Arranged marriages were extremely common and were ways to improve relationships among families. However, this traditional practice has met with extreme criticism following post-uprising debates. The practice of arranged marriage was not feasible following the first revolution which effectively eliminated a generation of adult Tajara. This created a generation that had to largely create their own marriages, many of which passed on this emerging cultural norm to the next generation. Although the permanent pairing of Tajara is often colloquially referred to as &amp;quot;marriage&amp;quot; due to humanizing influences, there are a handful of different technical terms for it depending on the religion of the Tajara involved. S&#039;rand&#039;marr worshipers are typically brought together in temples by their local Brother of the Sun in a ceremony that symbolizes and glorifies S&#039;rendarr and life. Their equivalent of Marriage is called &amp;quot;&#039;&#039;&#039;S&#039;rendal&#039;Matir&#039;&#039;&#039;&amp;quot; (The life of S&#039;rendarr), named for the idea of continuing the life which the sun god S&#039;rendarr celebrates. Tajara under the worship of Ma&#039;ta&#039;ke have a less celebratory and less ritualistic ceremony, instead of having a simple meeting between families with a clergyman to proclaim the lovers &amp;quot;&#039;&#039;&#039;Zrrazhil Ekrratul&#039;&#039;&#039;&amp;quot; (Continuation of the families), named for the simple notion of propagating the blood of the families involved. &lt;br /&gt;
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Because of the Tajara&#039;s history as a repressive, conservative species, they have not grown too open-minded or liberal - unlike humanity&#039;s progressive views for example. Overt displays of affection, xenophilia, and homosexuality among Tajara are looked down on and treated as deviancy. Societal influence during the royal rule has caused this sentiment to exist long before human contact. There also exists discrimination and bias against other races of Tajara - particularly against Zhan-Khazan for their purported low intelligence and rebellious tendencies. As a result, Tajara generally avoid interbreeding between races. An extension of the racism which prevents Tajara from breeding outside of their race can be found in the general public&#039;s extreme revulsion to notions of relationships outside of the species, an act which is considered an intolerable fetish to most. While these stances encapsulate the general view of the Tajaran society, there are individuals that do challenge this vision. They are commonly shunned and persecuted due to this.&lt;br /&gt;
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===Holidays===&lt;br /&gt;
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Tajaran holidays center around the celebration of their nations, faith, or community. Many of these holidays have existed for centuries if not millennia, with a host of smaller rural holidays which vary from village to village. While priests of the Ma&#039;ta&#039;ke pantheon and the Parivara alike speak out against holding non-Tajaran holidays on Adhomai, such as Nal&#039;tor&#039;s annual [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/page/2/?tab=comments#comment-104944 Halloween] fundraisers, the vast majority of Tajara are usually indifferent towards celebrating these holidays when in Tau Ceti or other alien systems. Denying an invitation to a celebration for an alien holiday is still considered rude. Only hardliners become angered at the idea of celebrating non-Tajaran holidays off Adhomai. &lt;br /&gt;
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*&#039;&#039;&#039;Armistice Day (November 26th):&#039;&#039;&#039; while the signing of the Armistice had led the nations to declare its date a holiday, the hopes for massive celebrations for the first anniversary were crushed quickly. The Solarian collapse had diverted the attention of the Tajaran governments towards trying to ensure their people in Tau Ceti were safe. Despite this, smaller and personal celebrations of the signed peace were still held on Adhomai. For the Tajaran community in Tau Ceti, Armistice Day became a symbol of unity in the face of the Solarian incursion. Rival gangs and communities set aside their differences and prepared for a possible invasion of Biesel together, a unity that unfortunately did not last after the rogue fleet was pushed out. &lt;br /&gt;
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*&#039;&#039;&#039;Ma&#039;ta’kyr (March 24th to 30th):&#039;&#039;&#039; for an entire week, followers of the Ma’ta’ke pantheon hold celebrations for their gods. The first day is for Azubarre, which is filled with dazzling performances and unsurprisingly marriages. The second day is for Dhrarmela, whose followers present well-made crafts to donate to their community. The third day is Kraszar, whose priests hold elaborate theatre performances to tell stories and share wisdom with the people. The fourth day is Shumalia&#039;s, and is spent repairing the broken homes of the poorest while also ensuring important buildings are maintained. The fifth is Rredouane’s, and a day consisting mostly of war stories and gambling. The sixth day is Marryam’s, where families spend the day connecting with one another and holding personal celebrations. The final day is dedicated to Mata&#039;ke. It is on this day that an enormous fair is held within a community, organized by all Ma’ta’ke pantheon priests, celebrating the splendor of Mata’ke and his fellow gods. Within urban centers these fairs can become massive, sprawling over blocks and streets. D6’s Mata’ke following population celebrates this week fully, with workers taking days off or reduced shifts to enjoy it. &lt;br /&gt;
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*&#039;&#039;&#039;Coming of Dawn (January 9th):&#039;&#039;&#039; a holiday commemorating the founding of the modern Parivara, the Coming of Dawn is when the worshippers of the Suns pay respects to Dirrnavirr&#039;Almalik. Proclaimed as the prophet of the Suns, priests share stories about Dirrnavirr’Almalik’s history from his birth to establishing the Dominion of southern Ras’nrr, the first empire. It is said that it was there that he spread the faith of the suns and the priesthood was established and entrusted to guide the Tajara people. Services include performances from choirs and communal singing led by priests. Idols were once brought out depicting Dirrnavirr’Almalik, a Njarir King. Many of these icons were smashed apart in the First Revolution. What few still exist are artifacts in museums, kept in Sana Sahira, or brought out in Kaltir lands where the practice continues. The echo of the choirs can be heard wherever this is held, and within D6 one could hear the ringing of hymns throughout the entire district. &lt;br /&gt;
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*&#039;&#039;&#039;Dholma Festival (Third Week of October):&#039;&#039;&#039;  a week-long celebration to honor the harvest and prepare for the oncoming winter. During this period, Tajara will participate in large communal feasts, food fairs, and alcohol festivals. Drinking, eating, and spending time with friends and family are the main activities during this period; religious Tajara also visits local temples to offer donations to thank the Gods for the bountiful harvests.&lt;br /&gt;
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===Architecture===&lt;br /&gt;
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Adhomai&#039;s architecture is marked by the swift historical changes that the planet suffered in the past decades. Pre-contact buildings - ostentatious monuments built by the Njarir&#039;Akhran and wooden hovels inhabited by peasants - stand alongside modern edifices constructed by the early People&#039;s Republic and the modern Tajaran nations. Because of the destruction brought by two global conflicts, the Tajara had plenty of opportunities to experiment during the reconstruction. Most urban landscapes are a mosaic displaying the styles of whoever controlled them at a given time.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
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&#039;&#039;Al&#039;Mari Hadii picture created by SleepyWolf&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Solarian_Security_and_Law&amp;diff=22704</id>
		<title>Solarian Security and Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Solarian_Security_and_Law&amp;diff=22704"/>
		<updated>2022-01-12T22:58:32Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* The Solarian Interstellar Intelligence Bureau */&lt;/p&gt;
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&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462. The task of coordination in these cases falls upon the bureaucratic and Byzantine shoulders of the SIP-CPA, which is responsible for coordinating and managing thousands of these situations on a daily basis due to the sheer size of the Alliance. The SIP-CPA is an efficient yet often exceedingly slow organization due to the amount of cases it handles on a daily basis, and many planetary police agencies often find themselves grumbling at the amount of time it takes requests to snake their way through the bureaucracy of the Agency. Despite the lethargic pace at which the Agency works it is, in the eyes of many Solarian security officials, irreplaceable due to the coordination it provides between the many disparate agencies in the Alliance. SIP-CPA employees rarely find themselves in “on the ground” situations due to the Agency’s primary purpose of coordination. As a result SIP-CPA agents are generally seen as the “softest” of the Alliance’s three agencies, but still command respect due to the amount of work they perform to keep the Alliance’s policing apparatus functional.&lt;br /&gt;
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Working alongside the SIP-CPA is its more active counterpart, the SISA. While the SIP-CPA is focused upon macro-level coordination, the SISA handles crimes that go beyond the capabilities of a singular member state’s local police forces. The Agency is typically seen as the more glamorous of the Alliance’s two domestic security services due to the more hands-on and high-visibility work it conducts. Despite its greater glamour the Agency could not function without the support of the SIP-CPA, which provides it with the information it requires to act and is responsible for authorizing the deployment of its agents to the field. As a result the Agency is somewhat slow to act and respond, but almost always solves cases and problems it is assigned to -- no matter how long they may take. Agency branch offices can be found throughout the Alliance’s member states.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau==&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-station character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings.&lt;br /&gt;
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Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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==Courts and Jails==&lt;br /&gt;
The Alliance’s justice system is an archaic product of its bloated bureaucracy with some charged persons taking months to go to trial, though these waits are often much shorter in its core worlds. The average time a charged person spent awaiting trial within the Solarian Alliance was 19 months and 28 days. In most member states of the Alliance accused Solarians are subject to the judgement of a jury of twenty of their peers, and their trial is presided over by an elected judge of the Solarian Judiciary. However there is one notable exception to this system of justice: Mars. Since the events of Violet Dawn in 2462 the Martian judicial system -- already known for being extremely harsh on the convicted -- has been superseded and replaced by military law under the Solarian Army’s emergency government. Martian convicts are instead subject to the judgement of a Solarian Army military tribunal, which often deals out harsh punishments up to execution by firing squad. The Solarian Supreme Court is staffed by nine judges who are appointed by the Prime Minister and approved by the Solarian Parliament that serve for life or until retirement.&lt;br /&gt;
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Prisons in the Alliance are owned and operated by the state, and vary based on location and security level. Generally Alliance prisons tend to be centered more on containment than rehabilitation, and many suffer from mediocre conditions. The Solarian Navy is the primary transport of detainees to the prisons, which has given it a significant amount of influence over the system. This influence has led many to believe the Navy assisted former Prime Minister Frost in escaping both his Venusian and Martian prisons prior to his pardoning and ascension to Sol’s Prime Ministership.&lt;br /&gt;
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[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Tajara&amp;diff=22703</id>
		<title>Notable Tajara</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Tajara&amp;diff=22703"/>
		<updated>2022-01-12T22:55:48Z</updated>

		<summary type="html">&lt;p&gt;Canon35: /* Others */ Adds entry for Tufir Nazzirai, Hadii&amp;#039;s killer&lt;/p&gt;
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[[Tajara|Tajaran]] history and society has a long list of notable individuals and heroes that are known across [[Adhomai]]. &lt;br /&gt;
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==People&#039;s Republic==&lt;br /&gt;
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&#039;&#039;&amp;quot;Comrades, in this struggle we fight to protect the progress we have fought so hard to make in the preceding decades. Our march forever onwards for a Hadiist society must not be stopped by the usurpers who would see us become a brutish military dictatorship, nor those fetid imperialists who would restore the atrocities of the old ways.&amp;quot;&#039;&#039;&lt;br /&gt;
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&#039;&#039;- President Njadrasanukii Hadii, in a televised address to the people in 2452.&#039;&#039;&lt;br /&gt;
===President Njadrasanukii Hadii===&lt;br /&gt;
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[[File:Hadii portrait.png|200px|thumb|right|A portrait of the president, done in 2460.]]&lt;br /&gt;
Njadrasanukii Hadii, also known as Malik Hadii, was born in &#039;&#039;&#039;2402&#039;&#039;&#039; to the noble Njarir&#039;Akhran Hadii line. His mother was Rajjurl Hadii, and his father Tajrhalrr Hadii. He got involved with the military at an early age, becoming a cadet for the Royal Navy at 16 and achieving a commission as a Lieutenant-Commander at 22, and leading his own destroyer as a Captain at 29. During the revolution, he briefly fought for the loyalists but was recalled to the Hadii Citadel to help defend his family&#039;s ancestral home. Following the revolution and the Hadii&#039;s rise in the new Federal Republic, Njadrasanukii was given the office of Vice-President under his brother Al&#039;Mari Hadii. &lt;br /&gt;
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Malik assumed the presidency in &#039;&#039;&#039;2451&#039;&#039;&#039; after the assassination of Al&#039;mari. He continued his brother&#039;s early agenda of collaborating with NanoTrasen and other galactic powers. Njadrasanukii purged any suspicious elements from his administration after the Nated&#039;s coup, consolidating his power through the imprisonment and execution of anyone that threatened his regime. Further authoritarian measures were established by him; the expansion of the secret police, the rapid industrialization of the PRA, and further persecution against those who did not conform to his policies. Under Malik Hadii&#039;s control, the current form of Hadiism took shape; an ideology focused on the creation of a monolithic Tajaran culture under the unquestionable guidance of the Hadii political line. The office of the president had its powers largely expanded under his rule, allowing Njadrasanukii to control all aspects of the People&#039;s Republic government. Total loyalty to Njadrasanukii is expected from all Party members.&lt;br /&gt;
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A state-endorsed cult of personality has been established around President Hadii. Through a robust propaganda system, republican citizens are informed daily about Malik&#039;s achievements and how only through his guidance the Republican can prosper. Portraits of President Hadii can be found in most Hadiist homes and government buildings. Njadrasanukii is known for his speeches praising his own administration and the bravery of his people; his voice can be heard frequently on the radio. While many admire him as a strong leader, others fear his ruthless ways of dealing with the opposition.&lt;br /&gt;
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President Hadii is famous for his extreme paranoia. Very few high-ranking members of the Party have direct access to him and little is known about his private life. He is constantly surrounded by hand-picked members of the secret service; those bodyguards are always under the risk of being purged for any reason. It is rumored that he has survived more than three hundred assassination attempts.&lt;br /&gt;
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The few Tajara who had the opportunity to know President Hadii personally, portray him as energetic, charismatic, thoughtful, but deeply paranoid and vindictive. Njadrasanukii cultivates an image of a simple Tajara; he leads a frugal lifestyle with few material needs. Because of the nature of the PRA&#039;s government, President Hadii&#039;s work and private life are deeply entangled. President Hadii&#039;s favorite pastimes are watching movies, playing Farehal, and reading books; rumors claim that Njadrasanukii has at least 20,000 Tajaran and alien books in his private collection.&lt;br /&gt;
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Despite the outcome of the Second revolution, Njadrasanukii continues to rule the People&#039;s Republic with an iron grip. He did not give up his plans of reestablishing Hadiist hegemony over Adhomai.&lt;br /&gt;
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[[File:headmaster portrait.png|200px|thumb|left|A rare picture of the camera shy Tyr&#039;adrr, taken during the closure of an illegal protest, dated to 2459.]]&lt;br /&gt;
===Headmaster Harrrdanim Tyr&#039;adrr===&lt;br /&gt;
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Harrrdanim was born in &#039;&#039;&#039;2425&#039;&#039;&#039; to a M&#039;sai family serving the Hadii during the First Revolution. Wishing to follow in the footsteps of his parents, he joined the Hadiist Party at a young age. He soon caught the attention of the People&#039;s Strategic Intelligence Service due to his craftiness and was given a position in the agency. Despite enjoying moderate success during the late years of Al’mari’s rule, Tyr&#039;adrr rose to prominence after the President’s assassination. Leading several purges within the secret service, he was able to secure a promotion as the Headmaster after the previous head was arrested for suspicious behavior. Under Tyr’addr’s control, the PSIS became the feared terror machine it is today. Heavy investments in surveillance technology, the establishment of a robust web of informants, and the large-scale repression of political opponents greatly weakened the opposition in the People’s Republic. His supposed adventures during this period have spawned an entire &amp;quot;spy thriller&amp;quot; genre in the Republic.&lt;br /&gt;
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After helping secure President Hadii&#039;s rule, Headmaster Harrdanim focused his efforts on fighting the Liberation Army and the New Kingdom. Ruthless anti-partisan campaigns were carried out under his supervision. The displacement of Chaniska’s native population, scorched-earth tactics in Northern Ras&#039;nrr, and the creation of Try&#039;urma Penitentiary were among some of his orders during the conflict. His actions during the Second Revolution earned him the reputation of being merciless and bloodthirsty. In spite of several assassination attempts, ALA agents failed to murder him and he continued his reign of terror unimposed.&lt;br /&gt;
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Even after the Armistice, Headmaster Harrdanim continues to work tirelessly to undermine the enemies of the Republic. He has a large interest in securing the Tajara population living outside of Adhomai and is responsible for the PSIS presence in District Six. He is eager to suggest more authoritarian solutions and believes in increasing, even more, the state’s control over the population. Because of the role of the Strategic Service in the government, Tyr&#039;adrr is one of the most powerful and hated Tajara in the People&#039;s Republic. While seemingly loyal to President Hadii, many in the Party fear where Tyr&#039;adrr&#039;s ambition might lead him.&lt;br /&gt;
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Analytic, controlling, and cold are some of the words frequently used to describe Harrrdanim&#039;s personality. The headmaster is known to calculate every step on his way; he tries his hardest to manipulate the events in his favor. Tyr&#039;adarr is also infamous for never assuming any kind of blame - a scapegoat, willingly or not, always shows up to take the fall. Thanks to his position in the government, little to nothing is known about his personal life.&lt;br /&gt;
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===Party Secretary Yakiv Hadii===&lt;br /&gt;
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Yakiv Hadii was born in &#039;&#039;&#039;2412&#039;&#039;&#039; as the second cousin to President Hadii. While too young to take part in the First Revolution, Yakiv joined the Hadiist Party as soon as he could. During Njadrasanukii’s rule, he excelled as a bureaucrat due to his organizational skills. He managed the distribution of land and the establishment of communal farms during the Republican Agrarian reforms. Through a combination of political maneuvers and nepotism, he quickly climbed the Party&#039;s ranks. Yakiv sought to further the Republican relationship with NanoTrasen, seeking their support for the development of Adhomai. This stance caused him to lose Al’mari’s favor during the years leading to the Second Revolution. He was then demoted to an unimportant position in the Ministry of Agriculture.&lt;br /&gt;
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Yakiv returned to prominence after Rhagrrhuzau’s assassination; he was seen as a way to link Malik’s rule to his now-deceased brother. Following the abolishment of the office of vice-president, Yakiv was promoted as the Party Secretary by Njadrasanukii. He became responsible for the internal organization and reviewing applications to the Party; he was quick to remove many of his political opponents from power using his new powers. Known as unquestionably loyal to President Hadii, he became infamous for being nothing but a yes man. He continued his policy of maintaining good relations with megacorporations, lobbying for more deals with NanoTrasen. Countless Tajara were given the opportunity to leave Adhomai due to his efforts, most sold as cheap labor while some others were able to acquire higher education. During the final stages of the war, he was one of the main proponents of the need for foreign intervention to save the People&#039;s Republic.&lt;br /&gt;
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After the Armistice, Yakiv remained as Party Secretary. He is one of the closest advisors to President Hadii, helping Malik in matters related to internal and external affairs. Despite being an orthodox Hadiist, he is eager to push for changes to appease NanoTrasen and other foreign powers in an attempt to gain their support. Many within the Party see Yakiv as a power-hungry and untrustworthy politician, eager to abuse his power to reach what he wants. Others recognize him as a cunning politician with a rather dangerous influence over President Hadii.&lt;br /&gt;
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Yakiv Hadii is a notorious opportunist and sycophant; he is always trying to acquire any kind of leverage where it might exist. Personally, this means that Yakiv is more than eager to make friends with anyone of any importance. However, the friendship might come with strings attached: a request to repay a favor or take part in a shady business. Yakiv takes full advantage of his position within the Hadiist Party to indulge himself in all luxuries available to the political elite. Because of this lifestyle, Yakiv has become noticeably overweight.&lt;br /&gt;
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===Minister of Defense Irbaykhan Mirarkiizar===&lt;br /&gt;
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Irbaykhan Mirarkiizar was born into a Hharar peasant family in &#039;&#039;&#039;2428&#039;&#039;&#039;. He was raised around veterans of the first revolution and was always interested in their stories. Owing to the new opportunities brought by the People’s Republic, Irbaykhan enrolled in a military academy and joined the Grand People&#039;s Army as an officer. He survived the purges of the early Hadiist government because of his political reliability; as he was one of the first army leaders to support President Hadii during his ascension. This left him in the privileged situation of being one of the few properly trained officers at the dawn of the Nated’s coup.&lt;br /&gt;
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Irbaykhan quickly climbed the ranks of the Republican Army during the Second Revolution. Making extensive use of artillery and motorized troops, he secured early victories that gave much-needed breathing room to the fragile Republic. While in command of the Dymtris Front in &#039;&#039;&#039;2456&#039;&#039;&#039;, he pushed the New Kingdom into the defensive position that they would remain in until the very end of the war. Mirarkiizar’s final promotion during the conflict was to the theater commander of the Rass’nrr Military District. With the help of the alien allies of the Republic, he managed to recapture the main region of the continent. He was given a seat in the Ministry of Defense after the Armistice, working alongside the upper echelons of the Party to refine the Republic’s strategy.&lt;br /&gt;
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Unlike most members of the Ministry of Defense, Irbaykhan has both political connections and practical experience in the field. This combination has made him one of President Hadii’s closest advisors in regard to military matters. Currently, he is responsible for the Hro&#039;zamal campaign. Mirarkiizar sees the Grand People&#039;s Army as an essential component of the Hadiist state; the ever-vigilant guardian of the Republic against its enemies. The Minister believes that strict discipline and union towards a common goal is the best way to safeguard the future of the People’s Republic.&lt;br /&gt;
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Irbaykhan Mirarkiizar is known for his disciplined and simple lifestyle. The Minister is very strict with his routine and commonly scolds Party members, other generals, and his family for being what he would call undisciplined. Irbaykhan is well-known for his unquestionable loyalty; he would prefer death over treason. He is only seen out of uniform when fishing - Irbaykhan&#039;s favorite pastime.&lt;br /&gt;
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===Minister of Technology Zhuldyz Hadii===&lt;br /&gt;
[[File:zhuldyz portrait.png|200px|thumb|right|A picture done of Zhuldyz Hadii in her lab, created in 2462.]]&lt;br /&gt;
Born in &#039;&#039;&#039;2420&#039;&#039;&#039; to the Hadii dynasty, Zhuldyz enjoyed the many privileges granted to her family. She grew up fascinated by the new technologies brought by human contact; she would spend hours tinkering and dismantling electronics during her childhood. Later she was sent to study in prestigious Solarian universities, where she ventured into the field of robotics. Zhuldyz returned to Adhomai in 2449 and was granted a post in the Ministry of Technology.&lt;br /&gt;
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Using the knowledge acquired off-world, Zhuldyz drew plans with the objective of modernizing the Republic through a technological revolution. The rapid industrialization aided by mechatronics would bring prosperity to the Tajara. While many of her initial projects were abruptly interrupted by Rhagrrhuzau&#039;s assassination, she remained in her position due to being a member of the Hadii dynasty. The unstable early years of Njadrasanukii’s presidency were unfavorable towards her dreams; stopping Nated’s coup and the Royalist uprising were top priorities at the time. However, as the frontlines stagnated and a semblance of normalcy returned to the People’s Republic, Zhuldyz had the chance to convince President Hadii of her plans. Knowing that losing the war would put an end to her pursuits, she turned her genius to the military field. Victory could be achieved through technological superiority. She was one of the driving forces behind the establishment of [[Tajaran Educational Institutions#Hadii Institute of Orbital Research|Hadii Institute of Orbital Research]], the expansion of the [[Tajara_Space_Capability#PRA_Army_Wing|Orbital Fleet]], and the creation of the Tesla Brigade. Zhuldyz was promoted to the office of the Minister of Technology shortly before the Armistice.&lt;br /&gt;
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The Adhomian Cold War became the perfect testing ground for Zhuldyz&#039;s projects. She sees the period of peace as an opportunity to turn the People&#039;s Republic into a technological powerhouse. Zhuldyz believes that the future of Hadiism lies in the science and that the Republic must become advanced enough to subjugate its enemies. Minister Hadii is not interested in ethical or safe research; she is eager to pursue dangerous and questionable experiments. No price is too small to pay during the march of progress. President Hadii gave Zhuldyz near uncontested authority to lead the Ministry of Technology. She was the mind behind the creation of the first independent robotic factory on Adhomai.&lt;br /&gt;
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Due to her upbringing, she is a brilliant scientist and a charming conversationalist, but at the same time, she frequently refuses to admit fault and is quick to scrutinize the work of others. Holding them to nearly impossibly high standards. Many scientists have been transferred to less desirable positions due to failing to meet Zhuldyz&#039;s demands. She is a notorious workaholic who only leaves her laboratory to attend political meetings.&lt;br /&gt;
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===Secretary of the Navy Hura&#039;zhi Mira&#039;zkui===&lt;br /&gt;
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Born in &#039;&#039;&#039;2422&#039;&#039;&#039; to an exiled line of minor nobility from the Zatushka Kingdom, Mira’zkui grew up in the chaos of the First Revolution as the armies of the Hadiist rebels marched across Adhomai. When the dust had settled, despite his personal wishes to enter the party itself, his family would convince him to uphold their old traditions and join the forming Republican Navy in &#039;&#039;&#039;2447&#039;&#039;&#039;. It was then that Mira’zkui met Dynhaas and joined the Oceanmasters Lounge.&lt;br /&gt;
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During the chaos of Dynhaas’ defection in &#039;&#039;&#039;2450&#039;&#039;&#039;, Mira’zkui narrowly avoided his own death. Informed early by a loyal lieutenant that his own crew was plotting to kill him, Mira’zkui fled in a lifeboat and watched as his fellow officers were thrown screaming from the decks of their own ships. A few days later, he was found on the shores of Ras’nrr. As the Republic fell into chaos, Mira’zkui returned to the Republican Navy as Secretary, entrusted by Malik Hadii to fight against the pirate flotillas of the ALA and the Royal Navy. However, Mira’zkui’s loyalty was not able to make up for his inexperience. While the last of the Liberation Army’s pirate vessels were sunk, he was unable to contend with the strength of the Royal Navy and unable to achieve his personal desire: Capturing or killing Dynhaas. &lt;br /&gt;
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Post-War, Mira&#039;zkui has largely become reclusive and withdrawn from the public eye. While he continues to try and develop the Republican navy, Mira’zkui is forced to contend with funding going towards the projects of the Orbital Navy and Grand People’s Army. With a relationship of mutual dislike between himself and Zhuldyz Hadii, many within the party believe that Mira’zkui will likely be replaced eventually. How he would react to being denied any chance for revenge against Dynhaas is something no one knows. &lt;br /&gt;
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===Minister of Education Kalim Khazdar===&lt;br /&gt;
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Kalim Khazdar was born in &#039;&#039;&#039;2430&#039;&#039;&#039; to a family of Hharar foremen in the city of Tampiska. Deemed a bright child by his teachers, he was sent to study in Al&#039;marii. Captivated by the tales of progress and prosperity brought by the interwar period, Kalim enrolled at the Al&#039;marii College of Hadiist Sciences. He continued his studies intending to become a college teacher. During his time as a student, he became a good friend and protégé of the rector of the university, Mahir Hadii. His friendship with a member of the political dynasty opened many doors for him.&lt;br /&gt;
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Kalim joined the Hadiist party during the Second Revolution. He later visited Tau Ceti to study the Adhomian community there; his experiences in District Six deeply affected his ideas. He saw all the social problems that those who lived under the megacorporation rule were subject to. Instead of losing faith in Hadiism, he started to believe that reforms were necessary to save the People&#039;s Republic; NanoTrasen should be a means to an end, not the end itself. Kalim returned to Adhomai in 2459 and became a college professor. Thanks to his connections, he soon got involved with the administration and politics of the university. His papers on the subject of Hadiist education were generally well-received by the academia.&lt;br /&gt;
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With the Armistice of Shastar, Kalim Khazdar aligned himself to the Young Hadiist faction; his sympathy towards the movement was largely unknown to the Party. His ascension to the position of Minister of Education in 2463 was the result of a confidential deal between his mentor and President Hadii. Despite being considered a powerless and inexperienced politician by the other members of the Hadiist cabinet, Kalim is not to be underestimated. Cunning will be necessary to avoid the wrath of President Hadii and his lackeys. The path to a truly free People&#039;s Republic will be a long and difficult one. &lt;br /&gt;
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Usually depicted as a wide-eyed idealist, Kalim Khazdar is anything but naive. The few years he spent navigating the political fields of the Al&#039;mari College transformed him into a bright, yet deeply cunning individual. Kalim rarely loses hope; he prefers to spin every defeat into a minor setback to maintain morale. Many wonder how long it will take for Khazdar&#039;s optimism to be crushed by the People&#039;s Republic politics. Besides his academic and political work, Kalim has published  Hadiist realist poems and short stories.&lt;br /&gt;
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===Chief Naval Commander Samirro Qarrarhaz===&lt;br /&gt;
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Born in Northern Ras’nrr in &#039;&#039;&#039;2407&#039;&#039;&#039;, Samirro was the son of a loyal M&#039;sai general in the Hadii Hegemony. Qarrarhaz&#039;s family raised and taught him to follow in his father’s footsteps. He would become an artillery officer in &#039;&#039;&#039;2428&#039;&#039;&#039;, finding great success during combat against monarchist groups through using extensive shelling to force and flush out the enemy. By &#039;&#039;&#039;2431&#039;&#039;&#039; Qarrarhaz was moved into Southern Harr’masir to prepare for an invasion of the Kingdom of Kaltir. His artillery crews were among those who scoured the Kingdom following its surrender, shelling whatever villas, castles, and manors they had found. A staunch ally of Al’mari Hadii and his family, Qarrarhaz has always stood by the Hadii family and the republic they had later built. &lt;br /&gt;
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While also providing training for future artillery commanders in the interwar period, Qarrarhaz became part of a committee formed by President Al’mari Hadii to plan and prepare a space fleet for the PRA. He, along with other committee members, traveled to the Coalition of Colonies&#039; planets of Xanu Prime and Himeo to observe anti-piracy operations in order to better develop the PRA’s own future space warfare doctrine in &#039;&#039;&#039;2452&#039;&#039;&#039;. When the Orbital Fleet was completed by &#039;&#039;&#039;2457&#039;&#039;&#039;, Qarrarhaz was appointed Chief Naval Commander by President Malik Hadii. Since then, he has won numerous victories against piracy, smugglers, and even bested a [https://forums.aurorastation.org/topic/2839-wwwadhomaichroniclecomnews/?do=findComment&amp;amp;comment=114422 Sol cruiser]. &lt;br /&gt;
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Post-war, Qarrarhaz continues to lead his spaceships and Kosmostrelki in the defense of the PRA’s claimed space. Comfortable and experienced in his position, Qarrarhaz has begun to speak more on the future of the PRA’s ventures into space. Controversially, the Commander has stated that the PRA must eventually extend its hand to the numerous small colonies and off-worlder communities dotting the frontier around them. Arguing that Hadiism’s light must be spread beyond Tajara, it is his belief that the PRA must one day uplift these groups from their poverty and absorb them into the state.&lt;br /&gt;
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===Yasmin Piaf===&lt;br /&gt;
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[[File:Yasmin portrait.png|200px|thumb|right|A piece of a poster, promoting Yasmin Piaf&#039;s concert, 2463.]]&lt;br /&gt;
Yasmina Burokov, aka Yasmin Piaf, was born in 2434 in the suburbs of Nal&#039;tor to a particularly well-off Njarir&#039;Akhran family. Yasmin&#039;s father, Boris Burokov was a low-ranking State department official and devout loyalist of the People&#039;s Republic. She spent her childhood being educated in the best State-run schools their family could afford and enjoyed relative wealth and prosperity far from the poorer outskirts of the city. &lt;br /&gt;
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Even from a young age, Yasmin was interested in music. She was part of her school&#039;s choir and participated in several nationwide contests for the honor of singing for President Rhagrrhuzau Hadii. The all-female &#039;Band of Njarir Maidens&#039; consisting of Yasmin and her classmates eventually won and sang for the President and other members of his cabinet at the end of the annual military parade held in Nal&#039;tor. Eventually, she graduated and went on to the Academy of Musical Arts with a full scholarship.&lt;br /&gt;
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Talent scouts pruning the burgeoning academy&#039;s student pool for the next starlet eventually discovered Yasmin during rehearsals for the school&#039;s upcoming musical, and she signed a tentative deal with the small publication Vostak Recordings. Her first record, simply titled The Man in Rouge, was released with minimal fanfare. Given that she had sung a small solo during her performance for the President, some Tajara recalled her name.&lt;br /&gt;
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Yet her voice, described by some as angelic and innocent, found purchase with an aging generation of Tajara who wished a brief return to peaceful normalcy following the First Revolution. Her dedication to the traditional pop standard and recognition for torch songs eventually elevated her to the status of a household name, with her recording label releasing hit after hit. As a result, Yasmin Piaf has become one of the most famous singers in the modern era - one who has fostered a close relationship with State officials. She is one of the few artists who are approved to be played on State radio KGTW-11.&lt;br /&gt;
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===Andrey Borisov===&lt;br /&gt;
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Out of all the Tajara that one could argue embody loyalty to the People’s Republic, perhaps none are more memorable than Andrey Alexander Borisov. In the average Republican household, his name is just as common as President Hadii’s, owing to the fact that he is the face of State propaganda and news network RAFИ. Born in 2416 to a line of M’sai warriors, Andrey was not even two years old before humanity stumbled across Adhomai and lit the flame that ignited the First Revolution.&lt;br /&gt;
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Andrey’s father and uncle were killed in the uprising, leaving him, his mother, and his sister alone to fend for themselves. His mother curried favor with the local rebel leader when their town fell to the onslaught of war; she became his concubine and, later, his wife. The ever-advancing front saw Andrey moved from home to home, where the young M’sai would often spend time talking to soldiers recovering after harsh fighting. They nourished a sense of patriotism in him, and eventually, he came to see the First Revolution as necessary for the future of the Tajara.&lt;br /&gt;
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The war ended in 2432, when he was merely 16 years old. As the newly founded People’s Republic began the arduous transition from a movement to a government, Andrey’s connections with the upper echelon of PRA politicians bore fruit. He was taken on as a member of an officer’s general staff, headquartered in Nal’Tor, where he served as little more than a glorified secretary. His position put him in contact with the elite, however, and many found him charming and personable. His silver tongue earned him the interest of Dmitrys Marakov, the owner of the only State-approved television station at that point in time.&lt;br /&gt;
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His ascension from lowly secretary to the major news anchor for RAFИ was one that involved plenty of political maneuvering, money - and, rumored by some, violence - but ultimately Andrey had proved his loyalty to the political elite of the People&#039;s Republic and he was rewarded with the honor of being their mouthpiece. As a result, no Tajara on Adhomai can go very long without seeing his smiling face on their television set, spinning the next story or cover-up at the behest of the State.&lt;br /&gt;
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==Democratic People&#039;s Republic==&lt;br /&gt;
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&#039;&#039;&amp;quot;We are soldiers. We are fighters. We are war. We have forsaken the corrupt and decaying corpse of the xeno-loving People&#039;s Republic. We have left our homes and our families, but our cause is righteous. The suns are with us! The vile usurper of my friend and comrade Al&#039;mari will have justice delivered to him! We will spill the blood of our enemies until our struggles are seen and heard, and we WILL retake OUR Republic!&amp;quot;&lt;br /&gt;
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&#039;&#039;- Supreme Commander Halkiikijr Nated&#039;Hakhan, the day after the coup de tat began, 2451.&#039;&#039;&lt;br /&gt;
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===Supreme Commander Halkiikijr Nated&#039;Hakhan===&lt;br /&gt;
[[File:Nateed portrait.png|200px|thumb|right|A surprise picture of Nated, taken in 2458.]]&lt;br /&gt;
Halkiikijr Nated&#039;Hakhan was born in &#039;&#039;&#039;2404&#039;&#039;&#039; to a M&#039;sai family under the service of the Hadii Dynasty. The son of a royal guard, Nated interacted with many Njarir children in his early life. He grew to resent their narcissism but was prepared to inherit his duty nonetheless. When the First Revolution ignited in &#039;&#039;&#039;2421&#039;&#039;&#039;, Halkiikijr fought for the loyalists alongside the Hadii family. Becoming a battle-brother of Rhagrrhuzau Hadii, or better known as Al&#039;Mari Hadii, Nated stood with the Hadii’s decision to abandon their royal roots and join the revolutionaries. When the war ended Al&#039;Mari was sworn into office, Halkiikijr was made a Commander in Chief of the Republican Army in return for his service. &lt;br /&gt;
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Al&#039;Mari supposedly made promises of swearing-in Halkiikijr as the next president of the People&#039;s Republic once the political climate on Adhomai had stabilized. The legitimacy of this claim is not known, but what is known is that Al&#039;Mari was assassinated during a military parade in &#039;&#039;&#039;2451&#039;&#039;&#039; and Njadrasanukii Hadii, vice president of the People&#039;s Republic, swore himself in as the successor of the presidency. Outraged at the assassination and accusing Njadrasanukii of treachery against the People’s Republic, Nated organized a coup against Malik. Bringing together military commanders dissatisfied with the new Hadiist policies, Halkiikijr created the Adhomai Liberation Army to dethrone the new President. He then took the title of Supreme Commander. &lt;br /&gt;
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As the putsch attempt was thwarted by the Hadiist forces, Nated fled to Shastar City. The coup then turned into a full-blown civil war between the Liberation Army and the People’s Republic. Without off-world help, Nated called to arms anyone willing to support his cause. His movement became a unifying front to all kinds of elements opposing President Hadii; from democratic reformers to extremists fighting to free Adhomai from alien influence. For a decade, Halkiikijr led the Liberation Army as an effective opposing force against the People’s Republic and the New Kingdom. He favored the extensive use of irregular warfare coupled with the deployment of the army to secure decisive battles. A cult of personality formed around Halkiikijr; extremists claimed that he was a prophet sent by the Gods. The Supreme Commander took advantage of this belief to cultivate undying loyalty and fanaticism among his followers. &lt;br /&gt;
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Believing that the territories under his control were ready for a democracy modeled after the Al&#039;mariist principles, Nated&#039;s undisputed rule came to an end with the creation of the Democratic People’s Republic of Adhomai. Halkiikijr retired from his position as Supreme Commander to prevent a coup against the newly elected president. His retirement did not last long; he returned to power because of the Amohdan crisis in &#039;&#039;&#039;2462&#039;&#039;&#039;. Nated was given back the control of the Liberation Army and its remaining juntas to retake the Island of Amohda. After this display of weakness, Halkiikijr is unsure if the DPRA is truly ready to rule Adhomai. For him, the ALA is now more essential than before. Nated also faces infighting between his two right-hand men; commander Kahan and Kyff.&lt;br /&gt;
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While some may call Nated an opportunist or a loyal friend to Al&#039;mari, what is certain is that he is determined. Both in his personal and political life, the Supreme Commander is known to never lose sight of his objectives. This might lead him to make promises that might be hard to fulfill, but Halkiikijr rarely goes back on his word. Because of his association with the most radical elements of the ALA and his tendency of using his position of authority to interfere in disputes, he is a firm believer that the end justifies the means. Because of the utility of his cult of personality, Nated avoids exposing much of his private life.&lt;br /&gt;
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===Commander Kahan Hro&#039;rammhad===&lt;br /&gt;
[[File:Kahan portrait.png|200px|thumb|left|Commander Hro&#039;rammhad in his summer uniform, taken in 2461.]]&lt;br /&gt;
Kahan Hro&#039;rammhad was born in &#039;&#039;&#039;2412&#039;&#039;&#039; to a Hharar family as their oldest children. A peasant from birth in the region of Southern Harr&#039;masir, he was taught the traditional values of S&#039;rendarr and Messa by his deeply religious parents. His childhood was cut short by the outbreak of the First Revolution; his family was expelled from their lands by the war. Thanks to its flat terrain, Southern Harr’masir saw the first deployment of armored vehicles in the conflict; trains, civilian cars, and trucks were outfitted for warfare by the rebels. Hro’rammhad joined the crew of an armored car as soon he turned 14 years old. Because of the high mortality among the revolutionaries, Kahan quickly found himself in the command of his own brigade. He became famous for his excellent use of the vehicles’ speed to encircle the enemy, and for his merciful nature. Monarchists soldiers were always given the chance of joining his side after capture. Hro’rammhad also forbade unnecessary executions and mistreatment of prisoners among his fighters.&lt;br /&gt;
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Commander Kahan and his brigade were incorporated into the Hadiist faction shortly before the end of the First Revolution. As a member of the Republican Army, he was a major proponent of the transformation of the People’s Army into a motorized force. Tank brigades and motostrelki units were created under his supervision. Kahan funded the reconstruction of many temples destroyed during the revolution and frequently donated to charity through the interwar period. Hro’rammhad joined Nated’s coup due to his profound disagreement with Malik’s policies; he saw the oppression of the Zhan-Khazan as morally corrupt. Armored units that defected alongside him were organized into the Hro&#039;rammhad Tank Corps under his command.&lt;br /&gt;
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Hro&#039;rammhad remained a merciful and pious Tajara through the Second Revolution. He rejected the notion of irregular warfare and continued to offer mercy to his enemies. As the leader of the main armored force in the Liberation Army, Kahan played an important role in decisive battles. This position allowed him to become a right-hand man for Nated. As part of his religiousness, Hro&#039;rammhad considered the conflict to be a battle to protect the faith against the innate atheism of Hadiism. Religious imagery and motifs became common among his Tajara. The men under Commander Kahan Hro&#039;rammhad are known to have the utmost respect for his bravery and mercy, most even going so far as to worship him as an embodiment of S&#039;rendarr&#039;s justice. His success during the civil war earned him the nickname of “Undefeated Commander&amp;quot;.&lt;br /&gt;
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Despite the armistice, Commander Kahan remains as one of the second-in-command for Halkiikijr. He is an avid supporter of the transition to democracy, advocating for the dismantlement of the juntas. This position earned him many enemies among the more authoritarian elements within the Liberation Army. He is known to despise Commander Kyff Hotak for his tactics and personality. Both Tajara are currently engaged in an internal struggle to consolidate their influence over the Liberation Army.&lt;br /&gt;
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Thanks to his religious upbringing, Commander Kahan is a forgiving and honest individual. He may be eager to let bygones be bygones, but he is not easily fooled by malicious intentions; anyone trying to take advantage of him will not have an easy time. Hro&#039;rammhad enjoys spending his free time with his family. His thirty years-long marriage sired nine children - three of whom lost their lives in the Second Revolution.&lt;br /&gt;
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===Commander Kyff Hotak===&lt;br /&gt;
[[File:hotak portrait.png|200px|thumb|right|A picture of Commander Hotak along with his pet Farwa, taken with flash in 2458.]]&lt;br /&gt;
Born in the year &#039;&#039;&#039;2406&#039;&#039;&#039; to a family of Zhan-Khazan miners in the Trizar, Kyff Hotak was supposedly destined to slave away for his Njarir master as his ancestors did for many generations. To avoid this fate, Hotak fled his home as a young Tajara. He ran into the wilderness until he found a bandit camp. Because of his age, the brigands decided to adopt Kyff as the group’s mascot. The boy grew up witnessing all kinds of crime and violence; later taking part in the band’s activity when old enough. The bandits sided with the rebels during the First Revolution in search of plunder. But their greed was their undoing; the criminals were massacred by the revolutionaries after they were discovered stealing rations. Hotak survived by being the one to report the activities of his previous comrades. As the war dragged on, Kyff became more bold and cruel in his revolutionary activities. He frequently engaged in assassinations, massacres, and false flag operations to crush the monarchists’ morale. Hotak was soon feared by his comrades and hated by his enemies. To him, everything was permissible to achieve victory. Impressed by the victories of the Hadii faction, he joined them as part of the early Ha&#039;narr Corps.&lt;br /&gt;
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The interwar period was fairly unremarkable for Kyff Hotak; he was given a low-ranking office position in the intelligence department. While Hotak advocated for the recreation of a force similar to the Mountain Ghost Corps, his request was ignored by the Hadiist high command. Memories of his excess in the First Revolution stopped Hotak from receiving any further promotions. He grew discontent with the People’s Republic, believing that he deserved more for his service. Seeing Nated&#039;s coup as an opportunity to rise to power, Kyff defected to the Liberation Army without hesitation.&lt;br /&gt;
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Hotak organized his own unit of commando early into the war; a battalion trained in stealth operations. As a major proponent of irregular warfare, he also helped organize guerilla cells and coordinate terrorist attacks. The success of these groups granted him enough influence to become one of Nated&#039;s right-hand men. However, Commander Kyff quickly returned to his old ways; he started to wage a campaign of unrestrained terror. The presence of his soldiers became a harbinger of indiscriminate persecution, murder, excessive property requisition, and collective punishment against any community suspected of working with the enemy. Despite the protest of the civilian population and Commander Kahan, Halkiikijr refused to replace Kyff. Taking advantage of his reputation, Hotak ordered his Tajara to spread stories of him being the earthly manifestation of Messa&#039;s wrath. This tactic proved to be effective both among his enemies and allies.&lt;br /&gt;
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Commander Kyff Hotak remains in service even after the armistice. Many within the army and the civilian administration desire to see Hotak punished for his war crimes, but Supreme Commander Nated continues to protect him. Kyff is a hardline supporter of the more authoritarian elements in the government and desires a strong centralized leadership above all else. He and Commander Hro&#039;rammhad are rivals; both Tajara commonly fight each other over which direction the Liberation Army should go. Hotak is always accompanied by his pet [[Adhomai#Farwa (Tree-Hopper)|Farwa]], Ghiyath.&lt;br /&gt;
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What little is known from Kyff&#039;s personal life does not paint a picture much different from his time in the army. Cold, ambitious, and cruel are some of the terms commonly used to describe Hotak. For him, other people are merely stepping stones on his path to power. To maintain his mythical image as Messa&#039;s wrath, he avoids any kind of social interaction with anyone outside of his inner circle. Kyff is a famous animal lover - besides his Farwa, he is also the proud owner of several domesticated Ha&#039;rrons.&lt;br /&gt;
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===President Almrah Harrlala===&lt;br /&gt;
[[File:harrlala portrait.png|200px|thumb|left|A portrait of the president during one of her speeches, done in 2461.]]&lt;br /&gt;
President Almrah Harrlala was born in &#039;&#039;&#039;2426&#039;&#039;&#039; to a family of Hharar factory workers in Shastar City. While her childhood was relatively unaffected by the First Revolution, she enjoyed many of the benefits brought by the People’s Republic during the interwar period. Being the first member of her household to receive a proper education, she became involved in the Party’s politics at a considerable young age. She believed that a stable democracy built upon the will of the people was the best path for Adhomai. She was also wary of the presence of megacorporations on the planet, considering their activities as harmful to the development of the Tajara species She campaigned for more worker’s rights and laws restricting corporation’s activities in the PRA. Almrah held a position within the Party until the ascension of President Njadrasanukii Hadii; he ordered the arrest of Harrlala due to her views.&lt;br /&gt;
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Harrlala was held prisoner in Shastar during the first moments of the Civil war, only the capture of the city by the Liberation Army saved her from being transferred to another location. Hoping to continue her career in politics, she aligned herself with the rebels. Even if the despotic and extremist tendencies of the ALA worried Almrah, she held to Nated&#039;s promise of saving the Republic. She was given the position of Provisional Minister of Civil Rights when the Democratic People’s Republic of Adhomai was established.&lt;br /&gt;
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As the Minister of Civil Rights, Almrah worked to protect the regional identities present in the DPRA. Her campaign to end military rule over the country while still upholding the principles of Al’mariism made her a popular figure among the moderate sectors of the population. Seeking to expand her political influence, she founded the National Adhomai Worker&#039;s Party. She was one of the candidates in the presidential elections of &#039;&#039;&#039;2460&#039;&#039;&#039;; she won the office of president by a narrow margin. President Harrlala’s ascension to power displeased the authoritarian wing of the Liberation Army, the military then planned a coup to restore their own rule. The putsch was stopped by the intervention of Supreme Commander Nated, who later resigned from his position to grant more powers to the civilian administration.&lt;br /&gt;
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Following the Armistice, President Almrah Harrlala continued with her internal policies while maintaining a strong stance against foreign dominance. Under her rule, schools to preserve local cultures and languages were established, Gakal’zaal was liberated from the Unathi rule, and the DPRA developed its nuclear program. Her status as one of the first female rulers in modern Tajaran history has inspired many women to engage in DPRA politics. However, her regime is plagued with deep issues. The ghost of separatism lingers over the nation after the Amohdan attempt to secede. Her ability to reconcile the various factions in the government was severely doubted when she failed to draw a plan to handle the rebellious island. Since the return of Halkiikijr to power, the authoritarian elements see this as a moment of weakness in the young Republic. President Harrlala must be ready to face further opposition if she wants to see her vision of Adhomai come to life.&lt;br /&gt;
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Often described as patient and focused, President Almrah Harrlala is not easily dissuaded from pursuing her objectives. When faced with hardship, she prefers to withstand the storm while continuing to work on her projects. Alongside her hectic political career, Almrah leads a modest life without much excitement or luxuries. In her sparse free time, she enjoys playing Mahmrro and visiting Das&#039;nrra&#039;s countryside.&lt;br /&gt;
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===Ex-interim President Brajrr Alnadruskiy===&lt;br /&gt;
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Born in &#039;&#039;&#039;2423&#039;&#039;&#039; in the city of Mztel’mir, Brajjr Alnadruskiy was the youngest child of a family of brewers. He later joined the Republican Army at 17 years old, slowly climbed the ranks through diligent service to the military. Brajrr attributed the prosperity of interwar Adhomai to the strong leadership of President Al’mari; he believed that the Republic always needed a strongman in control to succeed. He severely doubted Malik’s competence because of his decision to undo his brother’s reform. &lt;br /&gt;
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Brajrr finally rose to prominence with Nated&#039;s coup. Upon hearing of the revolution, he rallied the Liberation Army’s aligned troops in Das’nrra to assault Shastar. Alnadruskiy&#039;s attack was successful and he was named the Rrhaza-Akhran of the city. Shastar became the headquarter of the ALA, giving Brajrr a reasonable amount of influence within the army high command. He was known for his rigorous discipline and unforgiving nature. Many war prisoners were forced into labor by his orders. Brajrr was given the position of Interim President when the Democratic People’s Republic was created.&lt;br /&gt;
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Alnadruskiy ran for president in the 2460 elections, seeking to centralize the nation and maintain the Army’s sway over the government. He founded the Free Tajaran People’s Party, gathering the most authoritarian elements in the Republic. After Almrah Harrlala’s victory by a narrow margin, he took part in the putsch against the newly elected president. Despite the defeat of the mutiny, Brajrr managed to convince Halkiikijr that he was forced by the extremists to join them. He was released and allowed to return to politics.&lt;br /&gt;
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Ex-interim President Brajjr Alnadruskiy now leads the opposition to Harrlala’s regime. He continues to support a centralized state under the leadership of Supreme Commander Nated. Even when the successes of the current administration displease him, their latest crisis has given him enough to challenge Almrah. The return of Halkiikijr to the control of the Army is also considered a victory for him and his followers. Alnadruskiy awaits for the right moment of weakness to retake control of the DPRA.&lt;br /&gt;
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Brajrr Alnadruskiy is notorious for his unforgiving and rigid personality. He never forgets or forgives any wrongdoing, no matter how small. Brajrr has a large collection of grudges - he diligently waits for the opportunity to exact revenge upon those who wronged him. Alnadruskiy is also unreasonably stubborn; he rarely takes other points of view in his decisions. The Ex-interim President is a compulsive and skilled gambler; his favorite game is Suns and Moon.&lt;br /&gt;
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===Maksym Razin===&lt;br /&gt;
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Born in 2423 to a family of M&#039;sai foresters in Southern Ras&#039;nrr, Maksym was raised in a deeply religious household. As a follower of Mata&#039;ke, he spent his youth learning the skills necessary to become a hunter. At the age of 25, he joined the Priesthood of Mata&#039;ke after hunting an exceptionally large, Tajara-eating Ha&#039;rron who was terrorizing the region. Maksym became a firebrand priest who preached against the alien presence in Adhomai. He supporter Al&#039;mari late policies as a sign of an inevitable religious revival. Razin&#039;s service was cut short because of the outbreak of the Second Revolution. &lt;br /&gt;
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Deeming Njadrasanukii&#039;s rule to be an active danger to the Ma&#039;ta&#039;ke faith, Maksym joined the Liberation Army. In Supreme Commander Nated, he saw the very image of Mata&#039;ke - a Tajara sent by the Gods to defeat the enemies of Adhomai despite overwhelming odds. Thanks to the usefulness of his skill as a hunter in guerilla warfare, Razin quickly climbed the ranks; in a matter of time, he became the Rrhaza-Akhran of Mezuma. He was known for making extensive use of ambushes and traps. During his time in the liberation arm, Razin was an avid supporter of Hotak. After the failed putsch of 2461, Maksym followed Nated&#039;s example and stood down as a junta leader.&lt;br /&gt;
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As a member of the Followers of Nated, Maksym Razin was elected to be a representative in the National Assembly. In his time in politics, Razin became acquit In the 2464 elections, he was chosen to be the candidate for the presidency. With or without the approval of Commander Nated, he now plans to turn the Democratic People&#039;s Republic into a holy realm free of the Alien influence; a nation guided by the wills of the Gods. Maksym is not afraid of doing whatever it might take to ensure the triumph of Theocratic Natediism. He firmly believes that Nated will return to the leadership of the DPRA after his followers have seized the government. &lt;br /&gt;
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Maksym is a notorious thrill seeker; no challenge is too small for him. His trophy wall is covered with all types of Adhomian animals. His bravery is only matched by his zealotry; Razin&#039;s faith plays a central role in his life.  He rarely takes any meaningful decision without consulting the Gods through rituals or before saying a prayer.&lt;br /&gt;
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===Bakhteiarova Mirzakhani===&lt;br /&gt;
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Born in 2435 on a small farm in Northern Ras&#039;nrr, Bakhteiarova was likely destined to spend her life as a mere farmer. Destiny was abruptly changed with the assassination of President Al&#039;marii. As a Zhan-Khazan, she saw her family join Nated&#039;s side due to the discrimination of her people. While too young to take part in the revolution, she was old enough to understand what was to come. As the war dragged on, she witnessed the death of most of her relatives, the destruction of her land, and the nuclear strike at Quizosa.&lt;br /&gt;
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Left without anything but scars, Bakhteiarova fled to Southern Ras&#039;nrr as a refugee. There she became involved in the still young Ruralist cause. The memories of Hadiist war machines and the bomb were enough to convince her that the real culprit was modernity itself. Moved by a mixture of nostalgia for better times and a legit concern for Adhomai&#039;s environment, she became deeply involved in the movement. Thanks to her background and experiences, she was able to bridge the gap between the Ruralist and Environmentalists of the Adhomian Blue Party. She worked alongside the party&#039;s theorists to make sure that the Ruralist Experimental Farms were viable.&lt;br /&gt;
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Mirzakhani was chosen as a candidate for the 2464 presidential elections by the Adhomian Blue Party. As a committed Ruralist, she is eager to implement their plan of returning to an idealized pre-industrial society. However, she recognizes that implementing such a project is impossible without reuniting Adhomai. Bakhteiarova may be willing to work with the rest of the DPRA to achieve the Al&#039;mariist victory, but she has no interest in ever giving up her dream - an Adhomai free of the evils of modernity; an idyllic paradise the Tajara once held. Besides the other parties and candidates, her main political enemy is Ahem Kah&#039;nrir, the warlord who continues to strangle her homeland.&lt;br /&gt;
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Because of her upbringing, Bakhteiarova Mirzakhani enjoys the simple things in life. Listening to the folktales, taking care of her garden, and riding a Zhsram are among her favorite activities. Either because of her duties or some unknown personal reason, Bakhteiarova frequently appears to be tired. Rumors claim she has trouble sleeping and must make use of medicine to rest properly.&lt;br /&gt;
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===Dr. Aleksandra Hro&#039;makar===&lt;br /&gt;
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The first and thus far only incident of weapons of mass destruction being employed on Adhomai happened in 2458, when the People’s Republic dropped a four-megaton nuclear bomb on the Liberation Army base in Quizosa. The death toll from the detonation was staggering, but the fallout from the bomb was carried on strong winds, leading to severe cases of radiation poisoning from the neighboring camps.&lt;br /&gt;
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Tajara medical experience with radiation poisoning and the effects of nuclear bombs were practically non-existent. The only species in the galaxy that had the technology long before the Tajara were Xenos, and the Liberation Army did not have the luxury of free contact with extraplanetary forces. With the sick and dying mounting, a call for help was sent out to the surrounding territories. Many physicians and doctors made the long and difficult journey in the winter snows to help - at the forefront of them, Dr. Aleksandra Hro’makar.&lt;br /&gt;
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The effects of the bomb were catastrophic. Survivors were badly burned. Their fur fell out, never to grow back again - leaving them susceptible to Adhomai’s frigid temperatures. Their skin peeled off in sickly ribbons, hanging limply to the ground. Doctors were at a loss, with only a rudimentary understanding of what could have happened. Dr. Aleksandra took a sort of unofficial command of the medical effort, and coordinated efforts to assist the sick and dying.&lt;br /&gt;
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Liberation-sympathetic Tajara, at her prodding, recovered as many documents as they could regarding the atom bomb from PRA-aligned holdings, downloading information from the extranet and thieving textbooks from high-security locations. Thanks to her ingenuity and leadership, the haphazard medical team of doctors saved a great many innocents from a slow, painful death - though they would have to live with the effects of the bomb for the rest of their lives. Dr. Aleksandra is widely known for her opposition to nuclear proliferation, due to her experiences, and has become the face of a growing anti-WMD movement across Ras’narr.&lt;br /&gt;
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===Arzjun Haurjuhrl===&lt;br /&gt;
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Rumors persist that Arzjun Haurjuhrl was sired out of wedlock, a result of an affair between a Zhan-Khazan mistress and a rebel leader. He was born in &#039;&#039;&#039;2427&#039;&#039;&#039; in the warmer regions near the city of Olska, and lived alone with his mother. He was scarcely a child when the war ended and the People’s Republic came to prominence. Both he and his mother suffered much in the way of discrimination - for being Zhan-Khazan as well as having a bastard child. This disconnect between what the People’s Republic promised and the way they were treated caused the young Arzjun to become disillusioned with the Republic.&lt;br /&gt;
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He was further tested when his mother suddenly fell ill and died in the winter of 2445. With nothing left tying him down, abandoned as he had been by Adhomain society, he took what little funds they had been saving and paid a smuggler to carry him off-world. It took every penny but eventually, he found himself in Mendell City, carrying nothing but the clothes on his back. For a time, he lived on the streets, forced to beg to make ends meet. He soon found work at one of the shelters he had often stayed at. The community of Little Adhomai was more welcoming to him than the homeworld had been.&lt;br /&gt;
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Deciding to pay back the kindness he received, he took part in many community outreach programs, including plays and dramas for the children of Little Adhomai. His passion for the arts as a medium of expression took root here, and his name rose to some prominence amongst the local Tajara population thanks to his charity work. He aspired to work on his own big picture and got his chance thanks to the collective donations of many Tajara. Wealthy Xenos also had an interest in seeing what the immigrant could do, though perhaps a few thought it would look good as a public relations move.&lt;br /&gt;
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The script he wrote went through many revisions and sat for a good while before it was picked up by a studio. The community who had helped him before had done it once again; the surprise blockbuster When Summer Came to Nazira was one of the top ten highest-grossing films in Biesel history. Its anti-tyranny message was seen by some as an expression of the director’s own viewpoint on the People’s Republic. In some ways, they were correct - Arzjun is a quiet supporter of the DPRA, which has put him at odds with the Republican government. As a result, his film is banned from showing on Adhomai - though this has not stopped smuggled copies from being distributed amongst DPRA theaters.&lt;br /&gt;
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==New Kingdom==&lt;br /&gt;
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&#039;&#039;&amp;quot;Loyal subjects, countrymen, brothers. It is with a heavy heart that I must announce that we must conscript from the provinces in order to maintain our fight in this war. However, you are not alone. Even as the new compulsory service legislature is passed, the aristocrats across the kingdom are likewise mobilized under a new service gentry system, so that all of the Kingdom is together in this struggle.&amp;quot;&#039;&#039;&lt;br /&gt;
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&#039;&#039;- King Vahzirathaamro Azunja, announcing the beginning of conscription and formalization of the service gentry in 2453.&#039;&#039;&lt;br /&gt;
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=== King Vahzirthaamro Azunja===&lt;br /&gt;
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King Azunja was born in 2400 in the city of Kaltir to the noble Njarir’Akhran Azunja line. His father was Farkhanzirhal and his mother Dramahdarmah. Located in the far reaches of Kaltir, the Azunja family line was one of compassion and fair treatment, as only in unity and brotherhood could they hope to survive the harsh far reaches of Northern Adhomai. Their peasants were kept well and treated with dignity, and the nobles, while privileged, never indulged in cruelty. A noble paige since the age of 10, Vahzirthaamro excelled in reading and writing from an early age. He prepared to inherit the family throne as the sole son of his parents until the first civil war of Adhomai ignited in 2421.&lt;br /&gt;
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When war broke out between the nobility and peasants, house Azunja was hesitant to pick sides, as they disagreed with the morals of both sides. Their distant position in the wild made them capable of ignoring the war until its end, as the Hadii family was placed at the head of Adhomai in 2432. Carrying the flags of the newly founded People&#039;s Republic of Adhomai, the Republic&#039;s army demanded the surrender of all nobility in Kaltir. The entire populace requested to be left in peace, as the peasantry and nobility there had never declared war on one another. Believing the peasants were utterly spineless and brainwashed, the People&#039;s Republic executed all current nobles ruthlessly, scattering the royalty of the region. Vahzirthaamro was placed in prison by his father&#039;s retinue of intellectuals, who declared he had to remain hidden amongst the lowest of the low if he wished to stay alive. From that moment on, Vahzirthaamro Azunja knew that peace was impossible so long as a compromise was not made, and a true constitutional monarchy was made the unanimous government on Adhomai.&lt;br /&gt;
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Word passed amongst the Tajara at the work camps about the possibility that Vahzirthaamro still lived as many pre-war intellectuals gathered with him in private. They spun every possibility of a government, even discussing adopting human political systems as they gathered workers, fighters, poets, and philosophers to form an organized nation as they spread their ideas to the guards of the facility, a majority of which who were old peasants under the Azunja family who thought the entirety of the nobility had been executed. Delighted to see his return, they joined his side and swore allegiance to his family once more.&lt;br /&gt;
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In 2449, in the middle of the night, Vahzirthaamro was released in secret along with the entirety of his retinue, as they quickly spread from town to town, asking for assistance from newly appointed officials and workers. Before long, the reminiscent families of the Kaltir region were happy to rejoin their flock. By 2450 his claim to rule had spread to all of Northern Harr&#039;masir, and the New Kingdom of Adhomai officially seceded as an independent nation under the newly declared King Vahzirthaamro Azunja. He then led the Kingdom for the next decade, managing the balance between the different factions within the government and the ongoing war. Vahzirthaamro became a unifying figure for the population. After successfully securing Kaltir&#039;s ancient lands and negotiating the armistice that brought the end to the war, King Vahzirthaamro passed away in 2463. His niece, Shumaila Azunja, inherited his throne.&lt;br /&gt;
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===Queen Shumaila Azunja===&lt;br /&gt;
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[[File:Shumaila portrait.png|200px|thumb|right| A portrait done of Queen Shumaila Azunja, holding the ceremonial orr&#039;bu s&#039;rrendar, circa 2460.]]&lt;br /&gt;
Shumaila Azunja was born in 2431 in Northern Harr’smirr, as the daughter of one of the kingdom’s princes. She survived the Republican slaughter by being hidden away among the peasantry, raised in secret by individuals still loyal to the old ruling dynasty. From a young age, Shumaila began to participate in secretive royalist circles within Kaltir. Here, she began her service to the kingdom by helping distribute leaflets proclaiming the coming of the New Kingdom of Adhomai. When the uprising broke out in 2450, she joined the new Imperial Adhomian Army. Shumaila then rose through the officer ranks quickly, becoming a commander in the Jabrut Almumalik and establishing a name for herself on the front.&lt;br /&gt;
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Many of those who served under Shumaila describe her as being a woman of unbreakable will, never faltering as casualties stacked or as barrages shattered the ground around her. Some even say she wouldn’t even blink at the sight of the PRA’s dreaded tanks rolling towards the lines. For her exploits in the war’s 2459 offensive and the defense of the Vlrralkhzazhul line, Shumaila came to be known as “The Storm of Harr’smir”, matching her iron will with a burning fury to destroy the kingdom’s enemies. &lt;br /&gt;
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In 2460, after meeting with several prospective heirs, King Vahzirthaamro had chosen his niece Shumaila to serve as the Crown Heir. Although the majority supported this decision alongside most of Parliament and the nobility, a large fraction remained wary of the decision of a military leader over other options. However, this opposition has shrunk over the past few years. Shumaila remains strong on her position of expanding the military, but she has also spoken about increasing ties to the galaxy’s Megacorporations to modernize the New Kingdom. Nor has she made any comments regarding changing the democratic systems of Parliament and the Chamber. Coupled with her public appearances and active presence in the newspapers, many woes and worries of her ascension have been dissuaded. &lt;br /&gt;
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Since entering the public eye in 2459, Shumaila enjoys much support from the women of Kaltir. Many look to her as an inspiration, buying “military” style jackets to emulate her look, given that Shumaila became one of the few Tajara women to lead a nation. However, this fame has also led to calls from the nobility and her family to choose a husband. Shumaila retains that her marriage comes after her coronation. She was finally crowned in 2463 after King Azunja passed away. Outside of continuing her uncle&#039;s legacy, her plans to the Kingdom are still unclear to the wide public&lt;br /&gt;
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Often called headstrong, Queen Shumaila&#039;s personality is very different from her predecessor. She appears calm and resolute during her public apparitions, however, rumors claim that she has frequent bouts of rage while in private. During her free time, Shumaila enjoys collecting and riding cars, playing Traiaz, and hunting. She has shown little to no interest in arranging a marriage to secure a direct heir.&lt;br /&gt;
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[[File:Marshal portrait.png|200px|thumb|left| A portrait of Field-Marshal Zarkradar&#039;Akhan, circa 2420.]]&lt;br /&gt;
===Field-Marshal Rrhazhal Zarkradar&#039;Akhan===&lt;br /&gt;
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Rrhazhal was born in &#039;2380 to the noble Njarir’Akhran Zarkradar&#039;Akhan line, however, he was a legitimized bastard of a Zhan-Kazan maid. As the youngest of his brothers, Rrhazhal was sent into the service of the Azunja family as King Farkhanzirhal Azunja&#039;s servant at the age of 10. King Azunja noticed the young child had a talent for philosophy and strategy. The two had many intellectual discussions together as Rrhazhal quickly became a trusted advisor of King Farkhanzirhal by the time he was 20. At this time, King Azunja decided he trusted Rrhazhal with protecting the life of the newly born Vahzirthaamro. On the eve of the First Civil War, Rrhazhal was tasked with training the peasantry of Kaltir in order to defend their fiefdom and nobility against attackers. When Kaltir was annexed by the People&#039;s Republic of Adhomai in 2432, Farkhanzirhal frenziedly ordered Rrhazhal to hide Vahzirthaamro before People&#039;s Republic soldiers stormed the palace, killing almost everyone. From then on Rrhazhal Zarkradar&#039;Akhan personally accompanied Vahzirthaamro Azunja as his protector and chief advisor. &lt;br /&gt;
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In 2450, once the New Kingdom had officially declared independence from the People&#039;s Republic of Adhomai, Rrhazhal Zarkradar&#039;Akhan was promoted to the rank of Field-Marshal personally by King Azunja, and today oversees all military operations inside of the New Kingdom of Adhomai. Respected for his tactical skill but notorious for his radical belief that a compromise is not possible and a complete return to the old nobility is Adhomai&#039;s only option for peace, Field-Marshal Rrhazhal Zarkradar&#039;Akhan is one of the oldest fighting nobles left on Adhomai.&lt;br /&gt;
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Rrhazhal is old-fashioned, methodic, and extremely loyal. Accustomed to the strict military life, the Marshal rarely deviates from his routine. Zarkradar&#039;Akhan is notorious for his lack of sense of humor. Rrhazhal&#039;s sharp mind has begun to show the signs of his age after the death of King Azunja; the marshal sometimes forgets details and has trouble remembering his previous orders. In his sparse free time, Rrhazhal enjoys practicing wood carving.&lt;br /&gt;
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===Grand Admiral Mahtra Dynhaas===&lt;br /&gt;
[[File:dynhaas portrait.png|200px|thumb|right|A commissioned portrait of Grand Admiral Mahtra Dynhaas from his book cover, done in 2463.]]&lt;br /&gt;
Hailing from a royal cadet line and born in 2402, Dynhaas followed his father and brothers to join the Das’nrra Empire’s navy at a young age. When the First Revolution came, naval losses coupled with the rebel conquest of Das’nnra resulted in Dynhaas, the last man left of his line, surrendering and being imprisoned. With the war’s end in 2432, Dynhaas was offered a pardon by the Party in exchange for developing the Republican Navy. He would come to accept this over the alternative of death. &lt;br /&gt;
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Accepting his defeat and believing that the age of nobility came to an end, Dynhaas came to view the Republican Navy as his new purpose in life. He worked to advance it alongside other pardoned nobles and founded the Oceanmasters Lounge, a private club within the naval officer corps. This path in life would change with the announcement of the New Kingdom of Adhomai. Believing that a way to restore the old glory days of kingdoms laid with the NKA, Dynhaas began to plan a revolt. Partnering with other sympathetic admirals, he had the Republican Navy’s Grand Admiral and several other loyalists killed on a fateful night at the Shastar Naval Base before fleeing eastwards in 2450. In the same year that the New Kingdom was declared, Dynhaas delivered them the strongest naval force Adhomai had ever seen. King Azunja had declared him the Kingdom’s Grand Admiral shortly after meeting with Dynhaas in Miran’mir. &lt;br /&gt;
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With the Republican Navy&#039;s command almost crippled and the ALA unable to compete with their dominance of the sea, Dynhaas used his fleets during the war to support and supply the Royal Army while helping smash the enemies of the New Kingdom. The artillery barrages of his ships were important in coastal battles during the NKA&#039;s offensives while their supremacy saved the Royal Marines from certain destruction following the failed Ras&#039;nrr expedition. The prestige of his position made Dynhaas an instant celebrity in the NKA as well. Many propaganda reels and photos showed him as a majestic lord of the sea, something he capitalized on heavily to present himself as the very pinnacle of noble glory. Always well-groomed, well-dressed, and impeccable at talking despite whatever circumstances he was in, Dynhaas never passed the opportunity to host an interview. Most notable was Dynhaas&#039; interview on his opinions of xenos of the S&#039;rand’marr coalition, conducted on his capital vessel while it sieged Nal&#039;tor in the final stages of the war. His statements on Unathi and Skrell were less than positive. After the expulsion of the People&#039;s Republic from Harr&#039;masir in 2461, Admiral Mahtra infamously ordered the Royal Navy to engage in an unrestricted bombardment campaign of the eastern Hadiist coast. Cities and villages were targets of frequent naval artillery strikes; the battleships shelled military and civilian targets indiscriminately. The Navy infamously used incendiary shells during these attacks, causing entire neighborhoods to be engulfed in firestorms.&lt;br /&gt;
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Post-war, Dynhaas went on several speaking tours in the first year of the armistice. Traveling from city to city, his public events were used to promote his upcoming biography and drew crowds in the tens of thousands. Politically, he maintains that the future of the NKA always lies within the navy, and that the industry of the New Kingdom must always retain a heavy focus on their shipyards. Dynhaas has also been vocal in his beliefs of a stronger monarch, often using the emergency powers King Azunja had as an example of the strong benefits that could come with such. He is yet to comment at all on his supposed rival, Mira&#039;zkui, at all.&lt;br /&gt;
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Mahtra is an infamous glory hound; his boisterous and prideful personality is often the source of much interpersonal conflict. Dynhaas can not go long without telling war stories or exalting his actions during the previous conflict. Among the Royalists circles, the Grand Admiral is either loved or hated. Mahtra is never seen out of his fancy dress uniform adorned by a large roll of medals.&lt;br /&gt;
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===Grand Duke Akym Yudenikh===&lt;br /&gt;
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Born in the Das&#039;nrra Empire to a noble family in 2412, Akym Yudenikh survived the First Revolution by escaping to Northern Harr&#039;masir and hiding his identity. After the Hadiist occupation of the Kingdom of Kaltir, Yudenikh joined the People&#039;s Republic bureaucracy; he became responsible for the administration of the local rail system. Akym was infamous for his corruption; he frequently sold permits, disregarded contraband reports, and accepted bribes. &lt;br /&gt;
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Because of his background, Akym was contacted by the underground royalist movement. He quickly became one of the main supporters of the group; he used his position within the Hadiist government to secure supplies and funding for the incoming uprising. Weapons, machinery, and ammunition were diverted to the Royalist cells. Akym was awarded the title of baron, a seat in the parliament, and some land confiscated from the People&#039;s Republic when Vahzirthaamro returned. However, his ambitions did not stop there. Using the money made from his time as a Republican bureaucracy, alongside whatever profit he could extract from his new holdings, Yudenikh continued to acquire more estate. Newly liberated farms were sold to him at a meager price thanks to his connections within the government. In a question of years, he became a Grand Duke and one of the major landowners of the New Kingdom. Akym controversially used prisoners of war as workers in his plantations during the Second Revolution as part of deals with the military.&lt;br /&gt;
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Following the Armistice, Akym Yudenikh now leads the Royalist Party; his main mission is to maintain the status quo. The continuation of the constitutional monarchy and the privileges of the nobility align perfectly with his interests. He is one of the major supporters of further deals with megacorporations. Grand Duke Akym is not afraid to use his position to protect his interest in the parliament. Under his vision, prosperity for the New Kingdom means more power and wealth to its elite.&lt;br /&gt;
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While Akym might appear friendly and easygoing at the first sight, this facade hides treacherous tendencies. The Grand Duke only keeps a secret if it benefits him directly; anything else is fair game in the social game of the New Kingdom&#039;s nobility. Thanks to this behavior, Yudenikh has his clique of noble friends who frequently support each other in political and personal affairs. As a lover of the finer things in life, the Grand Duke likes to hold feasts, bet on Zhsram races, and collect bottles of Nm&#039;shaan Liquor.&lt;br /&gt;
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===Prince Serhiy Oliinyk===&lt;br /&gt;
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Born as the third son to a family of Njarir&#039;Akhran in 2434, Serhiy Oliinyk&#039;s life was profoundly affected by events over which he had no control. Raised in a household of avid royalists supporters, Serhiy was exposed to his parents&#039; ideology since his youth. However, the boy had his reservations in regards to the possible return of the monarchy; he doubted that they could truly avoid the mistakes of the past. For his support during the uprising in Northern Harr&#039;masir, the patriarchy of the Oliinyk family was given a seat in the parliament, a title of nobility, and a modest tract of land. Serhiy mistakenly believed that he could escape his bloodline&#039;s obligation thanks to his status as the third child. He already had a passion in his life: playing the P&#039;rrama.&lt;br /&gt;
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The war was cruel to the Oliinyk. Serhiy&#039;s brothers were killed while serving the army. This put him in an uneasy position as the heir of a parliamentary seat. The growing debt forced his father to sell whatever land they had left; the Oliinyk had officially joined the ranks of landless nobility. The final blow came in 2459 with the bombing of the Parliament; Serhiy inherited his progenitor&#039;s seat after his demise in the attack. The young musician was thrown into the midst of the New Kingdom&#039;s politics. Influenced by his social status and beliefs, he aligned himself to the Commoners Party.&lt;br /&gt;
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If he is truly unable to escape his fate, Prince Serhiy decided to make the best out of it.  Because of his age and a family full of martyrs, Serhiy became the Commoners Party&#039;s main spokesperson. Convincing the Queen to support the Populists will not be easy; the Conservatives and Absolutists are far more powerful and influential. A powerful strategy is necessary to guarantee the Commoners Party triumph in the parliament. Serhiy plans to retire from politics after the hereditary parliamentary positions are abolished and the Kingdom is fairer to its population. He hopes to return to his greatest passion: music.&lt;br /&gt;
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Prince Oliinyk is a reserved person who prefers the company of his few trusted friends to the parties and neverending social schemes of the New Kingdom. Serhiy tries his hardest to separate his role in the parliament from his private life; he relies mostly on political alliances instead of his friendships to gather support. Besides his passion for music, Oliinyk enjoys frequenting Kaltir&#039;s theaters.&lt;br /&gt;
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===Count Tscherim Sanguszkho===&lt;br /&gt;
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Hailing from a cadet house of the Rrhakaslov dynasty, Tscherim Sanguszkho was born in 2433 shortly after his family escaped to Kaltir to avoid the First Revolution&#039;s massacres. He was raised on a small farm frequented by disposed nobles and royalist sympathizers. Sheltered from the rest of Adhomai, he grew only knowing the world only through the nostalgic tales of pre-contact Njarir&#039;Akhran, The Sanguszkho family was quick to offer their support to King Azunja when he returned; the Tscherim&#039;s father was given a seat in the parliament. Tscherim became a low-ranking officer in the army.&lt;br /&gt;
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Tscherim Sanguszkho&#039;s military career came to an end in 2460 when he was gravely wounded in combat. Taking advantage of his pension and family&#039;s position, Tscherim spent the next years in gentlemen&#039;s clubs. In these places, he entered into contact with radical Absolute Royalists and became deeply interested in [[Tajaran Minor Religions#Ancient Tajara Theory|esoteric beliefs]]. Tscherim founded his organization in 2462: the Njarir&#039;Akhran Renewal Fraternity. Drawing inspiration from the stories of an idealized pre-First Contact society, the ideology known as Revival Royalism was born from the Fraternity&#039;s meetings. Posing as a regular club, Tscherim was able to introduce other nobles to his ideals. Knowing that the task of enforcing the old order was not an easy one, Sanguszkho chose a common enemy to unite the kingdom against: the Tajara of mixed heritage.&lt;br /&gt;
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Tscherim&#039;s plan came to fruition when his father died in a car accident in 2463; he inherited a landed title, a state, and a seat in the Parliament. Shortly after, the Njarir&#039;Akhran Renewal Fraternity opened its membership to the public and made its intentions clear. Thanks to a deal with the Officers and Royal parties, the Fraternity became the fourth faction in the Parliament. Despite being the leader of the smallest Party, Count Tscherim has already begun to plot to slowly introduce his ideology into the New Kingdom.&lt;br /&gt;
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Tscherim is commonly described as eccentric, volatile, and intelligent. The Count is prone to descend into long, grandstanding rants - for every subject, he has a strong opinion that is bound to divide the room he is in. Sanguszkho&#039;s demagogic tendencies have earned him a fair share of allies and enemies. Aside from his interest in esoteric ideas, Tscherim is a heavy drinker who frequently visits all kinds of pubs.&lt;br /&gt;
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===Ser Mrakhanjurl Ii&#039;rka===&lt;br /&gt;
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Mrakhanjurl was born in 2422 in a Zhan-Khazan family in a small village outside Olska. He received little education nor traveled far outside his village. As soon as he came of age at 16 he joined the rest of the village mining bauxite ore to be shipped to Olska to make aluminum. He eventually lost both parents to lung cancer from the mine&#039;s poor ventilation before he was 23. In 2452, when he was 29, he traveled with a dozen other Zhan-Khazan miners several miles to Olska to join a protest against the new legislation of President Hadii that was meant to crack down &#039;subversive elements&#039; that many felt were unfair to Zhan-Khazan. The army was called in and brutally repressed the demonstration, which saw Mrakhanjurl narrowly escape with his life. He returned to his village to find that it had been torched by the republican army for housing subversive agitators.&lt;br /&gt;
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Mrakhanjurl mourned the loss of his village and was picked up by rebel militia, who revealed that they had managed to provide early warning to the village and evacuate over a dozen people, but the army had managed to find and kill all but a handful of survivors. In gratitude for the rebels dying for his village, and to avenge the deaths, Mrakhanjurl joined the armed resistance that eventually joined itself under the New Kingdom of Adhomai. In a very short few years became a remarkable marksman, gaining the most recorded kills of any Tajara sniper. Current New Kingdom estimates put Mrakhanjurl&#039;s kill count at 285, 32 of those enemy PRA snipers.&lt;br /&gt;
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Mrakhanjurl also managed to evacuate countless civilians from Republic territory to northern New Kingdom holdings. During the famous &#039;&#039;Rout of the 2nd Battalion&#039;&#039;, in which New Kingdom defenders unsuccessfully attempted to prevent Republican forces from capturing Baltor, Mrakhanjurl assumed command of the 4th Company after both its leading officers had been killed by sniper fire. Despite a serious gunshot wound to the leg Mrakhanjurl began shouting orders and rallied the shattered defenders, who were the last line of defense between the advancing Republic forces and thousands of refugees attempting to flee the city. The &#039;&#039;Rally of the 4th Company&#039;&#039; on 2456 successfully managed to delay advancing Republic troops long enough for thousands of more refugees to escape into New Kingdom territory who would otherwise face atrocity.&lt;br /&gt;
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For his bravery and growing fame (which was now considered too important to risk in the war effort), Mrakhanjurl was given the Order of the Victorious Sun, the highest honor in the New Kingdom, as well as being the first Zhan-Khazan in history to be given the noble rank of Ser. He remains a hero to the Zhan-Khazan and the New Kingdom.&lt;br /&gt;
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===King of the Mountains Rustam Harmaliik===&lt;br /&gt;
[[File:harmaliik portrait.png|200px|thumb|right|A portrait of the king in his riding regalia, done in 2454.]]&lt;br /&gt;
Rustam Harmaliik was born in 2427 as the son of a deposed Njarir&#039;Akhran noble family. He spent most of his youth in the rural region of Harr&#039;masir, where he had contact with some groups of Rhazar&#039;Hrujmagh that inhabited the region. As an adult, he found employment in law enforcement and was sent by the People’s Republic to support the efforts to settle the rock nomads of the Harr’masir region in 2448 as a Republican official.&lt;br /&gt;
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While working alongside the authorities to make sure that the nomadic Zhan would accept and adopt a sedentary lifestyle, Rustam grew more interested in their culture and became skeptical of the Hadii’s regime and how they were treating the Rock Nomads. Unrest among the Rhazar&#039;Hrujmagh soon followed, and Rustam would try to offer his support in any way possible, such as sabotaging equipment shipment or relaying misleading intelligence. The government soon realized his treason, forcing Rustam to abandon his post and escape into the wilderness.&lt;br /&gt;
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Rustam found shelter among a caravan of the Rhazar&#039;Hrujmagh, and soon adopted their way of life. Unrest and resistance continued among the rock nomads, and Harmaliik joined their struggle against the People’s Republic. With the New Kingdom’s rebellion, the control of the region waned and the Republican efforts shifted to other problems, which allowed the nomad resistance to blossom into guerrilla warfare. Rustam climbed the ranks of his caravan’s forces, winning prestige and favor by leading them against the Republican forces.&lt;br /&gt;
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The second revolution happened, and the Rhazar&#039;Hrujmagh resistance continued. Rustam assumed the leadership of his adopted caravan and aimed to acquire more support among the other Rock Nomads. Through the years of the conflict, he gathered more men and wagons under his command, through diplomacy or conquest, but limiting himself to defensive tactics, ambushes, and raids. The political stance of Harmaliik has always been one of neutrality in the conflict, never compromising fully with the Adhomai Liberation army, due to his Njarir’Akhran origins and monarchist sentiments, and never declaring any support to the New Kingdom, in fear of losing the trust of his fellow nomads, &lt;br /&gt;
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Due to a republican offensive against the nomadic guerrillas in 2461, Rustam decided to declare himself the Almalik’Rhazar, a word roughly translated as &amp;quot;leader of the mountains&amp;quot;, following an ancient nomadic tradition that allows the largely independent Rock Nomad caravans to elect a ruler among themselves. This decision alienated him from his ALA allies and the other nomads, forcing him to side with the New Kingdom of Adhomai. Harmaliik and his caravans have joined the kingdom war effort. He and his people were later granted the southeast territories of the New Kingdom for their support during the conflict.&lt;br /&gt;
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===Brother Mikhail Ordau===&lt;br /&gt;
Little is known about Mikhail Oradu’s parentage. He was given to the Parivara at a very young age, left on the doorstep of Miran&#039;mir&#039;s abbey. Thus the Family took him in as they do many small children, teaching him and educating him about S’rendarr and Messa. Mikhail was an accomplished writer for his age, but a speech impediment left him at a disadvantage when it came to oral presentations. The boy was known to be bookish, and spent much of his free time in the abbey’s library as well as its restricted section, thanks to his close friendship with the abbot.&lt;br /&gt;
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He had an unusual interest in the sciences for a clergyman. As the Second Revolution loomed ahead, and whispers of splitting from the Republic crept into the local city, he busied himself with reading and tending to the monastery’s garden. Eventually, Miran’mir and all of northern Harr’masir split from the Republic to form the New Kingdom. With the war came plenty of hardship, and the Priests of S’rendarr did their best to help alleviate the tragedy amongst the peasants.&lt;br /&gt;
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With little farmable land and a severe manpower disadvantage, the New Kingdom struggled to provide for its people. Starvation was a very real threat, and the abbey’s garden was not sufficient. A conflicted Mikhail turned once again to the abbey’s library and science for an answer; and, as though a miracle from the Suns themselves, one came. He discovered an ancient text detailing breeding methods for slaves, from long before the First Revolution. Suggestions on how to pass on desirable traits and mannerisms; to breed subservience. Controversial, but an unknowing descriptor of genetics and hereditary traits.&lt;br /&gt;
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It was armed with this knowledge that Mikhail set about breeding new plants. Earthen roots, dirt berries, and more were cultivated for generations by Mikhail, aiming to pass on traits like hardiness and vitality. The plants became much more accustomed to growing in harsh conditions thanks to his work, and as the New Kingdom pushed back the Republicans and gained more territory, these hardier plants were easier to grow in the shell-shocked muddy battlefields. The threat of starvation became less and less pressing as more and more farms could deal with the way the war affected the terrain. For his efforts, Brother Mikhail was afforded a personal audience with the King.&lt;br /&gt;
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===Oleg Al&#039;Mor===&lt;br /&gt;
Born Oleg Murkov Al-Al’Mori in 2400, Oleg was a teenager when humanity stumbled upon the Tajara. His simple life of working and indentured servitude was suddenly upended with the influx of new ideals; he and his family, along with a contingent of other refugees of war avoided the conflicts erupting across the planet by staying in the mountains of Northern Harr’masir. To pass the time and keep themselves entertained, the telling of fireside epics became common. Oleg was noted to be imaginative with his tales even then, regaling other Tajara with stories of war and love.&lt;br /&gt;
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Eventually, however, the nomadic hunter-gatherer life in the mountains could no longer support their numbers, and Oleg’s group descended from their hiding place. By this point, rebel armies had mostly taken hold of Kal’tir and the surrounding areas, giving Oleg relative freedom. When the war finally came to an end in 2432, Oleg was well known as a traveling bard and performer who earned his living using his creative skills entertaining war-weary soldiers and newly freed slaves. The stability that came with the formation of the People’s Republic afforded Oleg the opportunity to settle down in Kal’tir once again, where he took an interest in the local theater scene.&lt;br /&gt;
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His first play, The Jester’s End, pioneered the form of black comedy and was a throwback to the days of servitude. Over the course of his career in Kal’tir, Oleg penned many more plays under his pseudonym Oleg Al’Mor, out of fear of inviting reprisals from the People’s Republic. Oleg’s plays were often scandalous or controversial for challenging the traditional morality held by Tajara. However, as time went on, his works became formulaic and much less shocking, and thus by extension more palatable to the average Tajara. Black comedy found a good home amongst the countless war veterans of the First Revolution.&lt;br /&gt;
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Oleg considered himself an intellectual, and when the New Kingdom of Adhomai split from the People’s Republic he was an outspoken supporter. He and his family had experienced the benefits of the old ways, and with his considerable wealth from play royalties, he financed the New Kingdom with donations. Sadly, Oleg Al’Mor passed away in December of 2460 after completing his final work. The play, titled A Maiden’s Voyage, was particularly well-received, with even the King himself getting a private showing. Many of his works are still performed in theaters all over the New Kingdom’s territory.&lt;br /&gt;
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==Others==&lt;br /&gt;
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===Father Valyan K&#039;rrirran===&lt;br /&gt;
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&#039;&#039;&amp;quot;From the stars, he saw Adhomai&#039;s cities and mountains become nothing more than specks. When he beheld the planet from far away, he realized that it was a small dot within this vast new galaxy. It was then he saw how truly special our homeland and our people are.&amp;quot;&#039;&#039;&lt;br /&gt;
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&#039;&#039;-Father Valyan K&#039;rrirran, written as the ending to the prologue in his novel &amp;quot;An Introduction to The Twin Suns&amp;quot;, 2430.&#039;&#039;&lt;br /&gt;
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Born in 2406 to a family of merchants in Dras’nrra, Valyan chose to join the faith at a young age, and became a fully-fledged Priest of S&#039;rendarr in the midst of the First Revolution. It was during this time that Valyan had also become one of the first few Tajara to leave Adhomai. Settling on Xanu Prime in 2426 and remaining there until the war’s end in 2431, Valyan provided much of the first glimpses into the theology of the Tajara during this time. He, later on, returned home after publishing his novel written in Tau Ceti Basic on the history of the S’rendarr and Messa. Following the Second Revolution, he had replaced Walid Al’qat as The Father of the Parivara after Al’qat died of heart failure. Since gaining his position in 2462 the new Father has already demonstrated to Adhomai that he is able to rise to the task of leading the Parivara. Alongside his archivers, he had revealed misinterpretations in the vows of the Suns Sisters and amended the Vow of Silence to the original Vow of Whispers. &lt;br /&gt;
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The Father has kept this momentum of progress going forward. In the same year, he began to assist with several archeological digs across Adhomai to gather more information on not just the history of the Suns faith, but also of the Tajara people. Much of this collection is digitalized and shared through a newly developed site (Simply dubbed “Parivara and Tajara History.pra”.) made by an influx of well-educated acolytes. Now, any curious Tajara or alien can find a trove of information on the Parivara and new details on the species’ history. This mix of preserving old traditions alongside progressing aspects of the church has made Valyan popular among the younger generations of Tajara, kindling their interest in the faith. &lt;br /&gt;
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However, Valyan is not free of controversy. Some conspiracy theorists believe that he could have had a hand in the death of the previous Father, citing the lack of provided medical care and the quick selection of Valyan as the new Father. Others point to his connection to the revitalized Kin of S’rendarr and believe him to be funding the Kin, supplying them with off-world equipment and arms to continue their war against whoever is deemed the faith’s enemy. Nonetheless, these are regarded as little more than baseless rumors by much of the population.&lt;br /&gt;
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===Tufir Nazzirai===&lt;br /&gt;
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Tufir Nazzirai forever changed Adhomai with six laser pistol shots in 2451. Very few details are known about the Zhan-Khazan. It is known that he was a member of the People&#039;s Strategic Intelligence Services where he served as a field agent. It is known that he was 26 when he carried out the assassination of Al&#039;marii Hadii. It is known that he had used an energy pistol, an advanced and rare weapon for a Tajara on Adhomai. Any other records of him have been removed from archives in the PRA by the PSIS. Many believe that only the upper party will know the full truth of Tufir Nazzirai. Theories abound about the Tajara and his motives. Some think that he was a double agent working for the Sol SIIB, received his pistol from them, and killed Al&#039;marii Hadii on their orders. Some think him to be a Crevan who killed Hadii for clamping down on his city&#039;s businesses and causing economic turmoil. Some point to him as a Zhan-Khazan frustrated with his people&#039;s suppression who had decided to take revenge on the man behind it all. If one was to ask a dozen Tajara about it they could receive a dozen different answers. The lack of clarity about Tufir, his motives, and swift hidden trial and execution opens itself to boundless theorization and propaganda usage.  &lt;br /&gt;
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Tufir&#039;s legacy is one that cannot be avoided. His name is associated with betrayal and disaster of the highest scale. The PRA maintains that he was a monstrous reactionary who had done the murder to try and end the dream of Hadiism and that his Zhan-Khazan genetics&#039; contributed to his desire for murder. The Al&#039;mariists see him as a corporate agent who killed Hadii for NanoTrasen after Al’marii pulled back on deals with the shadowy corporation. But, for some, Tufir Nazzirai became a martyr. Citizens of the NKA point to him as a hero, despite his position, for killing the man that founded the PRA. Conservatives in the DPRA hold similar views as Al&#039;marii Hadii was the one who began the suppression of local cultures and religions. Zhan-Khazan groups will also claim him to be a hero of their people. But, no idols or statues for him exist anywhere on Adhomai and beyond. Every day Tufir as a person slips away further and further into legend and infamy. &lt;br /&gt;
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===Crown Voices===&lt;br /&gt;
Crown Voices are an all-female Tajara singing group hailing from the NKA, they specialize in vocal jazz and classical performances. Due to this, they have performed alongside a variety of bands providing musical accompaniment with the longest-lasting being a Zhan group called &amp;quot;The Underclass Brass&amp;quot;. While relatively unknown, the three members were lifted from the edge of poverty by Prince Serhiy Oliinyk, who saw potential in them. Their biggest performance was at the Kaltir Royal Theater, where they performed an album titled &amp;quot;Northern Frost&amp;quot;, written by an anonymous writer.&lt;br /&gt;
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The song was panned by royalist critics, accusing him of attempting to push &amp;quot;misguided Nateedist ideas calling them unity.&amp;quot; Yasmin Piaf surprisingly also spoke out against the group, accusing them of being an obvious and cheap copy.&lt;br /&gt;
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Still, the group reaped applause and general positivity from lower nobles and peasantry, establishing them as a popular band among the lower social strata.&lt;br /&gt;
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====Masha Il-Azura====&lt;br /&gt;
Masha is a Hharar, born during the later inter-war era she was only a child when the war began. She, however, lived a relatively well-off life as her father was a lawyer, allowing her to get proper musical education and graduate with honors. She and her family funded the band&#039;s early endeavors and with her help, they were noticed by prince Oliinyk. She is very quiet off-stage and prefers to avoid any interviews or conferences, many question why she even decided to become a celebrity. She does, however, seem very at ease with the other band members and when performing.&lt;br /&gt;
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====Ilvya  Kolovova====&lt;br /&gt;
Ilvya is a Zhan-khazan, born during the middle of the inter-war period making her the oldest member of the band. She is also the shortest of the three, despite being a Zhan-khazan, making her quite an oddity. She makes up for this with her forward and aggressive personality, as she was raised alongside 6 brothers on the streets of Kaltir. She is also the only member of the group with performing experience, as she provided musical accompaniment in multiple late-night bars. Due to her small size, she has the highest-pitched voice of the trio.&lt;br /&gt;
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====I’sha S’rremich====&lt;br /&gt;
I&#039;sha is an oddity even in the band, born during the late inter-war period she is only slightly older than Il-Azura. Born to a dockworker, she spent most of her youth doing hard labor, the sea shanties she&#039;d sing with her father are what eventually got her a well-off spot in a local bar. In this bar she would meet with Kolovova and eventually Il-Azura. She is cool, levelheaded, and slow to agitate, serving as the spokesperson and centerpiece of the trio. Her critics also describe her as ugly and boyish, as she refuses to wear a dress, on or off-stage, due to her rough upbringing.&lt;br /&gt;
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===Rikdar Al&#039;Manq===&lt;br /&gt;
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Rikdar was born on &#039;&#039;&#039;2429&#039;&#039;&#039; the noble Njarir’Akhran Bayan line in Nal&#039;Tor, with Bayan being his birth name. However, his parents were disappeared by Republic secret police in one of the frequent purges of Njarir’Akhran and he was put into state-run foster care.  He has raised in the &#039;&#039;House Of Young Patriots&#039;&#039; orphanage until he was adopted at 14 to Hharar parents and took their last name of Al&#039;Manq. As he was going to school his parents and teachers immediately took notice of his artistic abilities and interest in painting, which the orphanage had initially tried to discourage. In 2446, when he was 18, Rikdar won an art contest where he submitted a portrait of his Environmental Geology teacher and gained a prestigious scholarship in the Nal&#039;Tor University of The Arts, a state-funded institution.&lt;br /&gt;
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Rikdar attended the university for several years, though his studies were sometimes interrupted or delayed by the periodic waves of anti-Njarir’Akhran demonstrations and violence that gripped the campus. However, he quickly became a prodigy amongst his peers. Al&#039;Manq&#039;s style of oil painting and doing portraits became a sensation in the capital, with the mayor and several city officials requesting their portraits done.  Rikdar graduated from university at 20 years old in &#039;&#039;&#039;2450&#039;&#039;&#039; with a Bachelor of Arts. Having already received several high-profile commissions, including the then-President Al&#039;Mari Hadii, whose portrait was done a week before his death. Al&#039;Manq managed to survive the resulting chaos across Adhomai following the assassination of Al&#039;Mari Hadii by the nature of his celebrity status, but his popularity remains confined within the major cities.&lt;br /&gt;
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At only 29 years old in &#039;&#039;&#039;2458&#039;&#039;&#039; the &#039;&#039;Al&#039;Manq Style&#039;&#039; has already become a famous style of painting across Adhomai. The Al&#039;Manq Style is noted for its use of rich oil-based paint that focuses on portraits and profiles. The colors are often bold or show rich texture and color. The hands of Tajara are painted without being anatomically correct. Critics blast Al&#039;Manq&#039;s apparent inability to draw hands correctly but Rikdar has stated that it&#039;s his personal style. This has influenced other artists, and many attempting to pay homage to Al&#039;Manq draw hands as stubby. Rikdar remains extremely popular on Adhomai. The People&#039;s Republic remains a quiet supporter of his work, and state officials pay him handsome commissions for their portraits to be done, though they frown on him taking commissions from New Kingdom officials as well. The Adhomai Liberation Army has painted Rikdar as just another nobleman and several members of the Liberation Army have given open contempt for his work.&lt;br /&gt;
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===Bloodstorm===&lt;br /&gt;
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Bloodstorm is a famous and infamous DPRA Heavy Metal Band that has surged in popularity with the younger “denier” generation. Those in this generation are categorized not only by refusing the current status quo, but also have a general disdain towards a complete return to Tajara roots or liberalization through corporations. Fans of this band are usually punks, anarchists,s and jaywalkers. While the band mostly operated inside the DPRA, during one of their galactic tours their citizenships were revoked, making it impossible for them to return to Adhomai. They currently preside in Mendell City.&lt;br /&gt;
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====Vargir Stenovich “Godslayer”====&lt;br /&gt;
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The lead guitarist of the group, Vargir Stenovich is known as the spokesperson of the band and the most controversial figures. Admitting to being a Raskara cultist in public and calling out the Parivara on their “bedding with the government”. Vargir has been involved in numerous scandals including protesting military parades, playing one of his songs next to a work camp without permission, and lastly ingesting drugs on live television and proceeding to slander the ALA for bombing the NKA parliament.&lt;br /&gt;
[[File:Bloodstorm.png|200px|thumb|right|Photo of Al-Atil at the Mztel&#039;Mir concert, &amp;quot;War Is Fuck, Let&#039;s Do It&amp;quot;, circa 2459.]]&lt;br /&gt;
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====Janos Al-Lung “Drowner”====&lt;br /&gt;
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Janos is the bassist of Bloodstorm and the only band member without a criminal record. He has frequently butted heads with Stenovich over the political extremities the band goes through to discredit not only PRA and NKA but also DPRA. Janos Al-Lung is currently the only member of Bloodstorm that is trying to re-apply for a DPRA citizenship.&lt;br /&gt;
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====Al-Atil Csihar “Nightmaster”====&lt;br /&gt;
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The vocalist, Al-Atil, is known for his “mrowl”, a high, long, yelp that is recorded as the loudest sound produced by a Tajara. He loves to interact with the public and often stays behind on the podium to sign autographs and fans using black or red spray paint.&lt;br /&gt;
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====Cecil Kernov “Bloodletter”====&lt;br /&gt;
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Cecil is the Drummer and has actually served time, unlike the other band members. Kernov has his nickname for a reason as he’s been charged with armed assault during his youth, which is how he met with Vargir. Later in life, he was arrested again, after he had brutally assaulted a fan who had climbed on stage with a drum, getting it stuck on said Tajara’s head and pushing him off the stage with a dropkick. This led to multiple fractures and long-term disabilities for the fan.&lt;br /&gt;
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====The Mist “Mih”====&lt;br /&gt;
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A yet unknown band member by the public, “Mih” remains anonymous always wearing a mask in public and never speaking. He plays the P&#039;rrama, an old Tajara string instrument, with 8 strings mirrored in a long horn-like pipe that extends to the ground which emits a loud, brass twanging noise described as an over-amped guitar. &amp;quot;Mih&amp;quot; has been under investigation multiple times, however, the enigmatic member always manages to avoid the authorities.&lt;br /&gt;
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&#039;&#039;&#039;Most Notable Albums Include:&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Freezing Blizzard&#039;&#039; - An early, human metal-inspired album. &amp;quot;The Mih&amp;quot; was not a member at this time and the music avoids political messaging, mostly focused on heavy guitar riffs.&lt;br /&gt;
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&#039;&#039;War Is Fuck, Let&#039;s Do It&#039;&#039; - The &amp;quot;central&amp;quot; album of the band that rocketed them to popularity. Its anti-war messages resonated with a lot of the younger audiences who were tired of the usual acoustic and traditional sorrowful performances, preferring this new aggressive style.&lt;br /&gt;
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&#039;&#039;If Messa Was Here She&#039;d Be a Whore&#039;&#039; - A distinctly anti-Parivara album, attacking their behavior towards women and female priests. The Mih joins the band around this time, employing the now-iconic P&#039;rrama. While initially released to negative reviews, it slowly became a fan favorite.&lt;br /&gt;
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&#039;&#039;We Live in a Society&#039;&#039; - A very hateful album, attacking every faction on Adhomai, including the human Sol and Nanotrasen and their presence there.&lt;br /&gt;
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&#039;&#039;Shell In, Spine Out&#039;&#039; - Another anti-war album, the band&#039;s first attempt to create a narrative album describing the life of a dying soldier. Received both negatively and positively by the fans.&lt;br /&gt;
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&#039;&#039;S&#039;rrendar Loves You Except He Doesn&#039;t&#039;&#039; - The critique of Parivara escalates in this album, would remain unnotable if it wasn&#039;t for the recording of Cecil attacking a fan with the drum.&lt;br /&gt;
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&#039;&#039;If You&#039;re Old You Should Die&#039;&#039; - A call to arms, actively encouraging the younger generations to overthrow the current system and drag all the politicians down. For many, this was a return to form, but also most likely the album that led to Bloodstorm&#039;s exile from the DPRA.&lt;br /&gt;
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{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>Canon35</name></author>
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