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	<id>https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CatsinHD</id>
	<title>Aurora Information Uplink - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.aurorastation.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=CatsinHD"/>
	<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php/Special:Contributions/CatsinHD"/>
	<updated>2026-04-10T09:10:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=36484</id>
		<title>Template:Navbox Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=36484"/>
		<updated>2025-07-19T18:23:49Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Renames Galaxy to Spur, fixes title row to be 1 cell not 2, gives new player guide its own row. Removes link to lore pages category from title. The category is not organized or user friendly, the point of the navbox is to be a lore navigation space.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--If you want to make the template wider to fit another planet, remember to shorten it by moving stuff in General, Corporations, and Major Factions up into the same line whenever there&#039;s room. Also, both the width directly below this line and the Width at the start of the table need to be adjusted to the same number. Then, all the cell widths need to be adjusted.--&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;55%&amp;quot; style=&amp;quot;font-size: 13px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;cellpadding: 1px; text-align: center; width: 55%&amp;quot; class=&amp;quot;mw-collapsible {{#if:{{{Collapsed|}}}| mw-collapsed | mw-uncollapsed}} wikitable&amp;quot; data-expandtext=&amp;amp;#9660; data-collapsetext=&amp;amp;#9660;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 10%; text-align: center; background-color: #404EBF&amp;quot; | &amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Quick Navigation&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;!--Whatever you do, don&#039;t touch this section, unless you know what you&#039;re doing. Touching it wrong will break the whole template.--&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3 &amp;quot;text-align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Background summary|New Player Lore Starter Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Lore|General]]&lt;br /&gt;
&amp;lt;!--Any further general pages can be added after the SCCV Horizon Hyperlink. It should keep them on that lower row--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Languages]] · [[Interstellar Travel]] · [[Timeline]] · [[Bluespace]] · [[Template:Aurora Starmap|Starmap]] · [[SCCV Horizon| &#039;&#039;&#039;SCCV Horizon&#039;&#039;&#039;]] · [[Deep Space]] · [[Guide to Law]] · [[Education]] · [[Guide to Citizenship | Citizenship]] · [[Technology]] · [[Terraforming]] &amp;lt;br&amp;gt; [[Template:2020_Event_Timeline|Arcs of 2020]] · [[Template:2021_Event_Timeline|Arcs of 2021]] · [[Template:2022_Event_Timeline|Arcs of 2022]] · [[Template:2023 Event Timeline|Arcs of 2023]] · [[Template:2024 Event Timeline|Arcs of 2024]] · [[Template:2025 Event Timeline|Arcs of 2025]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Template:Navbox_Corporations|Corporations]]&lt;br /&gt;
| text-align=&amp;quot;center&amp;quot; nowrap| [[File:II-teal.png|20px|link=]][[Idris Incorporated]] · [[File:EinsteinEngines2.png|20px|link=]][[Einstein Engines]] · [[File:SCC logo.png|20px|link=]][[Stellar Corporate Conglomerate]] · [[File:Nt-logo.jpeg|20px|link=]][[NanoTrasen Corporation]] · [[File:ORION SPUR LOGISTICS.png|20px|link=]][[Orion Express]] &amp;lt;br&amp;gt; [[File:ZH-lightpurple.png|20px|link=]][[Zeng-Hu Pharmaceuticals]] [[File:Hephaestuslogo4.png|20px|link=]][[Hephaestus Industries]] · [[File:Zavodskoi Interestellar.png|10px|link=]][[Zavodskoi Interstellar]] · [[File:PMCGsmallogo.png|20px|link=]][[Private Military Contracting Group]] &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Major Factions]]&lt;br /&gt;
| text-align=&amp;quot;center&amp;quot; nowrap| [[File:Sol Alliance Flag.png|20px|link=]][[Sol Alliance| Solarian Alliance]] · [[File:Republicofbieselflag.png|20px|link=]][[Republic of Biesel]] · [[File:Dominian Flag Horizontal.png|20px|link=]][[Empire_of_Dominia|Empire of Dominia]] · [[File:Frontier Alliance Flag.png|20px|link=]][[Coalition of Colonies]] · [[File:Eridani Logo.png|20px|link=]][[Eridani_Federation|Eridani Federation]] · [[File:Elyra Flag.png|20px|link=]][[Republic_of_Elyra|Serene Republic of Elyra]] · [[File:Jargon flag.jpg|20px|link=]][[Nralakk Federation]] · [[File:Goldendeeplogo2.png|20px|link=]][[Golden Deep]] &amp;lt;br&amp;gt; [[File:PRA Flag.png|20px|link=]][[People&#039;s Republic of Adhomai]] · [[File:DiamondALA.png|20px|link=]][[Democratic People&#039;s Republic of Adhomai]] · [[File:New Kingdom of Adhomai.png|20px|link=]][[New Kingdom of Adhomai]] · [[File:Moghes porposal.png|20px|link=]][[Izweski Hegemony]] · [[File:Eum_flag.png|20px|link=]][[The Commonwealth of Hieroaetheria]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Planets and Systems|Important Locations]]&lt;br /&gt;
| text-align=&amp;quot;center&amp;quot; nowrap| &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starmap_5navboxlore.png|link=The Orion Spur|alt=|86px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[The Orion Spur| &#039;&#039;&#039;The Spur&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Biesel1.png|link=Tau Ceti|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Tau_Ceti | &#039;&#039;&#039;Tau Ceti&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Earth1.png|link=Sol|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt; [[Sol| &#039;&#039;&#039;Sol&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Moghes1.png|link=Uueoa-Esa|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Uueoa-Esa| &#039;&#039;&#039;Uueoa-Esa&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Adhomai1.png|link=Adhomai|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Adhomai| &#039;&#039;&#039;Adhomai&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Oran1.png|link=Eridani Federation|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Eridani_Federation| &#039;&#039;&#039;Eridani&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Xanu1.png|link=Xanu Prime|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Xanu Prime| &#039;&#039;&#039;Xanu Prime&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel_Planet_Qerrbalak1.png|link=Qerrbalak|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Qerrbalak| &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Background_summary|Races]] &lt;br /&gt;
| text-align=&amp;quot;center&amp;quot; | &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_skrell.png|upright=1|link=Skrell|alt=|110px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Skrell| &#039;&#039;&#039;Skrell&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_tajaran.png|upright=1|link=Tajara|alt=|110px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Tajara| &#039;&#039;&#039;Tajara&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_unathi.png|upright=1|link=Unathi|alt=|110px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Unathi| &#039;&#039;&#039;Unathi&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_dionae.png|upright=1|link=Dionae|alt=|55px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Dionae| &#039;&#039;&#039;Dionae&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_vaurca.png|upright=1|link=Vaurca|alt=|55px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Vaurca| &#039;&#039;&#039;Vaurca&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Ipc starter sane.png|upright=1|link=IPC|alt=|55px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[IPC| &#039;&#039;&#039;IPC&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_borg.png|upright=1|link=Synthetics|alt=|51px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Synthetics| &#039;&#039;&#039;Synths&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;FOLLOW THE NOTES WRITTEN INTO THE BACKEND AND KNOW WHAT YOU&#039;RE DOING!!!!!!!! DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Navbox Lore&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Collapsed=Yes}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
{{Navbox Lore&lt;br /&gt;
 |Collapsed=Yes}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox:WilliamMurdoch&amp;diff=36483</id>
		<title>Sandbox:WilliamMurdoch</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox:WilliamMurdoch&amp;diff=36483"/>
		<updated>2025-07-19T18:12:40Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--If you want to make the template wider to fit another planet, remember to shorten it by moving stuff in General, Corporations, and Major Factions up into the same line whenever there&#039;s room. Also, both the width directly below this line and the Width at the start of the table need to be adjusted to the same number. Then, all the cell widths need to be adjusted.--&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;55%&amp;quot; style=&amp;quot;font-size: 13px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{| style=&amp;quot;cellpadding: 1px; text-align: center; width: 55%&amp;quot; class=&amp;quot;mw-collapsible {{#if:{{{Collapsed|}}}| mw-collapsed | mw-uncollapsed}} wikitable&amp;quot; data-expandtext=&amp;amp;#9660; data-collapsetext=&amp;amp;#9660;&lt;br /&gt;
|- &lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 10%; text-align: center; background-color: #404EBF&amp;quot; | &amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Quick Navigation&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;!--Whatever you do, don&#039;t touch this section, unless you know what you&#039;re doing. Touching it wrong will break the whole template.--&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;3 &amp;quot;text-align=&amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Background summary|New Player Lore Starter Guide]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Lore|General]]&lt;br /&gt;
&amp;lt;!--Any further general pages can be added after the SCCV Horizon Hyperlink. It should keep them on that lower row--&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Languages]] · [[Interstellar Travel]] · [[Timeline]] · [[Bluespace]] · [[Template:Aurora Starmap|Starmap]] · [[SCCV Horizon| &#039;&#039;&#039;SCCV Horizon&#039;&#039;&#039;]] · [[Deep Space]] · [[Guide to Law]] · [[Education]] · [[Guide to Citizenship | Citizenship]] · [[Technology]] · [[Terraforming]] &amp;lt;br&amp;gt; [[Template:2020_Event_Timeline|Arcs of 2020]] · [[Template:2021_Event_Timeline|Arcs of 2021]] · [[Template:2022_Event_Timeline|Arcs of 2022]] · [[Template:2023 Event Timeline|Arcs of 2023]] · [[Template:2024 Event Timeline|Arcs of 2024]] · [[Template:2025 Event Timeline|Arcs of 2025]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Template:Navbox_Corporations|Corporations]]&lt;br /&gt;
| text-align=&amp;quot;center&amp;quot; nowrap| [[File:II-teal.png|20px|link=]][[Idris Incorporated]] · [[File:EinsteinEngines2.png|20px|link=]][[Einstein Engines]] · [[File:SCC logo.png|20px|link=]][[Stellar Corporate Conglomerate]] · [[File:Nt-logo.jpeg|20px|link=]][[NanoTrasen Corporation]] · [[File:ORION SPUR LOGISTICS.png|20px|link=]][[Orion Express]] &amp;lt;br&amp;gt; [[File:ZH-lightpurple.png|20px|link=]][[Zeng-Hu Pharmaceuticals]] [[File:Hephaestuslogo4.png|20px|link=]][[Hephaestus Industries]] · [[File:Zavodskoi Interestellar.png|10px|link=]][[Zavodskoi Interstellar]] · [[File:PMCGsmallogo.png|20px|link=]][[Private Military Contracting Group]] &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Major Factions]]&lt;br /&gt;
| text-align=&amp;quot;center&amp;quot; nowrap| [[File:Sol Alliance Flag.png|20px|link=]][[Sol Alliance| Solarian Alliance]] · [[File:Republicofbieselflag.png|20px|link=]][[Republic of Biesel]] · [[File:Dominian Flag Horizontal.png|20px|link=]][[Empire_of_Dominia|Empire of Dominia]] · [[File:Frontier Alliance Flag.png|20px|link=]][[Coalition of Colonies]] · [[File:Eridani Logo.png|20px|link=]][[Eridani_Federation|Eridani Federation]] · [[File:Elyra Flag.png|20px|link=]][[Republic_of_Elyra|Serene Republic of Elyra]] · [[File:Jargon flag.jpg|20px|link=]][[Nralakk Federation]] · [[File:Goldendeeplogo2.png|20px|link=]][[Golden Deep]] &amp;lt;br&amp;gt; [[File:PRA Flag.png|20px|link=]][[People&#039;s Republic of Adhomai]] · [[File:DiamondALA.png|20px|link=]][[Democratic People&#039;s Republic of Adhomai]] · [[File:New Kingdom of Adhomai.png|20px|link=]][[New Kingdom of Adhomai]] · [[File:Moghes porposal.png|20px|link=]][[Izweski Hegemony]] · [[File:Eum_flag.png|20px|link=]][[The Commonwealth of Hieroaetheria]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Planets and Systems|Important Locations]]&lt;br /&gt;
| text-align=&amp;quot;center&amp;quot; nowrap| &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starmap_5navboxlore.png|link=The Orion Spur|alt=|86px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[The Orion Spur| &#039;&#039;&#039;The Galaxy&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Biesel1.png|link=Tau Ceti|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Tau_Ceti | &#039;&#039;&#039;Tau Ceti&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Earth1.png|link=Sol|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt; [[Sol| &#039;&#039;&#039;Sol&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Moghes1.png|link=Uueoa-Esa|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Uueoa-Esa| &#039;&#039;&#039;Uueoa-Esa&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Adhomai1.png|link=Adhomai|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Adhomai| &#039;&#039;&#039;Adhomai&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Oran1.png|link=Eridani Federation|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Eridani_Federation| &#039;&#039;&#039;Eridani&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel Planet Xanu1.png|link=Xanu Prime|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Xanu Prime| &#039;&#039;&#039;Xanu Prime&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Pixel_Planet_Qerrbalak1.png|link=Qerrbalak|alt=|95px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; margin:0; padding:.1em; color:#000;&amp;gt;[[Qerrbalak| &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 5%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Background_summary|Races]] &lt;br /&gt;
| text-align=&amp;quot;center&amp;quot; | &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_skrell.png|upright=1|link=Skrell|alt=|110px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Skrell| &#039;&#039;&#039;Skrell&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_tajaran.png|upright=1|link=Tajara|alt=|110px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Tajara| &#039;&#039;&#039;Tajara&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_unathi.png|upright=1|link=Unathi|alt=|110px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Unathi| &#039;&#039;&#039;Unathi&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_dionae.png|upright=1|link=Dionae|alt=|55px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Dionae| &#039;&#039;&#039;Dionae&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_vaurca.png|upright=1|link=Vaurca|alt=|55px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Vaurca| &#039;&#039;&#039;Vaurca&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Ipc starter sane.png|upright=1|link=IPC|alt=|55px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[IPC| &#039;&#039;&#039;IPC&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt; &amp;lt;li style=&amp;quot;display: inline-block; border:2px solid #ccc;&amp;quot;&amp;gt; [[File:Starter_borg.png|upright=1|link=Synthetics|alt=|51px]]&amp;lt;br&amp;gt;&amp;lt;div style=&amp;quot;font-size:115%; border:none; margin:0; padding:.1em; color:#000;&amp;gt;[[Synthetics| &#039;&#039;&#039;Synths&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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&#039;&#039;&#039;FOLLOW THE NOTES WRITTEN INTO THE BACKEND AND KNOW WHAT YOU&#039;RE DOING!!!!!!!! DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
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{{Navbox Lore&lt;br /&gt;
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[[Category:Lore]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36418</id>
		<title>Free Tajaran Council</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36418"/>
		<updated>2025-07-13T18:13:40Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Cuisine */ Expands food and beverage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Header Color = #902323&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = Free Tajaran Council&lt;br /&gt;
|Shortname = Free Council&amp;lt;br&amp;gt;FTC&lt;br /&gt;
|Flag = Freecouncilflag.png&lt;br /&gt;
|Capital City = Dorshafen&lt;br /&gt;
|Capital Planet = [[Himeo]]&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = [[S&#039;rendarr and Messa]] (Unofficial)&amp;lt;br&amp;gt;[[Ma&#039;ta&#039;ke Gods|Ma&#039;ta&#039;ke Pantheon]] (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Himean&lt;br /&gt;
|Government = Democratic Commune&lt;br /&gt;
|Legislature = Free Council&lt;br /&gt;
|Established = 2430&lt;br /&gt;
|Part Of = [[Coalition of Colonies]]&lt;br /&gt;
}}&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is the largest Tajaran community in [[Himeo]]. Its origins can be traced back to the First Revolution-era revolutionaries that fled Adhomai. Built upon radical principles of equality and communal democracy, the Free Tajaran Council remained relatively isolated from the rest of the Tajaran community until the start of the Adhomian Cold War.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council began as a rebel faction in the [[Tajaran History#Pre-Revolution Adhomian Kingdoms|Duchy of Shungsta]] during the [[Tajaran History#The Uprisings|First Revolution]]. Born among the oppressed peasants and factory workers, the movement advocated for the total abolishment of the existing governments in favor of local democratic councils. The Free Council became a serious contender for power in Northern Ras&#039;nrr after Volin Kar&#039;etrink - a young Hharar worker known to be a firebrand - was elected its leader.  Drawing inspiration from the rebels of Zatushka and S&#039;rendul, Volin organized the Council into a mobile force of guerillas fighters; cars and carriages were used to move infantry and artillery in and out of battle. The Free Council clashed with both rebel and loyalist groups during the revolution.&lt;br /&gt;
&lt;br /&gt;
Due to its innate hostility to all other Adhomian Civil War factions, the Free Tajaran Council was unable to secure any significant territory outside of Northern Ras&#039;nrr. The Council&#039;s forces were quickly defeated by the Hadiist forces when they invaded the region in 2427. Volin then gathered the survivors and fled to [[Crevus]]. Due to the Council&#039;s inexperience with galactic affairs, the Tajara were unable to figure a way off of the planet by themselves. This impasse was solved by the intervention of [[Nanotrasen]], who helped them hire ships to leave Adhomai. Regardless of their political beliefs, this interaction left a positive impression of the megacorporation on the Council. The Tajara traveled through the Coalition of Colonies territory until they reached the System XZP-098 in 2430.&lt;br /&gt;
&lt;br /&gt;
The Free Council decided to settle on Himeo because of its government and weather. Posing as refugees from the ongoing Civil War, they were given asylum and a degree of autonomy to govern themselves. Staying loyal to its ideals, the Council organized itself into a democratic commune built around the direct participation of its members in all public matters. Through the cooperation with Himeo, the Free Council prospered and grew in numbers.&lt;br /&gt;
&lt;br /&gt;
Despite all the prosperity, the Free Tajara Council does not consider [[Himeo]] its home. The dream of creating a free Adhomai was never abandoned. When the time arises, Volin and his followers secretly plan to return to their homeworld and topple down the Adhomian regimes. They prepare their plot deep in the tunnels: weapons are brought and secretly stored; militias train daily for the inevitable conflict; plans to assassinate leaders, sabotage factories, and sow discord are voted on. Thanks to a deep paranoia and isolation from the wide Tajaran community, the Council&#039;s plans are still unknown to the public. Officially, the Council renounces the original intentions of their revolutionary past.&lt;br /&gt;
&lt;br /&gt;
The Free Tajara Council now faces an existential crisis. Unable to truly compete with the Tajaran nations, many of its members doubt Volin&#039;s plans. The younger generations - most of which were born outside of Adhomai - have conflicted views towards the prospect of returning to a place they have never been to. The Old Guard stubbornly clings to its revolutionary dream. Some believe that their limited operations in Himeo are enough, while others agree that they should seek allies in other places. Whispers about abandoning the plan and settling definitively in Himeo are also becoming increasingly common. &lt;br /&gt;
&lt;br /&gt;
Volin Kar&#039;etrink is very old; little time is left for him in this world. The Free Tajaran Council now stands at the crossroads: a choice must be made concerning the future. In their struggle to influence the Tajara, the Tajaran nations have taken notice of the sizable community in Himeo. The Council is now a battleground for another proxy war between the Adhomian nations. Almost all factions within the community are currently backed up by one of the Tajaran countries in an attempt to secure their support.&lt;br /&gt;
&lt;br /&gt;
=Culture and Society=&lt;br /&gt;
&lt;br /&gt;
The culture of the Council traces its history back to the [[Democratic People&#039;s Republic of Adhomai#Northern Ras&#039;nrr|Northern Rasn’rr lands of Shungsta]]. This way of life has been heavily influenced by the Council’s ideology, past isolation from Adhomai, and the current situation on Himeo. A great emphasis is put on the collective and the survival of the society above the individual. Himean Tajara will usually have an aversion to strict chains of command, preferring to make decisions based on common consensus instead of relying on a leader. Diligence and modesty are considered virtues that every Tajara should strive for. While not necessarily xenophobic, the Free Council Tajara are highly suspicious of outsiders and will take more time to establish bonds with people from outside of their communities.&lt;br /&gt;
&lt;br /&gt;
Since the Council’s fleeing of Adhomai for safer lands, the culture of the off-world community has shifted and warped. Many human concepts have begun to take hold in the younger generation within the Council. This has come to be a source of friction between younger and older generations. Many of the older Tajara, made up primarily of those who fled Adhomai with Kar’etrink, only approve of Tajaran ideas for the Tajaran people. The idea of humanizing threatens both the plan of the Council, and degrades Tajara as just another puppet of human influence. Younger generations, being more acclimated to Human culture and presence on Himeo, typically have little qualms navigating both worlds. It is a well understood idea that they are Tajaran and Council members first, but they view refusal to incorporate Human concepts unnecessarily stymies growth, especially when it would progress the Council closer to its ideals.  The cultural debate extends to many aspects of life including marriage, homosexuality, and other such topics. The most visible debate, language, has resulted in the Council split. Older Tajara demand the use of “proper” Siik’maas, whereas many younger Tajara have begun using Freespeak commonly, even going as far as speaking “Free’Siik” within the Council.&lt;br /&gt;
&lt;br /&gt;
The quality of life for a Tajara within the Free Council is slightly below that of Himeo. Basic goods such as food, water, and housing are guaranteed to any Tajara within the Council. This law, called the “Provisions of Life”, provides every Tajara a stipend of essential goods regardless of age or employment status. &lt;br /&gt;
In the early years of the Council, a system of stamps was utilized for the distribution of goods. However, as more products were introduced into the Council and as Free Council Tajara began to venture into the Credit-based economies of Himeo and the wider spur, a need for a Credits based system was increasingly realized. Now, wages for every job are determined collectively in individual workplace meetings. Often, these wages are barely high enough to give a Tajara access to luxuries. Excess business profit is temporarily held to be redistributed based on Council votes. Through this, the Council is capable of focusing funds on larger economic purchases, such as equipment that would otherwise be too expensive, or to distribute across the population. Many within the Council still find this system worse than the previous system of stamps, and claim it goes against the ideals set out by Kar’etrinkism.&lt;br /&gt;
&lt;br /&gt;
With the help of Himeo, the Free Council was able to establish schools and freely educate its population, creating a steady supply of well-trained technicians, miners, and engineers. Without the trappings of Adhomian prejudice, the Zhan-Khazan were able to receive the same education as any other ethnicity. Many Free Council Tajara find further experience within Himeo&#039;s many universities, or travel to the wider Spur. In recent times, partnerships with the People&#039;s Polytechnic Partnership of Himeo have led to a rapidly increasing number of Tajaran students across the planet.&lt;br /&gt;
&lt;br /&gt;
The Free Council family is large and multi-generational. A great societal emphasis on growing the family, and by extension the Council, has resulted in a boom in child births since the group first arrived on Himeo. With space limitations, many families choose to remain in the same home, with young adults only leaving their family for work opportunities outside of the Council or when the home is unable to sustain the family. Despite the great cultural emphasis on the collective, the family unit expects respect to family elders. Each family handles decision making in separate ways, with some embracing the collective decision making of the Council and others still utilizing a top-down process found in traditional Northern Ras’nrr family values.&lt;br /&gt;
&lt;br /&gt;
Due to the Council’s ideological fight, it has declared a total abandonment of the caste system, going further to vow to dismantle it. In addition to the staunch stance against centralization, the Council has no official means of tracking one’s gender, sexuality, etc. As such, Tajara are capable of deciding their identity independently. The Council itself lacks the means to provide a Tajara the medical assistance needed, however many transgender Tajara opt to source medical assistance from nearby Dorshafen.&lt;br /&gt;
&lt;br /&gt;
Unlike other Adhomian nations, the Council has had the closest contact with Human concepts of homosexuality. Without an institutionalized system for marriage, there is nothing inherently preventing same-sex relationships, however cultural views remain divided along generational lines. Many older Tajara find the concept a humanization and disregard it as a corruption. Relationships across ethnicities have become increasingly common, even despite certain lingering prejudices among older Tajara. Those outspoken against these relationships find themselves accused of supporting the old caste system by the younger generation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking about the Free Council&#039;s plan of returning to Adhomai to outsiders is taboo. Anyone found breaking this prohibition will usually be dealt with violently.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Religion is a lesser emphasized aspect of life within the Council. The demographics of worshipers of the [[S&#039;rendarr and Messa|Twin Suns]] or the [[Ma&#039;ta&#039;ke Gods|Ma’ta’ke pantheon]] are relatively even, with a slight majority to the latter. A notable trend with the younger generation has been a shift away from religiousness, a trend that has been used to explain the immorality of younger Tajara or to call for fears of humanization by the Himeans. Interestingly, religious iconography has become a more common motif for Council Tajara. Signage of the Ma’ta’ke Gods or Twin Suns are incorporated into clothing, rare pieces of jewellery, and the walls and signs of the Foundling District despite the lessened role of these religions in everyday life.&lt;br /&gt;
&lt;br /&gt;
The Twin Suns worship took a hard hit during the flight of the Council off Adhomai. The only remnants of the Parivara within the Council were two Sons of Dawn. As such, the worship within the fledgling nation had taken a sharp departure from what is seen on Adhomai to this day. While the clergy has rebounded, it remains a small group of mostly Priests of S’rendarr. Hymns and services have been eschewed for seminars and small group services that largely abandon the emphasis on the Parivara as a whole. These differences in practices have come to a head following the end of the 2nd Revolution. Due to the Council’s immense distrust of outsiders, clergy from Adhomai or elsewhere have been barred from entry despite the Parivara’s protests. The few members present in the FTC are Council citizens who travelled to Adhomai to be ordained.&lt;br /&gt;
&lt;br /&gt;
The remnants of Ma’ta’ke priests felt a hard blow in leaving the traditional lands of their pantheon. Old rites and worship were lost in favor of oration and theater, oftentimes becoming showrunners for local shows. These stories almost always revolved around ancient tales of the pantheon and their exploits. Younger priests have even begun curating new stories with motifs and inspiration taken from the Foundling district itself. The pieces of Ma’ta’ke priest regalia and other religious items are heavily valued by the Tajara, and great care is taken in maintaining them.&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
&lt;br /&gt;
Cuisine within the Council has become notable for its fusion of human and Adhomian cuisine. [[Adhomai#N&#039;fri-hi (Blizzard Ears)|Blizzard Ears]] remain a staple crop, even after the explosion in Adhomian imports. Human dishes have become common. Following the re-introduction of Adhomian ingredients, many families have chosen to make these human dishes with a blend of Adhomian and human ingredients rather than return to traditional recipes.&lt;br /&gt;
&lt;br /&gt;
=== Notable Dishes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foundling Stew:&#039;&#039;&#039; A variant of traditional Adhomian stew, Foundling stew eschews the typical use of Adhomian meat for vegetarian alternatives, often with greater emphasis on mushrooms. The low cost and long-lasting nature of this dish have seen it become a staple food item, with many workplaces having a pot warm and ready in breakrooms. The use of meat has only returned since the introduction of Adhomian imports. High costs, however, restrict these meat stews to large and important events where the cost can be justified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mrro&#039;Khaza:&#039;&#039;&#039; Translating to &amp;quot;snow ears&amp;quot;, this fusion of Himean pirogs and Adhomian ingredients has become a common snack across the Council. The crust is made of Blizzard Ear flour with a mushroom filling. With the expansive hydroponic networks in Himeo, and the growing agricultural variety in the Council, alternative fillings have been used. The most common is Earthen Root to create a sweeter treat. Many street vendors offer Snow Ears in packs of three for workers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Samket:&#039;&#039;&#039; Based on the forestiere flammekueche, a samket recreates the simple recipe using Blizzard Ear flour and dirt berries. Due to its cheap cost and hearty nature, samket is a common lunch dish.&lt;br /&gt;
&lt;br /&gt;
=== Notable Beverages ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheltered Blizzard:&#039;&#039;&#039; A lager beer made from blizzard’s ears within the Free Council. The drink has become one of the best-known exports of the Council in recent times, often being compared to Earthmover. The original recipe originates from two farmers who joined the Council during the revolution and is considered an icon of the Council&#039;s culture. A multitude of variations have been made over the years; however, they are relegated to seasonal production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rirdynh:&#039;&#039;&#039; Found most often with younger workers and students, Rirdynh combines instant coffee and [[People&#039;s Republic of Adhomai#Notable Beverages|Khlibnyz]]. It has garnered a negative reputation for its potent smell and intense taste. Many swear by its ability to stave off fatigue and help with focusing, however it remains controversial, some going so far as to say it is a health risk and should be banned completely.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
Those in the Council place great emphasis on song and theater as a means of passing on and preserving tradition, history, and ideals. Many [[Tajara#Notable_Folk_Instrument|instruments]] were brought to Himeo when the Council had fled Adhomai, and are still in use to play folk songs both new and old. Many of these instruments are family heirlooms displayed proudly in a home.&lt;br /&gt;
&lt;br /&gt;
Within schools, every child is offered the choice of an instrument, theater, or choir. Songs and plays are rarely human made with a few exceptions. A popular industry with artists and songwriters is the arrangement of traditional songs to utilize human instruments that have become more prevalent in the Council’s schools. This has created some dissent from the older generation who often see these new arrangements as ruining the folk nature of the songs and damaging the meaning.&lt;br /&gt;
&lt;br /&gt;
Human music has grown in popularity among younger Tajara within the Council due to the contact with Himeo and its culture. Adhomian music and music of District 6 has had little traction in the Council due to a lack of connection with the themes of many songs, many of which revolve around Adhomai, the war, and similar topics that had little direct impact on those within the Council.&lt;br /&gt;
&lt;br /&gt;
==Literature==&lt;br /&gt;
&lt;br /&gt;
Literature within the Council is a very technical world. Despite high literacy rates, traditional books are still viewed negatively due to their association with the old nobility. As such, the majority of books within the Council are technical manuals and reference texts. It has only been in recent times that books, especially non-fiction texts, have begun to gain traction with younger Tajara. It is rare these texts are made in Siik&#039;maas or sold in the Council itself. As such, many Tajara must visit Dorshafen proper to find new literature written in Freespeak.&lt;br /&gt;
&lt;br /&gt;
Due to the stigma placed around books, many book clubs have formed who gather in libraries outside of the Council to read, discuss, and other such matters without risk of reputation or public opinion for the participating Tajara. The trend has remained firmly within those old enough to still care of the stigma against books. Other clubs of younger readers have increasingly begun doing the same in public venues with the Council as an open statement against the negative view of literature.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
The Free Council uses the Biesel Standard Credit (电/CR) as its sole currency. Formerly used resource stamps remain in circulation, and are equivalent to 5 credits. However, these stamps are useless beyond Council borders, and are slowly being removed from circulation. Many stamps have become collectors items. Inconsistencies, one-off prints, and other such notable parts of old resources stamps beg a high price to many.&lt;br /&gt;
&lt;br /&gt;
Despite the small size and youth of the Council, it features an advanced industrial and agricultural economy. This is in large part due to the assistance from Himeo. Many large syndicates offer reduced prices on old equipment to the Council in exchange for Credits or contracts for produced goods. This equipment, while old by Himean standards, is typically on-par or better than those found on Adhomai. It is by these means that the Council manages to produce a large quantity of food and products for its growing population, although not enough to completely forgo the need for import goods from Himeo and beyond.&lt;br /&gt;
&lt;br /&gt;
A growing number of the Council workforce have been finding work outside of the Council or Himean syndicates with the [[Megacorporations|megacorporations]] of the Spur. Unlike their neighbor, the Council has far less stigma placed on working for the corporations, including that of Hephaestus. The largest diaspora of off-world Free Council Tajara is the mining workforce trained within the Council. Due to dwindling ores and resources on Himeo itself, especially within the former quarry the Council resides in, many Free Council miners are forced to retrain or find work off-world with the Himean mining syndicates or megacorporations.&lt;br /&gt;
&lt;br /&gt;
Due to the size of the Free Council, domestic healthcare is very limited. Families typically have a local doctor and clinic that provide the basic healthcare needs of the community. However, it is common for Free Council clinics to outsource patients to hospitals within Dorshafen for surgeries and critical care needs. This comes at a cost which, while lower than typical prices found across the spur, often causes issues. The First Himean Healthcare Union has proposed on many occasions to subsume all Free Council clinics and to become the sole provider of healthcare within the district, however this has met great pushback.&lt;br /&gt;
&lt;br /&gt;
=Foundling District=&lt;br /&gt;
&lt;br /&gt;
Most of the Free Council&#039;s population lives in a neighborhood of [[Himeo#Population_and_Major_Cities|Dorshafen]] known as the Foundling District. Once part of an abandoned Hephaestus Industries quarry, the district was transformed into a sprawling system of tunnels and living chambers by the Tajara. While the architecture follows the Himean style, internal decoration and furniture are distinct Tajaran. The Foundling District is home to the Council Committee Hall, a spacious chamber where important decisions are discussed and voted by the population.&lt;br /&gt;
&lt;br /&gt;
Housing within the Foundling District is a growing issue. Due to the limited space within the Foundling District, most homes are cramped and feature multiple families. It is very common to find up to three generations of family members living together. Communal kitchens, living rooms, and other such amenities can have as many as 3 families sharing the space. Those seeking personal living space for one or two Tajara often must leave the district for an apartment within Dorshafen proper, a costly venture for most.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a direct democracy-based commune. Political decisions, distribution of resources, assignment of jobs, and punishments are decided in votes where the entire population is invited to take part. Due to the nature of direct voting at a mass scale, groups of Tajara will form voting blocs, wherein their individual vote is transferred to an elected bloc representative. Voting blocs form and dissolve frequently with very few continuing past a single vote.&lt;br /&gt;
&lt;br /&gt;
A vote within the Council follows the same general process: A request for vote is filed by a citizen or group. After processing the date is set for a vote. On the day of the vote itself, those present may argue their stance before the verbal vote commences. Bloc representatives often hold the most sway thanks to the backing of bloc members, although their position is tenuous without protections from removal. After all votes are counted, the results are delivered to the Council hall to be officiated, then to the rest of the council through its newspapers.&lt;br /&gt;
&lt;br /&gt;
There have been discussions of modernizing to a digital voting system, something which has gained much support in the younger generation while being lambasted by older Tajara as an affront to tradition. An underground extranet forum called &#039;&#039;&#039;“FREE/TC/.HIMEO”&#039;&#039;&#039; has been established by hackers in the younger generation to help those away from Himeo keep in touch with changes to the Council. The forum has expanded since its creation to even allow those off-world to join voting blocs and discuss Council matters.&lt;br /&gt;
&lt;br /&gt;
The bureaucracy of the Council is the sole responsibility of the Presidia. The Presidia is one of two elected “officials” within the Free Council, however it does not wield any official powers. Its sole duties are to process voting requests, schedule all Council votes, collect casted votes, and officiate the results. Due to the Presidia’s position as the manager of the vote, they are unable to request or cast their own vote. Failure to properly fulfill the duties of the position, such as neglecting vote requests or attempting to falsify vote results, is considered a crime and enforceable by the Free Guard. Oftentimes, assistants and secretaries are assigned to the Presidia to assist in the growing workload of the Council.&lt;br /&gt;
&lt;br /&gt;
The Free Council’s other elected official is a representative chosen quinquennial to represent its interests before the Himean Government. Since they arrived in Himeo, Volin Kar&#039;etrink has always been chosen. While it does not grant any special powers, the Representative position holds plenty of influence and can easily sway debates to their side.&lt;br /&gt;
&lt;br /&gt;
==Law==&lt;br /&gt;
&lt;br /&gt;
The laws of the Council are organized by the Presidia into the Council Measures and Codes. This document is viewable to the public in the Council antechamber. The vast majority of laws are mundane and affect the economic sectors of the nation. However, the laws of the Council are additionally used to enforce ideological and cultural beliefs, something which has spurred on great debate in the Council chamber between the younger and older generations as cultural values shift over time. Additionally, while Himean law does not apply within the Council’s borders, the Free Guard often assists Himean law enforcement if a potential criminal crosses the borders of each nation. Despite this, Himeo does not do the same for Council law.&lt;br /&gt;
&lt;br /&gt;
All of the Free Council&#039;s industry and agriculture are collectively owned. Attempts to create private ventures are shut down by the Free Guard. The direction and internal organization of a business or workplace is decided by the workers. This results in a wide variety of work experiences across the Council. Free Council Tajara are permitted to find work outside of the Council. A sizeable population of workers have, in recent times, elected to find work with the [[Himeo#Himean_Syndicates|Syndicates of Himeo]] or with the [[Megacorporations|megacorporations]] of the Spur.&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a member of the [[Coalition of Colonies]], a status which was achieved following an arduous series of debates and votes. However, the Council included various stipulations when submitting a request to join the Coalition. The most important of these stipulations is the matter of citizenship. Much like the [[Konyang|Republic of Konyang]], the Free Council maintains its own passport and citizenship standards separate from that of the Coalition. As the Council shares the XZP-0987 system with Himeo, it shares a representative to the Coalition’s [[Coalition_of_Colonies#Government|House of Observers]]. This representative is always Himean due to both the size of Himeo’s population and the relative indifference of the Council.&lt;br /&gt;
&lt;br /&gt;
Citizenship within the Free Council is guaranteed for all Tajara born to two Free Council parents. In theory, non-Council Tajara are capable of requesting citizenship, which is subject to a Council vote, however this has never been performed and, due to the immense distrust of outsiders within the Council, is effectively impossible. To receive a Free Council passport, both the parents and the individual must request a council vote. This vote has become something of a formality over time. Council citizenship may not be abdicated, however dual citizenship is permitted, especially with nearby Himeo.&lt;br /&gt;
&lt;br /&gt;
==Adhomian Free Guard==&lt;br /&gt;
&lt;br /&gt;
Law enforcement and defense are handled by the local militia, known as the Adhomian Free Guard. Each guardsman is elected into their position and can be similarly voted out. The Adhomian Free Guard organizes itself based on seniority for the purpose of training, with senior guardsmen training those junior guardsmen. No other hierarchy is enforced or maintained within the Free Guard, with each guardsman holding the same rank and power as any other. However, in times of need, a guardsman may be temporarily elevated into a leadership position by a simple majority Free Guard vote. Due to its ad hoc nature, the Adhomian Free Guard’s equipment is a mix of whatever they could get their hands on, most commonly second-hand Himean equipment. This extends to their investigative tools as well.&lt;br /&gt;
&lt;br /&gt;
The Free Guard are authorized to arrest any Tajara suspected of committing a crime regardless of evidence. Upon arrest, a detainee is brought to one of few Free Guard posts across the Foundling District. There, a Free Guard meeting is immediately called wherein the arresting guardsmen justify the cause for arrest, after which the meeting votes on whether the detainee remains imprisoned and a trial be scheduled. Trials are held like any other Council vote, where the entirety of the Free Council is encouraged to participate and vote. The arresting guardsman is required to justify their arrest and present any evidence found post-arrest, such as testimony or forensic data. The accused may select another Council member to aid in their defense alongside their own evidence and testimony. Hearings may last anywhere from a handful of hours to multiple days depending on the evidence and the arguments made. This vote must result in a supermajority to convict.&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
The ideology of the Free Council is known as Kar&#039;etrinkism. Its opponents first coined the term; its adherents later adopted it to honor the old revolutionary. Kar&#039;etrinkism advocates for the violent overthrow of the Adhomian governments in favor of the establishment of local communes ruled through direct democracy. The ideology claims that all of Tajara&#039;s woes are caused by the authoritarian states that have always existed in history. While unable to gain any foothold in Adhomai, Kar&#039;etrinkism has been implemented with moderate success in the Free Council&#039;s areas. However, the ideology is undergoing a crisis as it has been unable to make any real progress towards liberating Adhomai.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
The crisis of faith brought by failures of the Free Council in enacting their plan of returning to Adhomai has created political divisions within the commune. These factions are currently engaged in a power struggle to decide the community&#039;s future. In their search for allies, these coalitions have aligned themselves with the Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
===Revolutionary Old Guard===&lt;br /&gt;
&lt;br /&gt;
Composed of veterans from the First Revolution and Volin&#039;s loyalists, the Revolutionary Old Guard believes that the current status quo should be maintained. The Free Council must stick to its allies in Himeo and stay clear from outside influence. The time to reconquer Adhomai will eventually come. The Revolutionary Old Guard was once the majority; since the start of the cold war, they quickly lost ground to the other factions.&lt;br /&gt;
&lt;br /&gt;
===New Tajaran Assembly===&lt;br /&gt;
&lt;br /&gt;
A gathering of Volin&#039;s opposers and younger Tajara that wish to end the Council&#039;s isolation in pursuit of new allies. The New Tajaran Assembly still wishes to continue with the plan of eventually returning to Adhomai, but believes that the isolation has only hindered their efforts. Recruiting new members and gathering external support is the only way to become stronger than the governments that control the homeworld. Members of the factions are usually the ones leaving Himeo to explore the rest of the Spur. This faction is backed up by the [[DPRA|Liberation Army]].&lt;br /&gt;
&lt;br /&gt;
===Himean Front===&lt;br /&gt;
&lt;br /&gt;
Made up of disillusioned Tajara, the Himean Front wants to abandon the plan of returning to wage war on Adhomai. For them, staying in Himeo is the best course of action; the Free Council will never be able to match the Adhomian powers. They are also opposed to any kind of isolation and seek to further the Council&#039;s relationship with the Tajaran nations. This faction is currently supported by the [[Democratic People&#039;s Republic of Adhomai]]&#039;s civilian government.&lt;br /&gt;
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===Adhomian Bloc===&lt;br /&gt;
&lt;br /&gt;
Composed of extremist elements, the Adhomian Bloc is the smallest but most radical faction. It considers the plan of returning to Adhomai and the Kar&#039;etrinkism as total failures. Inspired by Himeo and the Tajaran nations, the bloc seeks to reform the direct democracy into a representative democracy guided by an elected council. This clique is in favor of further integration with the Adhomian powers. They are currently sponsored by the [[People&#039;s Republic of Adhomai]].&lt;br /&gt;
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[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36406</id>
		<title>Free Tajaran Council</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36406"/>
		<updated>2025-07-13T01:51:43Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Literature */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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{{Infobox Nations&lt;br /&gt;
|Header Color = #902323&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = Free Tajaran Council&lt;br /&gt;
|Shortname = Free Council&amp;lt;br&amp;gt;FTC&lt;br /&gt;
|Flag = Freecouncilflag.png&lt;br /&gt;
|Capital City = Dorshafen&lt;br /&gt;
|Capital Planet = [[Himeo]]&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = [[S&#039;rendarr and Messa]] (Unofficial)&amp;lt;br&amp;gt;[[Ma&#039;ta&#039;ke Gods|Ma&#039;ta&#039;ke Pantheon]] (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Himean&lt;br /&gt;
|Government = Democratic Commune&lt;br /&gt;
|Legislature = Free Council&lt;br /&gt;
|Established = 2430&lt;br /&gt;
|Part Of = [[Coalition of Colonies]]&lt;br /&gt;
}}&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is the largest Tajaran community in [[Himeo]]. Its origins can be traced back to the First Revolution-era revolutionaries that fled Adhomai. Built upon radical principles of equality and communal democracy, the Free Tajaran Council remained relatively isolated from the rest of the Tajaran community until the start of the Adhomian Cold War.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council began as a rebel faction in the [[Tajaran History#Pre-Revolution Adhomian Kingdoms|Duchy of Shungsta]] during the [[Tajaran History#The Uprisings|First Revolution]]. Born among the oppressed peasants and factory workers, the movement advocated for the total abolishment of the existing governments in favor of local democratic councils. The Free Council became a serious contender for power in Northern Ras&#039;nrr after Volin Kar&#039;etrink - a young Hharar worker known to be a firebrand - was elected its leader.  Drawing inspiration from the rebels of Zatushka and S&#039;rendul, Volin organized the Council into a mobile force of guerillas fighters; cars and carriages were used to move infantry and artillery in and out of battle. The Free Council clashed with both rebel and loyalist groups during the revolution.&lt;br /&gt;
&lt;br /&gt;
Due to its innate hostility to all other Adhomian Civil War factions, the Free Tajaran Council was unable to secure any significant territory outside of Northern Ras&#039;nrr. The Council&#039;s forces were quickly defeated by the Hadiist forces when they invaded the region in 2427. Volin then gathered the survivors and fled to [[Crevus]]. Due to the Council&#039;s inexperience with galactic affairs, the Tajara were unable to figure a way off of the planet by themselves. This impasse was solved by the intervention of [[Nanotrasen]], who helped them hire ships to leave Adhomai. Regardless of their political beliefs, this interaction left a positive impression of the megacorporation on the Council. The Tajara traveled through the Coalition of Colonies territory until they reached the System XZP-098 in 2430.&lt;br /&gt;
&lt;br /&gt;
The Free Council decided to settle on Himeo because of its government and weather. Posing as refugees from the ongoing Civil War, they were given asylum and a degree of autonomy to govern themselves. Staying loyal to its ideals, the Council organized itself into a democratic commune built around the direct participation of its members in all public matters. Through the cooperation with Himeo, the Free Council prospered and grew in numbers.&lt;br /&gt;
&lt;br /&gt;
Despite all the prosperity, the Free Tajara Council does not consider [[Himeo]] its home. The dream of creating a free Adhomai was never abandoned. When the time arises, Volin and his followers secretly plan to return to their homeworld and topple down the Adhomian regimes. They prepare their plot deep in the tunnels: weapons are brought and secretly stored; militias train daily for the inevitable conflict; plans to assassinate leaders, sabotage factories, and sow discord are voted on. Thanks to a deep paranoia and isolation from the wide Tajaran community, the Council&#039;s plans are still unknown to the public. Officially, the Council renounces the original intentions of their revolutionary past.&lt;br /&gt;
&lt;br /&gt;
The Free Tajara Council now faces an existential crisis. Unable to truly compete with the Tajaran nations, many of its members doubt Volin&#039;s plans. The younger generations - most of which were born outside of Adhomai - have conflicted views towards the prospect of returning to a place they have never been to. The Old Guard stubbornly clings to its revolutionary dream. Some believe that their limited operations in Himeo are enough, while others agree that they should seek allies in other places. Whispers about abandoning the plan and settling definitively in Himeo are also becoming increasingly common. &lt;br /&gt;
&lt;br /&gt;
Volin Kar&#039;etrink is very old; little time is left for him in this world. The Free Tajaran Council now stands at the crossroads: a choice must be made concerning the future. In their struggle to influence the Tajara, the Tajaran nations have taken notice of the sizable community in Himeo. The Council is now a battleground for another proxy war between the Adhomian nations. Almost all factions within the community are currently backed up by one of the Tajaran countries in an attempt to secure their support.&lt;br /&gt;
&lt;br /&gt;
=Culture and Society=&lt;br /&gt;
&lt;br /&gt;
The culture of the Council traces its history back to the [[Democratic People&#039;s Republic of Adhomai#Northern Ras&#039;nrr|Northern Rasn’rr lands of Shungsta]]. This way of life has been heavily influenced by the Council’s ideology, past isolation from Adhomai, and the current situation on Himeo. A great emphasis is put on the collective and the survival of the society above the individual. Himean Tajara will usually have an aversion to strict chains of command, preferring to make decisions based on common consensus instead of relying on a leader. Diligence and modesty are considered virtues that every Tajara should strive for. While not necessarily xenophobic, the Free Council Tajara are highly suspicious of outsiders and will take more time to establish bonds with people from outside of their communities.&lt;br /&gt;
&lt;br /&gt;
Since the Council’s fleeing of Adhomai for safer lands, the culture of the off-world community has shifted and warped. Many human concepts have begun to take hold in the younger generation within the Council. This has come to be a source of friction between younger and older generations. Many of the older Tajara, made up primarily of those who fled Adhomai with Kar’etrink, only approve of Tajaran ideas for the Tajaran people. The idea of humanizing threatens both the plan of the Council, and degrades Tajara as just another puppet of human influence. Younger generations, being more acclimated to Human culture and presence on Himeo, typically have little qualms navigating both worlds. It is a well understood idea that they are Tajaran and Council members first, but they view refusal to incorporate Human concepts unnecessarily stymies growth, especially when it would progress the Council closer to its ideals.  The cultural debate extends to many aspects of life including marriage, homosexuality, and other such topics. The most visible debate, language, has resulted in the Council split. Older Tajara demand the use of “proper” Siik’maas, whereas many younger Tajara have begun using Freespeak commonly, even going as far as speaking “Free’Siik” within the Council.&lt;br /&gt;
&lt;br /&gt;
The quality of life for a Tajara within the Free Council is slightly below that of Himeo. Basic goods such as food, water, and housing are guaranteed to any Tajara within the Council. This law, called the “Provisions of Life”, provides every Tajara a stipend of essential goods regardless of age or employment status. &lt;br /&gt;
In the early years of the Council, a system of stamps was utilized for the distribution of goods. However, as more products were introduced into the Council and as Free Council Tajara began to venture into the Credit-based economies of Himeo and the wider spur, a need for a Credits based system was increasingly realized. Now, wages for every job are determined collectively in individual workplace meetings. Often, these wages are barely high enough to give a Tajara access to luxuries. Excess business profit is temporarily held to be redistributed based on Council votes. Through this, the Council is capable of focusing funds on larger economic purchases, such as equipment that would otherwise be too expensive, or to distribute across the population. Many within the Council still find this system worse than the previous system of stamps, and claim it goes against the ideals set out by Kar’etrinkism.&lt;br /&gt;
&lt;br /&gt;
With the help of Himeo, the Free Council was able to establish schools and freely educate its population, creating a steady supply of well-trained technicians, miners, and engineers. Without the trappings of Adhomian prejudice, the Zhan-Khazan were able to receive the same education as any other ethnicity. Many Free Council Tajara find further experience within Himeo&#039;s many universities, or travel to the wider Spur. In recent times, partnerships with the People&#039;s Polytechnic Partnership of Himeo have led to a rapidly increasing number of Tajaran students across the planet.&lt;br /&gt;
&lt;br /&gt;
The Free Council family is large and multi-generational. A great societal emphasis on growing the family, and by extension the Council, has resulted in a boom in child births since the group first arrived on Himeo. With space limitations, many families choose to remain in the same home, with young adults only leaving their family for work opportunities outside of the Council or when the home is unable to sustain the family. Despite the great cultural emphasis on the collective, the family unit expects respect to family elders. Each family handles decision making in separate ways, with some embracing the collective decision making of the Council and others still utilizing a top-down process found in traditional Northern Ras’nrr family values.&lt;br /&gt;
&lt;br /&gt;
Due to the Council’s ideological fight, it has declared a total abandonment of the caste system, going further to vow to dismantle it. In addition to the staunch stance against centralization, the Council has no official means of tracking one’s gender, sexuality, etc. As such, Tajara are capable of deciding their identity independently. The Council itself lacks the means to provide a Tajara the medical assistance needed, however many transgender Tajara opt to source medical assistance from nearby Dorshafen.&lt;br /&gt;
&lt;br /&gt;
Unlike other Adhomian nations, the Council has had the closest contact with Human concepts of homosexuality. Without an institutionalized system for marriage, there is nothing inherently preventing same-sex relationships, however cultural views remain divided along generational lines. Many older Tajara find the concept a humanization and disregard it as a corruption. Relationships across ethnicities have become increasingly common, even despite certain lingering prejudices among older Tajara. Those outspoken against these relationships find themselves accused of supporting the old caste system by the younger generation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking about the Free Council&#039;s plan of returning to Adhomai to outsiders is taboo. Anyone found breaking this prohibition will usually be dealt with violently.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Religion is a lesser emphasized aspect of life within the Council. The demographics of worshipers of the [[S&#039;rendarr and Messa|Twin Suns]] or the [[Ma&#039;ta&#039;ke Gods|Ma’ta’ke pantheon]] are relatively even, with a slight majority to the latter. A notable trend with the younger generation has been a shift away from religiousness, a trend that has been used to explain the immorality of younger Tajara or to call for fears of humanization by the Himeans. Interestingly, religious iconography has become a more common motif for Council Tajara. Signage of the Ma’ta’ke Gods or Twin Suns are incorporated into clothing, rare pieces of jewellery, and the walls and signs of the Foundling District despite the lessened role of these religions in everyday life.&lt;br /&gt;
&lt;br /&gt;
The Twin Suns worship took a hard hit during the flight of the Council off Adhomai. The only remnants of the Parivara within the Council were two Sons of Dawn. As such, the worship within the fledgling nation had taken a sharp departure from what is seen on Adhomai to this day. While the clergy has rebounded, it remains a small group of mostly Priests of S’rendarr. Hymns and services have been eschewed for seminars and small group services that largely abandon the emphasis on the Parivara as a whole. These differences in practices have come to a head following the end of the 2nd Revolution. Due to the Council’s immense distrust of outsiders, clergy from Adhomai or elsewhere have been barred from entry despite the Parivara’s protests. The few members present in the FTC are Council citizens who travelled to Adhomai to be ordained.&lt;br /&gt;
&lt;br /&gt;
The remnants of Ma’ta’ke priests felt a hard blow in leaving the traditional lands of their pantheon. Old rites and worship were lost in favor of oration and theater, oftentimes becoming showrunners for local shows. These stories almost always revolved around ancient tales of the pantheon and their exploits. Younger priests have even begun curating new stories with motifs and inspiration taken from the Foundling district itself. The pieces of Ma’ta’ke priest regalia and other religious items are heavily valued by the Tajara, and great care is taken in maintaining them.&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
&lt;br /&gt;
Cuisine within the Council has become notable for its fusion of human and Adhomian cuisine. [[Adhomai#N&#039;fri-hi (Blizzard Ears)|Blizzard Ears]] remain a staple crop, even after the explosion in Adhomian imports. Human dishes have become common. Following the re-introduction of Adhomian ingredients, many families have chosen to make these human dishes with a blend of Adhomian and human ingredients rather than return to traditional recipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheltered Blizzard:&#039;&#039;&#039; A lager beer made from Blizzard’s ears within the Free Council. The drink has become one of the best-known exports of the Council in recent times, often being compared to Earthmover amongst those frequenting Himean bars. The original recipe originates from two former farmers who joined the Council during the revolution and is considered a staple product of the Council. A multitude of variations have been made over the years; however, they are relegated to seasonal production.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
Those in the Council place great emphasis on song and theater as a means of passing on and preserving tradition, history, and ideals. Many [[Tajara#Notable_Folk_Instrument|instruments]] were brought to Himeo when the Council had fled Adhomai, and are still in use to play folk songs both new and old. Many of these instruments are family heirlooms displayed proudly in a home.&lt;br /&gt;
&lt;br /&gt;
Within schools, every child is offered the choice of an instrument, theater, or choir. Songs and plays are rarely human made with a few exceptions. A popular industry with artists and songwriters is the arrangement of traditional songs to utilize human instruments that have become more prevalent in the Council’s schools. This has created some dissent from the older generation who often see these new arrangements as ruining the folk nature of the songs and damaging the meaning.&lt;br /&gt;
&lt;br /&gt;
Human music has grown in popularity among younger Tajara within the Council due to the contact with Himeo and its culture. Adhomian music and music of District 6 has had little traction in the Council due to a lack of connection with the themes of many songs, many of which revolve around Adhomai, the war, and similar topics that had little direct impact on those within the Council.&lt;br /&gt;
&lt;br /&gt;
==Literature==&lt;br /&gt;
&lt;br /&gt;
Literature within the Council is a very technical world. Despite high literacy rates, traditional books are still viewed negatively due to their association with the old nobility. As such, the majority of books within the Council are technical manuals and reference texts. It has only been in recent times that books, especially non-fiction texts, have begun to gain traction with younger Tajara. It is rare these texts are made in Siik&#039;maas or sold in the Council itself. As such, many Tajara must visit Dorshafen proper to find new literature written in Freespeak.&lt;br /&gt;
&lt;br /&gt;
Due to the stigma placed around books, many book clubs have formed who gather in libraries outside of the Council to read, discuss, and other such matters without risk of reputation or public opinion for the participating Tajara. The trend has remained firmly within those old enough to still care of the stigma against books. Other clubs of younger readers have increasingly begun doing the same in public venues with the Council as an open statement against the negative view of literature.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
The Free Council uses the Biesel Standard Credit (电/CR) as its sole currency. Formerly used resource stamps remain in circulation, and are equivalent to 5 credits. However, these stamps are useless beyond Council borders, and are slowly being removed from circulation. Many stamps have become collectors items. Inconsistencies, one-off prints, and other such notable parts of old resources stamps beg a high price to many.&lt;br /&gt;
&lt;br /&gt;
Despite the small size and youth of the Council, it features an advanced industrial and agricultural economy. This is in large part due to the assistance from Himeo. Many large syndicates offer reduced prices on old equipment to the Council in exchange for Credits or contracts for produced goods. This equipment, while old by Himean standards, is typically on-par or better than those found on Adhomai. It is by these means that the Council manages to produce a large quantity of food and products for its growing population, although not enough to completely forgo the need for import goods from Himeo and beyond.&lt;br /&gt;
&lt;br /&gt;
A growing number of the Council workforce have been finding work outside of the Council or Himean syndicates with the [[Megacorporations|megacorporations]] of the Spur. Unlike their neighbor, the Council has far less stigma placed on working for the corporations, including that of Hephaestus. The largest diaspora of off-world Free Council Tajara is the mining workforce trained within the Council. Due to dwindling ores and resources on Himeo itself, especially within the former quarry the Council resides in, many Free Council miners are forced to retrain or find work off-world with the Himean mining syndicates or megacorporations.&lt;br /&gt;
&lt;br /&gt;
Due to the size of the Free Council, domestic healthcare is very limited. Families typically have a local doctor and clinic that provide the basic healthcare needs of the community. However, it is common for Free Council clinics to outsource patients to hospitals within Dorshafen for surgeries and critical care needs. This comes at a cost which, while lower than typical prices found across the spur, often causes issues. The First Himean Healthcare Union has proposed on many occasions to subsume all Free Council clinics and to become the sole provider of healthcare within the district, however this has met great pushback.&lt;br /&gt;
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=Foundling District=&lt;br /&gt;
&lt;br /&gt;
Most of the Free Council&#039;s population lives in a neighborhood of [[Himeo#Population_and_Major_Cities|Dorshafen]] known as the Foundling District. Once part of an abandoned Hephaestus Industries quarry, the district was transformed into a sprawling system of tunnels and living chambers by the Tajara. While the architecture follows the Himean style, internal decoration and furniture are distinct Tajaran. The Foundling District is home to the Council Committee Hall, a spacious chamber where important decisions are discussed and voted by the population.&lt;br /&gt;
&lt;br /&gt;
Housing within the Foundling District is a growing issue. Due to the limited space within the Foundling District, most homes are cramped and feature multiple families. It is very common to find up to three generations of family members living together. Communal kitchens, living rooms, and other such amenities can have as many as 3 families sharing the space. Those seeking personal living space for one or two Tajara often must leave the district for an apartment within Dorshafen proper, a costly venture for most.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a direct democracy-based commune. Political decisions, distribution of resources, assignment of jobs, and punishments are decided in votes where the entire population is invited to take part. Due to the nature of direct voting at a mass scale, groups of Tajara will form voting blocs, wherein their individual vote is transferred to an elected bloc representative. Voting blocs form and dissolve frequently with very few continuing past a single vote.&lt;br /&gt;
&lt;br /&gt;
A vote within the Council follows the same general process: A request for vote is filed by a citizen or group. After processing the date is set for a vote. On the day of the vote itself, those present may argue their stance before the verbal vote commences. Bloc representatives often hold the most sway thanks to the backing of bloc members, although their position is tenuous without protections from removal. After all votes are counted, the results are delivered to the Council hall to be officiated, then to the rest of the council through its newspapers.&lt;br /&gt;
&lt;br /&gt;
There have been discussions of modernizing to a digital voting system, something which has gained much support in the younger generation while being lambasted by older Tajara as an affront to tradition. An underground extranet forum called &#039;&#039;&#039;“FREE/TC/.HIMEO”&#039;&#039;&#039; has been established by hackers in the younger generation to help those away from Himeo keep in touch with changes to the Council. The forum has expanded since its creation to even allow those off-world to join voting blocs and discuss Council matters.&lt;br /&gt;
&lt;br /&gt;
The bureaucracy of the Council is the sole responsibility of the Presidia. The Presidia is one of two elected “officials” within the Free Council, however it does not wield any official powers. Its sole duties are to process voting requests, schedule all Council votes, collect casted votes, and officiate the results. Due to the Presidia’s position as the manager of the vote, they are unable to request or cast their own vote. Failure to properly fulfill the duties of the position, such as neglecting vote requests or attempting to falsify vote results, is considered a crime and enforceable by the Free Guard. Oftentimes, assistants and secretaries are assigned to the Presidia to assist in the growing workload of the Council.&lt;br /&gt;
&lt;br /&gt;
The Free Council’s other elected official is a representative chosen quinquennial to represent its interests before the Himean Government. Since they arrived in Himeo, Volin Kar&#039;etrink has always been chosen. While it does not grant any special powers, the Representative position holds plenty of influence and can easily sway debates to their side.&lt;br /&gt;
&lt;br /&gt;
==Law==&lt;br /&gt;
&lt;br /&gt;
The laws of the Council are organized by the Presidia into the Council Measures and Codes. This document is viewable to the public in the Council antechamber. The vast majority of laws are mundane and affect the economic sectors of the nation. However, the laws of the Council are additionally used to enforce ideological and cultural beliefs, something which has spurred on great debate in the Council chamber between the younger and older generations as cultural values shift over time. Additionally, while Himean law does not apply within the Council’s borders, the Free Guard often assists Himean law enforcement if a potential criminal crosses the borders of each nation. Despite this, Himeo does not do the same for Council law.&lt;br /&gt;
&lt;br /&gt;
All of the Free Council&#039;s industry and agriculture are collectively owned. Attempts to create private ventures are shut down by the Free Guard. The direction and internal organization of a business or workplace is decided by the workers. This results in a wide variety of work experiences across the Council. Free Council Tajara are permitted to find work outside of the Council. A sizeable population of workers have, in recent times, elected to find work with the [[Himeo#Himean_Syndicates|Syndicates of Himeo]] or with the [[Megacorporations|megacorporations]] of the Spur.&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a member of the [[Coalition of Colonies]], a status which was achieved following an arduous series of debates and votes. However, the Council included various stipulations when submitting a request to join the Coalition. The most important of these stipulations is the matter of citizenship. Much like the [[Konyang|Republic of Konyang]], the Free Council maintains its own passport and citizenship standards separate from that of the Coalition. As the Council shares the XZP-0987 system with Himeo, it shares a representative to the Coalition’s [[Coalition_of_Colonies#Government|House of Observers]]. This representative is always Himean due to both the size of Himeo’s population and the relative indifference of the Council.&lt;br /&gt;
&lt;br /&gt;
Citizenship within the Free Council is guaranteed for all Tajara born to two Free Council parents. In theory, non-Council Tajara are capable of requesting citizenship, which is subject to a Council vote, however this has never been performed and, due to the immense distrust of outsiders within the Council, is effectively impossible. To receive a Free Council passport, both the parents and the individual must request a council vote. This vote has become something of a formality over time. Council citizenship may not be abdicated, however dual citizenship is permitted, especially with nearby Himeo.&lt;br /&gt;
&lt;br /&gt;
==Adhomian Free Guard==&lt;br /&gt;
&lt;br /&gt;
Law enforcement and defense are handled by the local militia, known as the Adhomian Free Guard. Each guardsman is elected into their position and can be similarly voted out. The Adhomian Free Guard organizes itself based on seniority for the purpose of training, with senior guardsmen training those junior guardsmen. No other hierarchy is enforced or maintained within the Free Guard, with each guardsman holding the same rank and power as any other. However, in times of need, a guardsman may be temporarily elevated into a leadership position by a simple majority Free Guard vote. Due to its ad hoc nature, the Adhomian Free Guard’s equipment is a mix of whatever they could get their hands on, most commonly second-hand Himean equipment. This extends to their investigative tools as well.&lt;br /&gt;
&lt;br /&gt;
The Free Guard are authorized to arrest any Tajara suspected of committing a crime regardless of evidence. Upon arrest, a detainee is brought to one of few Free Guard posts across the Foundling District. There, a Free Guard meeting is immediately called wherein the arresting guardsmen justify the cause for arrest, after which the meeting votes on whether the detainee remains imprisoned and a trial be scheduled. Trials are held like any other Council vote, where the entirety of the Free Council is encouraged to participate and vote. The arresting guardsman is required to justify their arrest and present any evidence found post-arrest, such as testimony or forensic data. The accused may select another Council member to aid in their defense alongside their own evidence and testimony. Hearings may last anywhere from a handful of hours to multiple days depending on the evidence and the arguments made. This vote must result in a supermajority to convict.&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
The ideology of the Free Council is known as Kar&#039;etrinkism. Its opponents first coined the term; its adherents later adopted it to honor the old revolutionary. Kar&#039;etrinkism advocates for the violent overthrow of the Adhomian governments in favor of the establishment of local communes ruled through direct democracy. The ideology claims that all of Tajara&#039;s woes are caused by the authoritarian states that have always existed in history. While unable to gain any foothold in Adhomai, Kar&#039;etrinkism has been implemented with moderate success in the Free Council&#039;s areas. However, the ideology is undergoing a crisis as it has been unable to make any real progress towards liberating Adhomai.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
The crisis of faith brought by failures of the Free Council in enacting their plan of returning to Adhomai has created political divisions within the commune. These factions are currently engaged in a power struggle to decide the community&#039;s future. In their search for allies, these coalitions have aligned themselves with the Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
===Revolutionary Old Guard===&lt;br /&gt;
&lt;br /&gt;
Composed of veterans from the First Revolution and Volin&#039;s loyalists, the Revolutionary Old Guard believes that the current status quo should be maintained. The Free Council must stick to its allies in Himeo and stay clear from outside influence. The time to reconquer Adhomai will eventually come. The Revolutionary Old Guard was once the majority; since the start of the cold war, they quickly lost ground to the other factions.&lt;br /&gt;
&lt;br /&gt;
===New Tajaran Assembly===&lt;br /&gt;
&lt;br /&gt;
A gathering of Volin&#039;s opposers and younger Tajara that wish to end the Council&#039;s isolation in pursuit of new allies. The New Tajaran Assembly still wishes to continue with the plan of eventually returning to Adhomai, but believes that the isolation has only hindered their efforts. Recruiting new members and gathering external support is the only way to become stronger than the governments that control the homeworld. Members of the factions are usually the ones leaving Himeo to explore the rest of the Spur. This faction is backed up by the [[DPRA|Liberation Army]].&lt;br /&gt;
&lt;br /&gt;
===Himean Front===&lt;br /&gt;
&lt;br /&gt;
Made up of disillusioned Tajara, the Himean Front wants to abandon the plan of returning to wage war on Adhomai. For them, staying in Himeo is the best course of action; the Free Council will never be able to match the Adhomian powers. They are also opposed to any kind of isolation and seek to further the Council&#039;s relationship with the Tajaran nations. This faction is currently supported by the [[Democratic People&#039;s Republic of Adhomai]]&#039;s civilian government.&lt;br /&gt;
&lt;br /&gt;
===Adhomian Bloc===&lt;br /&gt;
&lt;br /&gt;
Composed of extremist elements, the Adhomian Bloc is the smallest but most radical faction. It considers the plan of returning to Adhomai and the Kar&#039;etrinkism as total failures. Inspired by Himeo and the Tajaran nations, the bloc seeks to reform the direct democracy into a representative democracy guided by an elected council. This clique is in favor of further integration with the Adhomian powers. They are currently sponsored by the [[People&#039;s Republic of Adhomai]].&lt;br /&gt;
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		<author><name>CatsinHD</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36405</id>
		<title>Free Tajaran Council</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36405"/>
		<updated>2025-07-13T01:32:59Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Government */&lt;/p&gt;
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{{Infobox Nations&lt;br /&gt;
|Header Color = #902323&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = Free Tajaran Council&lt;br /&gt;
|Shortname = Free Council&amp;lt;br&amp;gt;FTC&lt;br /&gt;
|Flag = Freecouncilflag.png&lt;br /&gt;
|Capital City = Dorshafen&lt;br /&gt;
|Capital Planet = [[Himeo]]&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = [[S&#039;rendarr and Messa]] (Unofficial)&amp;lt;br&amp;gt;[[Ma&#039;ta&#039;ke Gods|Ma&#039;ta&#039;ke Pantheon]] (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Himean&lt;br /&gt;
|Government = Democratic Commune&lt;br /&gt;
|Legislature = Free Council&lt;br /&gt;
|Established = 2430&lt;br /&gt;
|Part Of = [[Coalition of Colonies]]&lt;br /&gt;
}}&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is the largest Tajaran community in [[Himeo]]. Its origins can be traced back to the First Revolution-era revolutionaries that fled Adhomai. Built upon radical principles of equality and communal democracy, the Free Tajaran Council remained relatively isolated from the rest of the Tajaran community until the start of the Adhomian Cold War.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council began as a rebel faction in the [[Tajaran History#Pre-Revolution Adhomian Kingdoms|Duchy of Shungsta]] during the [[Tajaran History#The Uprisings|First Revolution]]. Born among the oppressed peasants and factory workers, the movement advocated for the total abolishment of the existing governments in favor of local democratic councils. The Free Council became a serious contender for power in Northern Ras&#039;nrr after Volin Kar&#039;etrink - a young Hharar worker known to be a firebrand - was elected its leader.  Drawing inspiration from the rebels of Zatushka and S&#039;rendul, Volin organized the Council into a mobile force of guerillas fighters; cars and carriages were used to move infantry and artillery in and out of battle. The Free Council clashed with both rebel and loyalist groups during the revolution.&lt;br /&gt;
&lt;br /&gt;
Due to its innate hostility to all other Adhomian Civil War factions, the Free Tajaran Council was unable to secure any significant territory outside of Northern Ras&#039;nrr. The Council&#039;s forces were quickly defeated by the Hadiist forces when they invaded the region in 2427. Volin then gathered the survivors and fled to [[Crevus]]. Due to the Council&#039;s inexperience with galactic affairs, the Tajara were unable to figure a way off of the planet by themselves. This impasse was solved by the intervention of [[Nanotrasen]], who helped them hire ships to leave Adhomai. Regardless of their political beliefs, this interaction left a positive impression of the megacorporation on the Council. The Tajara traveled through the Coalition of Colonies territory until they reached the System XZP-098 in 2430.&lt;br /&gt;
&lt;br /&gt;
The Free Council decided to settle on Himeo because of its government and weather. Posing as refugees from the ongoing Civil War, they were given asylum and a degree of autonomy to govern themselves. Staying loyal to its ideals, the Council organized itself into a democratic commune built around the direct participation of its members in all public matters. Through the cooperation with Himeo, the Free Council prospered and grew in numbers.&lt;br /&gt;
&lt;br /&gt;
Despite all the prosperity, the Free Tajara Council does not consider [[Himeo]] its home. The dream of creating a free Adhomai was never abandoned. When the time arises, Volin and his followers secretly plan to return to their homeworld and topple down the Adhomian regimes. They prepare their plot deep in the tunnels: weapons are brought and secretly stored; militias train daily for the inevitable conflict; plans to assassinate leaders, sabotage factories, and sow discord are voted on. Thanks to a deep paranoia and isolation from the wide Tajaran community, the Council&#039;s plans are still unknown to the public. Officially, the Council renounces the original intentions of their revolutionary past.&lt;br /&gt;
&lt;br /&gt;
The Free Tajara Council now faces an existential crisis. Unable to truly compete with the Tajaran nations, many of its members doubt Volin&#039;s plans. The younger generations - most of which were born outside of Adhomai - have conflicted views towards the prospect of returning to a place they have never been to. The Old Guard stubbornly clings to its revolutionary dream. Some believe that their limited operations in Himeo are enough, while others agree that they should seek allies in other places. Whispers about abandoning the plan and settling definitively in Himeo are also becoming increasingly common. &lt;br /&gt;
&lt;br /&gt;
Volin Kar&#039;etrink is very old; little time is left for him in this world. The Free Tajaran Council now stands at the crossroads: a choice must be made concerning the future. In their struggle to influence the Tajara, the Tajaran nations have taken notice of the sizable community in Himeo. The Council is now a battleground for another proxy war between the Adhomian nations. Almost all factions within the community are currently backed up by one of the Tajaran countries in an attempt to secure their support.&lt;br /&gt;
&lt;br /&gt;
=Culture and Society=&lt;br /&gt;
&lt;br /&gt;
The culture of the Council traces its history back to the [[Democratic People&#039;s Republic of Adhomai#Northern Ras&#039;nrr|Northern Rasn’rr lands of Shungsta]]. This way of life has been heavily influenced by the Council’s ideology, past isolation from Adhomai, and the current situation on Himeo. A great emphasis is put on the collective and the survival of the society above the individual. Himean Tajara will usually have an aversion to strict chains of command, preferring to make decisions based on common consensus instead of relying on a leader. Diligence and modesty are considered virtues that every Tajara should strive for. While not necessarily xenophobic, the Free Council Tajara are highly suspicious of outsiders and will take more time to establish bonds with people from outside of their communities.&lt;br /&gt;
&lt;br /&gt;
Since the Council’s fleeing of Adhomai for safer lands, the culture of the off-world community has shifted and warped. Many human concepts have begun to take hold in the younger generation within the Council. This has come to be a source of friction between younger and older generations. Many of the older Tajara, made up primarily of those who fled Adhomai with Kar’etrink, only approve of Tajaran ideas for the Tajaran people. The idea of humanizing threatens both the plan of the Council, and degrades Tajara as just another puppet of human influence. Younger generations, being more acclimated to Human culture and presence on Himeo, typically have little qualms navigating both worlds. It is a well understood idea that they are Tajaran and Council members first, but they view refusal to incorporate Human concepts unnecessarily stymies growth, especially when it would progress the Council closer to its ideals.  The cultural debate extends to many aspects of life including marriage, homosexuality, and other such topics. The most visible debate, language, has resulted in the Council split. Older Tajara demand the use of “proper” Siik’maas, whereas many younger Tajara have begun using Freespeak commonly, even going as far as speaking “Free’Siik” within the Council.&lt;br /&gt;
&lt;br /&gt;
The quality of life for a Tajara within the Free Council is slightly below that of Himeo. Basic goods such as food, water, and housing are guaranteed to any Tajara within the Council. This law, called the “Provisions of Life”, provides every Tajara a stipend of essential goods regardless of age or employment status. &lt;br /&gt;
In the early years of the Council, a system of stamps was utilized for the distribution of goods. However, as more products were introduced into the Council and as Free Council Tajara began to venture into the Credit-based economies of Himeo and the wider spur, a need for a Credits based system was increasingly realized. Now, wages for every job are determined collectively in individual workplace meetings. Often, these wages are barely high enough to give a Tajara access to luxuries. Excess business profit is temporarily held to be redistributed based on Council votes. Through this, the Council is capable of focusing funds on larger economic purchases, such as equipment that would otherwise be too expensive, or to distribute across the population. Many within the Council still find this system worse than the previous system of stamps, and claim it goes against the ideals set out by Kar’etrinkism.&lt;br /&gt;
&lt;br /&gt;
With the help of Himeo, the Free Council was able to establish schools and freely educate its population, creating a steady supply of well-trained technicians, miners, and engineers. Without the trappings of Adhomian prejudice, the Zhan-Khazan were able to receive the same education as any other ethnicity. Many Free Council Tajara find further experience within Himeo&#039;s many universities, or travel to the wider Spur. In recent times, partnerships with the People&#039;s Polytechnic Partnership of Himeo have led to a rapidly increasing number of Tajaran students across the planet.&lt;br /&gt;
&lt;br /&gt;
The Free Council family is large and multi-generational. A great societal emphasis on growing the family, and by extension the Council, has resulted in a boom in child births since the group first arrived on Himeo. With space limitations, many families choose to remain in the same home, with young adults only leaving their family for work opportunities outside of the Council or when the home is unable to sustain the family. Despite the great cultural emphasis on the collective, the family unit expects respect to family elders. Each family handles decision making in separate ways, with some embracing the collective decision making of the Council and others still utilizing a top-down process found in traditional Northern Ras’nrr family values.&lt;br /&gt;
&lt;br /&gt;
Due to the Council’s ideological fight, it has declared a total abandonment of the caste system, going further to vow to dismantle it. In addition to the staunch stance against centralization, the Council has no official means of tracking one’s gender, sexuality, etc. As such, Tajara are capable of deciding their identity independently. The Council itself lacks the means to provide a Tajara the medical assistance needed, however many transgender Tajara opt to source medical assistance from nearby Dorshafen.&lt;br /&gt;
&lt;br /&gt;
Unlike other Adhomian nations, the Council has had the closest contact with Human concepts of homosexuality. Without an institutionalized system for marriage, there is nothing inherently preventing same-sex relationships, however cultural views remain divided along generational lines. Many older Tajara find the concept a humanization and disregard it as a corruption. Relationships across ethnicities have become increasingly common, even despite certain lingering prejudices among older Tajara. Those outspoken against these relationships find themselves accused of supporting the old caste system by the younger generation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking about the Free Council&#039;s plan of returning to Adhomai to outsiders is taboo. Anyone found breaking this prohibition will usually be dealt with violently.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Religion is a lesser emphasized aspect of life within the Council. The demographics of worshipers of the [[S&#039;rendarr and Messa|Twin Suns]] or the [[Ma&#039;ta&#039;ke Gods|Ma’ta’ke pantheon]] are relatively even, with a slight majority to the latter. A notable trend with the younger generation has been a shift away from religiousness, a trend that has been used to explain the immorality of younger Tajara or to call for fears of humanization by the Himeans. Interestingly, religious iconography has become a more common motif for Council Tajara. Signage of the Ma’ta’ke Gods or Twin Suns are incorporated into clothing, rare pieces of jewellery, and the walls and signs of the Foundling District despite the lessened role of these religions in everyday life.&lt;br /&gt;
&lt;br /&gt;
The Twin Suns worship took a hard hit during the flight of the Council off Adhomai. The only remnants of the Parivara within the Council were two Sons of Dawn. As such, the worship within the fledgling nation had taken a sharp departure from what is seen on Adhomai to this day. While the clergy has rebounded, it remains a small group of mostly Priests of S’rendarr. Hymns and services have been eschewed for seminars and small group services that largely abandon the emphasis on the Parivara as a whole. These differences in practices have come to a head following the end of the 2nd Revolution. Due to the Council’s immense distrust of outsiders, clergy from Adhomai or elsewhere have been barred from entry despite the Parivara’s protests. The few members present in the FTC are Council citizens who travelled to Adhomai to be ordained.&lt;br /&gt;
&lt;br /&gt;
The remnants of Ma’ta’ke priests felt a hard blow in leaving the traditional lands of their pantheon. Old rites and worship were lost in favor of oration and theater, oftentimes becoming showrunners for local shows. These stories almost always revolved around ancient tales of the pantheon and their exploits. Younger priests have even begun curating new stories with motifs and inspiration taken from the Foundling district itself. The pieces of Ma’ta’ke priest regalia and other religious items are heavily valued by the Tajara, and great care is taken in maintaining them.&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
&lt;br /&gt;
Cuisine within the Council has become notable for its fusion of human and Adhomian cuisine. [[Adhomai#N&#039;fri-hi (Blizzard Ears)|Blizzard Ears]] remain a staple crop, even after the explosion in Adhomian imports. Human dishes have become common. Following the re-introduction of Adhomian ingredients, many families have chosen to make these human dishes with a blend of Adhomian and human ingredients rather than return to traditional recipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheltered Blizzard:&#039;&#039;&#039; A lager beer made from Blizzard’s ears within the Free Council. The drink has become one of the best-known exports of the Council in recent times, often being compared to Earthmover amongst those frequenting Himean bars. The original recipe originates from two former farmers who joined the Council during the revolution and is considered a staple product of the Council. A multitude of variations have been made over the years; however, they are relegated to seasonal production.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
Those in the Council place great emphasis on song and theater as a means of passing on and preserving tradition, history, and ideals. Many [[Tajara#Notable_Folk_Instrument|instruments]] were brought to Himeo when the Council had fled Adhomai, and are still in use to play folk songs both new and old. Many of these instruments are family heirlooms displayed proudly in a home.&lt;br /&gt;
&lt;br /&gt;
Within schools, every child is offered the choice of an instrument, theater, or choir. Songs and plays are rarely human made with a few exceptions. A popular industry with artists and songwriters is the arrangement of traditional songs to utilize human instruments that have become more prevalent in the Council’s schools. This has created some dissent from the older generation who often see these new arrangements as ruining the folk nature of the songs and damaging the meaning.&lt;br /&gt;
&lt;br /&gt;
Human music has grown in popularity among younger Tajara within the Council due to the contact with Himeo and its culture. Adhomian music and music of District 6 has had little traction in the Council due to a lack of connection with the themes of many songs, many of which revolve around Adhomai, the war, and similar topics that had little direct impact on those within the Council.&lt;br /&gt;
&lt;br /&gt;
==Literature==&lt;br /&gt;
&lt;br /&gt;
Literature within the Council is a very technical world. Despite high literacy rates, traditional books are still viewed negatively due to their association with the old nobility. As such, the majority of books within the Council are technical manuals and reference texts. It has only been in recent times that books, especially non-fiction texts, have begun to gain traction with younger Tajara. It is rare these texts are made in Siik&#039;maas or sold in the Council itself. As such, many Tajara must visit Dorshafen proper to find new literature written in Freespeak.&lt;br /&gt;
&lt;br /&gt;
Due to the stigma placed around books, many book clubs have sprouted who gather in libraries outside of the Council to read, discuss, and other such matters without risk of reputation or public opinion for the participating Tajara. The trend has remained firmly within those old enough to still care of the stigma against books. Other clubs of younger readers have increasingly begun doing the same in public venues with the Council as an open statement against the negative view of literature.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
The Free Council uses the Biesel Standard Credit (电/CR) as its sole currency. Formerly used resource stamps remain in circulation, and are equivalent to 5 credits. However, these stamps are useless beyond Council borders, and are slowly being removed from circulation. Many stamps have become collectors items. Inconsistencies, one-off prints, and other such notable parts of old resources stamps beg a high price to many.&lt;br /&gt;
&lt;br /&gt;
Despite the small size and youth of the Council, it features an advanced industrial and agricultural economy. This is in large part due to the assistance from Himeo. Many large syndicates offer reduced prices on old equipment to the Council in exchange for Credits or contracts for produced goods. This equipment, while old by Himean standards, is typically on-par or better than those found on Adhomai. It is by these means that the Council manages to produce a large quantity of food and products for its growing population, although not enough to completely forgo the need for import goods from Himeo and beyond.&lt;br /&gt;
&lt;br /&gt;
A growing number of the Council workforce have been finding work outside of the Council or Himean syndicates with the [[Megacorporations|megacorporations]] of the Spur. Unlike their neighbor, the Council has far less stigma placed on working for the corporations, including that of Hephaestus. The largest diaspora of off-world Free Council Tajara is the mining workforce trained within the Council. Due to dwindling ores and resources on Himeo itself, especially within the former quarry the Council resides in, many Free Council miners are forced to retrain or find work off-world with the Himean mining syndicates or megacorporations.&lt;br /&gt;
&lt;br /&gt;
Due to the size of the Free Council, domestic healthcare is very limited. Families typically have a local doctor and clinic that provide the basic healthcare needs of the community. However, it is common for Free Council clinics to outsource patients to hospitals within Dorshafen for surgeries and critical care needs. This comes at a cost which, while lower than typical prices found across the spur, often causes issues. The First Himean Healthcare Union has proposed on many occasions to subsume all Free Council clinics and to become the sole provider of healthcare within the district, however this has met great pushback.&lt;br /&gt;
&lt;br /&gt;
=Foundling District=&lt;br /&gt;
&lt;br /&gt;
Most of the Free Council&#039;s population lives in a neighborhood of [[Himeo#Population_and_Major_Cities|Dorshafen]] known as the Foundling District. Once part of an abandoned Hephaestus Industries quarry, the district was transformed into a sprawling system of tunnels and living chambers by the Tajara. While the architecture follows the Himean style, internal decoration and furniture are distinct Tajaran. The Foundling District is home to the Council Committee Hall, a spacious chamber where important decisions are discussed and voted by the population.&lt;br /&gt;
&lt;br /&gt;
Housing within the Foundling District is a growing issue. Due to the limited space within the Foundling District, most homes are cramped and feature multiple families. It is very common to find up to three generations of family members living together. Communal kitchens, living rooms, and other such amenities can have as many as 3 families sharing the space. Those seeking personal living space for one or two Tajara often must leave the district for an apartment within Dorshafen proper, a costly venture for most.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a direct democracy-based commune. Political decisions, distribution of resources, assignment of jobs, and punishments are decided in votes where the entire population is invited to take part. Due to the nature of direct voting at a mass scale, groups of Tajara will form voting blocs, wherein their individual vote is transferred to an elected bloc representative. Voting blocs form and dissolve frequently with very few continuing past a single vote.&lt;br /&gt;
&lt;br /&gt;
A vote within the Council follows the same general process: A request for vote is filed by a citizen or group. After processing the date is set for a vote. On the day of the vote itself, those present may argue their stance before the verbal vote commences. Bloc representatives often hold the most sway thanks to the backing of bloc members, although their position is tenuous without protections from removal. After all votes are counted, the results are delivered to the Council hall to be officiated, then to the rest of the council through its newspapers.&lt;br /&gt;
&lt;br /&gt;
There have been discussions of modernizing to a digital voting system, something which has gained much support in the younger generation while being lambasted by older Tajara as an affront to tradition. An underground extranet forum called &#039;&#039;&#039;“FREE/TC/.HIMEO”&#039;&#039;&#039; has been established by hackers in the younger generation to help those away from Himeo keep in touch with changes to the Council. The forum has expanded since its creation to even allow those off-world to join voting blocs and discuss Council matters.&lt;br /&gt;
&lt;br /&gt;
The bureaucracy of the Council is the sole responsibility of the Presidia. The Presidia is one of two elected “officials” within the Free Council, however it does not wield any official powers. Its sole duties are to process voting requests, schedule all Council votes, collect casted votes, and officiate the results. Due to the Presidia’s position as the manager of the vote, they are unable to request or cast their own vote. Failure to properly fulfill the duties of the position, such as neglecting vote requests or attempting to falsify vote results, is considered a crime and enforceable by the Free Guard. Oftentimes, assistants and secretaries are assigned to the Presidia to assist in the growing workload of the Council.&lt;br /&gt;
&lt;br /&gt;
The Free Council’s other elected official is a representative chosen quinquennial to represent its interests before the Himean Government. Since they arrived in Himeo, Volin Kar&#039;etrink has always been chosen. While it does not grant any special powers, the Representative position holds plenty of influence and can easily sway debates to their side.&lt;br /&gt;
&lt;br /&gt;
==Law==&lt;br /&gt;
&lt;br /&gt;
The laws of the Council are organized by the Presidia into the Council Measures and Codes. This document is viewable to the public in the Council antechamber. The vast majority of laws are mundane and affect the economic sectors of the nation. However, the laws of the Council are additionally used to enforce ideological and cultural beliefs, something which has spurred on great debate in the Council chamber between the younger and older generations as cultural values shift over time. Additionally, while Himean law does not apply within the Council’s borders, the Free Guard often assists Himean law enforcement if a potential criminal crosses the borders of each nation. Despite this, Himeo does not do the same for Council law.&lt;br /&gt;
&lt;br /&gt;
All of the Free Council&#039;s industry and agriculture are collectively owned. Attempts to create private ventures are shut down by the Free Guard. The direction and internal organization of a business or workplace is decided by the workers. This results in a wide variety of work experiences across the Council. Free Council Tajara are permitted to find work outside of the Council. A sizeable population of workers have, in recent times, elected to find work with the [[Himeo#Himean_Syndicates|Syndicates of Himeo]] or with the [[Megacorporations|megacorporations]] of the Spur.&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a member of the [[Coalition of Colonies]], a status which was achieved following an arduous series of debates and votes. However, the Council included various stipulations when submitting a request to join the Coalition. The most important of these stipulations is the matter of citizenship. Much like the [[Konyang|Republic of Konyang]], the Free Council maintains its own passport and citizenship standards separate from that of the Coalition. As the Council shares the XZP-0987 system with Himeo, it shares a representative to the Coalition’s [[Coalition_of_Colonies#Government|House of Observers]]. This representative is always Himean due to both the size of Himeo’s population and the relative indifference of the Council.&lt;br /&gt;
&lt;br /&gt;
Citizenship within the Free Council is guaranteed for all Tajara born to two Free Council parents. In theory, non-Council Tajara are capable of requesting citizenship, which is subject to a Council vote, however this has never been performed and, due to the immense distrust of outsiders within the Council, is effectively impossible. To receive a Free Council passport, both the parents and the individual must request a council vote. This vote has become something of a formality over time. Council citizenship may not be abdicated, however dual citizenship is permitted, especially with nearby Himeo.&lt;br /&gt;
&lt;br /&gt;
==Adhomian Free Guard==&lt;br /&gt;
&lt;br /&gt;
Law enforcement and defense are handled by the local militia, known as the Adhomian Free Guard. Each guardsman is elected into their position and can be similarly voted out. The Adhomian Free Guard organizes itself based on seniority for the purpose of training, with senior guardsmen training those junior guardsmen. No other hierarchy is enforced or maintained within the Free Guard, with each guardsman holding the same rank and power as any other. However, in times of need, a guardsman may be temporarily elevated into a leadership position by a simple majority Free Guard vote. Due to its ad hoc nature, the Adhomian Free Guard’s equipment is a mix of whatever they could get their hands on, most commonly second-hand Himean equipment. This extends to their investigative tools as well.&lt;br /&gt;
&lt;br /&gt;
The Free Guard are authorized to arrest any Tajara suspected of committing a crime regardless of evidence. Upon arrest, a detainee is brought to one of few Free Guard posts across the Foundling District. There, a Free Guard meeting is immediately called wherein the arresting guardsmen justify the cause for arrest, after which the meeting votes on whether the detainee remains imprisoned and a trial be scheduled. Trials are held like any other Council vote, where the entirety of the Free Council is encouraged to participate and vote. The arresting guardsman is required to justify their arrest and present any evidence found post-arrest, such as testimony or forensic data. The accused may select another Council member to aid in their defense alongside their own evidence and testimony. Hearings may last anywhere from a handful of hours to multiple days depending on the evidence and the arguments made. This vote must result in a supermajority to convict.&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
The ideology of the Free Council is known as Kar&#039;etrinkism. Its opponents first coined the term; its adherents later adopted it to honor the old revolutionary. Kar&#039;etrinkism advocates for the violent overthrow of the Adhomian governments in favor of the establishment of local communes ruled through direct democracy. The ideology claims that all of Tajara&#039;s woes are caused by the authoritarian states that have always existed in history. While unable to gain any foothold in Adhomai, Kar&#039;etrinkism has been implemented with moderate success in the Free Council&#039;s areas. However, the ideology is undergoing a crisis as it has been unable to make any real progress towards liberating Adhomai.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
The crisis of faith brought by failures of the Free Council in enacting their plan of returning to Adhomai has created political divisions within the commune. These factions are currently engaged in a power struggle to decide the community&#039;s future. In their search for allies, these coalitions have aligned themselves with the Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
===Revolutionary Old Guard===&lt;br /&gt;
&lt;br /&gt;
Composed of veterans from the First Revolution and Volin&#039;s loyalists, the Revolutionary Old Guard believes that the current status quo should be maintained. The Free Council must stick to its allies in Himeo and stay clear from outside influence. The time to reconquer Adhomai will eventually come. The Revolutionary Old Guard was once the majority; since the start of the cold war, they quickly lost ground to the other factions.&lt;br /&gt;
&lt;br /&gt;
===New Tajaran Assembly===&lt;br /&gt;
&lt;br /&gt;
A gathering of Volin&#039;s opposers and younger Tajara that wish to end the Council&#039;s isolation in pursuit of new allies. The New Tajaran Assembly still wishes to continue with the plan of eventually returning to Adhomai, but believes that the isolation has only hindered their efforts. Recruiting new members and gathering external support is the only way to become stronger than the governments that control the homeworld. Members of the factions are usually the ones leaving Himeo to explore the rest of the Spur. This faction is backed up by the [[DPRA|Liberation Army]].&lt;br /&gt;
&lt;br /&gt;
===Himean Front===&lt;br /&gt;
&lt;br /&gt;
Made up of disillusioned Tajara, the Himean Front wants to abandon the plan of returning to wage war on Adhomai. For them, staying in Himeo is the best course of action; the Free Council will never be able to match the Adhomian powers. They are also opposed to any kind of isolation and seek to further the Council&#039;s relationship with the Tajaran nations. This faction is currently supported by the [[Democratic People&#039;s Republic of Adhomai]]&#039;s civilian government.&lt;br /&gt;
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===Adhomian Bloc===&lt;br /&gt;
&lt;br /&gt;
Composed of extremist elements, the Adhomian Bloc is the smallest but most radical faction. It considers the plan of returning to Adhomai and the Kar&#039;etrinkism as total failures. Inspired by Himeo and the Tajaran nations, the bloc seeks to reform the direct democracy into a representative democracy guided by an elected council. This clique is in favor of further integration with the Adhomian powers. They are currently sponsored by the [[People&#039;s Republic of Adhomai]].&lt;br /&gt;
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		<author><name>CatsinHD</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36404</id>
		<title>Free Tajaran Council</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36404"/>
		<updated>2025-07-13T01:28:57Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Religion */&lt;/p&gt;
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{{Infobox Nations&lt;br /&gt;
|Header Color = #902323&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = Free Tajaran Council&lt;br /&gt;
|Shortname = Free Council&amp;lt;br&amp;gt;FTC&lt;br /&gt;
|Flag = Freecouncilflag.png&lt;br /&gt;
|Capital City = Dorshafen&lt;br /&gt;
|Capital Planet = [[Himeo]]&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = [[S&#039;rendarr and Messa]] (Unofficial)&amp;lt;br&amp;gt;[[Ma&#039;ta&#039;ke Gods|Ma&#039;ta&#039;ke Pantheon]] (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Himean&lt;br /&gt;
|Government = Democratic Commune&lt;br /&gt;
|Legislature = Free Council&lt;br /&gt;
|Established = 2430&lt;br /&gt;
|Part Of = [[Coalition of Colonies]]&lt;br /&gt;
}}&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is the largest Tajaran community in [[Himeo]]. Its origins can be traced back to the First Revolution-era revolutionaries that fled Adhomai. Built upon radical principles of equality and communal democracy, the Free Tajaran Council remained relatively isolated from the rest of the Tajaran community until the start of the Adhomian Cold War.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council began as a rebel faction in the [[Tajaran History#Pre-Revolution Adhomian Kingdoms|Duchy of Shungsta]] during the [[Tajaran History#The Uprisings|First Revolution]]. Born among the oppressed peasants and factory workers, the movement advocated for the total abolishment of the existing governments in favor of local democratic councils. The Free Council became a serious contender for power in Northern Ras&#039;nrr after Volin Kar&#039;etrink - a young Hharar worker known to be a firebrand - was elected its leader.  Drawing inspiration from the rebels of Zatushka and S&#039;rendul, Volin organized the Council into a mobile force of guerillas fighters; cars and carriages were used to move infantry and artillery in and out of battle. The Free Council clashed with both rebel and loyalist groups during the revolution.&lt;br /&gt;
&lt;br /&gt;
Due to its innate hostility to all other Adhomian Civil War factions, the Free Tajaran Council was unable to secure any significant territory outside of Northern Ras&#039;nrr. The Council&#039;s forces were quickly defeated by the Hadiist forces when they invaded the region in 2427. Volin then gathered the survivors and fled to [[Crevus]]. Due to the Council&#039;s inexperience with galactic affairs, the Tajara were unable to figure a way off of the planet by themselves. This impasse was solved by the intervention of [[Nanotrasen]], who helped them hire ships to leave Adhomai. Regardless of their political beliefs, this interaction left a positive impression of the megacorporation on the Council. The Tajara traveled through the Coalition of Colonies territory until they reached the System XZP-098 in 2430.&lt;br /&gt;
&lt;br /&gt;
The Free Council decided to settle on Himeo because of its government and weather. Posing as refugees from the ongoing Civil War, they were given asylum and a degree of autonomy to govern themselves. Staying loyal to its ideals, the Council organized itself into a democratic commune built around the direct participation of its members in all public matters. Through the cooperation with Himeo, the Free Council prospered and grew in numbers.&lt;br /&gt;
&lt;br /&gt;
Despite all the prosperity, the Free Tajara Council does not consider [[Himeo]] its home. The dream of creating a free Adhomai was never abandoned. When the time arises, Volin and his followers secretly plan to return to their homeworld and topple down the Adhomian regimes. They prepare their plot deep in the tunnels: weapons are brought and secretly stored; militias train daily for the inevitable conflict; plans to assassinate leaders, sabotage factories, and sow discord are voted on. Thanks to a deep paranoia and isolation from the wide Tajaran community, the Council&#039;s plans are still unknown to the public. Officially, the Council renounces the original intentions of their revolutionary past.&lt;br /&gt;
&lt;br /&gt;
The Free Tajara Council now faces an existential crisis. Unable to truly compete with the Tajaran nations, many of its members doubt Volin&#039;s plans. The younger generations - most of which were born outside of Adhomai - have conflicted views towards the prospect of returning to a place they have never been to. The Old Guard stubbornly clings to its revolutionary dream. Some believe that their limited operations in Himeo are enough, while others agree that they should seek allies in other places. Whispers about abandoning the plan and settling definitively in Himeo are also becoming increasingly common. &lt;br /&gt;
&lt;br /&gt;
Volin Kar&#039;etrink is very old; little time is left for him in this world. The Free Tajaran Council now stands at the crossroads: a choice must be made concerning the future. In their struggle to influence the Tajara, the Tajaran nations have taken notice of the sizable community in Himeo. The Council is now a battleground for another proxy war between the Adhomian nations. Almost all factions within the community are currently backed up by one of the Tajaran countries in an attempt to secure their support.&lt;br /&gt;
&lt;br /&gt;
=Culture and Society=&lt;br /&gt;
&lt;br /&gt;
The culture of the Council traces its history back to the [[Democratic People&#039;s Republic of Adhomai#Northern Ras&#039;nrr|Northern Rasn’rr lands of Shungsta]]. This way of life has been heavily influenced by the Council’s ideology, past isolation from Adhomai, and the current situation on Himeo. A great emphasis is put on the collective and the survival of the society above the individual. Himean Tajara will usually have an aversion to strict chains of command, preferring to make decisions based on common consensus instead of relying on a leader. Diligence and modesty are considered virtues that every Tajara should strive for. While not necessarily xenophobic, the Free Council Tajara are highly suspicious of outsiders and will take more time to establish bonds with people from outside of their communities.&lt;br /&gt;
&lt;br /&gt;
Since the Council’s fleeing of Adhomai for safer lands, the culture of the off-world community has shifted and warped. Many human concepts have begun to take hold in the younger generation within the Council. This has come to be a source of friction between younger and older generations. Many of the older Tajara, made up primarily of those who fled Adhomai with Kar’etrink, only approve of Tajaran ideas for the Tajaran people. The idea of humanizing threatens both the plan of the Council, and degrades Tajara as just another puppet of human influence. Younger generations, being more acclimated to Human culture and presence on Himeo, typically have little qualms navigating both worlds. It is a well understood idea that they are Tajaran and Council members first, but they view refusal to incorporate Human concepts unnecessarily stymies growth, especially when it would progress the Council closer to its ideals.  The cultural debate extends to many aspects of life including marriage, homosexuality, and other such topics. The most visible debate, language, has resulted in the Council split. Older Tajara demand the use of “proper” Siik’maas, whereas many younger Tajara have begun using Freespeak commonly, even going as far as speaking “Free’Siik” within the Council.&lt;br /&gt;
&lt;br /&gt;
The quality of life for a Tajara within the Free Council is slightly below that of Himeo. Basic goods such as food, water, and housing are guaranteed to any Tajara within the Council. This law, called the “Provisions of Life”, provides every Tajara a stipend of essential goods regardless of age or employment status. &lt;br /&gt;
In the early years of the Council, a system of stamps was utilized for the distribution of goods. However, as more products were introduced into the Council and as Free Council Tajara began to venture into the Credit-based economies of Himeo and the wider spur, a need for a Credits based system was increasingly realized. Now, wages for every job are determined collectively in individual workplace meetings. Often, these wages are barely high enough to give a Tajara access to luxuries. Excess business profit is temporarily held to be redistributed based on Council votes. Through this, the Council is capable of focusing funds on larger economic purchases, such as equipment that would otherwise be too expensive, or to distribute across the population. Many within the Council still find this system worse than the previous system of stamps, and claim it goes against the ideals set out by Kar’etrinkism.&lt;br /&gt;
&lt;br /&gt;
With the help of Himeo, the Free Council was able to establish schools and freely educate its population, creating a steady supply of well-trained technicians, miners, and engineers. Without the trappings of Adhomian prejudice, the Zhan-Khazan were able to receive the same education as any other ethnicity. Many Free Council Tajara find further experience within Himeo&#039;s many universities, or travel to the wider Spur. In recent times, partnerships with the People&#039;s Polytechnic Partnership of Himeo have led to a rapidly increasing number of Tajaran students across the planet.&lt;br /&gt;
&lt;br /&gt;
The Free Council family is large and multi-generational. A great societal emphasis on growing the family, and by extension the Council, has resulted in a boom in child births since the group first arrived on Himeo. With space limitations, many families choose to remain in the same home, with young adults only leaving their family for work opportunities outside of the Council or when the home is unable to sustain the family. Despite the great cultural emphasis on the collective, the family unit expects respect to family elders. Each family handles decision making in separate ways, with some embracing the collective decision making of the Council and others still utilizing a top-down process found in traditional Northern Ras’nrr family values.&lt;br /&gt;
&lt;br /&gt;
Due to the Council’s ideological fight, it has declared a total abandonment of the caste system, going further to vow to dismantle it. In addition to the staunch stance against centralization, the Council has no official means of tracking one’s gender, sexuality, etc. As such, Tajara are capable of deciding their identity independently. The Council itself lacks the means to provide a Tajara the medical assistance needed, however many transgender Tajara opt to source medical assistance from nearby Dorshafen.&lt;br /&gt;
&lt;br /&gt;
Unlike other Adhomian nations, the Council has had the closest contact with Human concepts of homosexuality. Without an institutionalized system for marriage, there is nothing inherently preventing same-sex relationships, however cultural views remain divided along generational lines. Many older Tajara find the concept a humanization and disregard it as a corruption. Relationships across ethnicities have become increasingly common, even despite certain lingering prejudices among older Tajara. Those outspoken against these relationships find themselves accused of supporting the old caste system by the younger generation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking about the Free Council&#039;s plan of returning to Adhomai to outsiders is taboo. Anyone found breaking this prohibition will usually be dealt with violently.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Religion is a lesser emphasized aspect of life within the Council. The demographics of worshipers of the [[S&#039;rendarr and Messa|Twin Suns]] or the [[Ma&#039;ta&#039;ke Gods|Ma’ta’ke pantheon]] are relatively even, with a slight majority to the latter. A notable trend with the younger generation has been a shift away from religiousness, a trend that has been used to explain the immorality of younger Tajara or to call for fears of humanization by the Himeans. Interestingly, religious iconography has become a more common motif for Council Tajara. Signage of the Ma’ta’ke Gods or Twin Suns are incorporated into clothing, rare pieces of jewellery, and the walls and signs of the Foundling District despite the lessened role of these religions in everyday life.&lt;br /&gt;
&lt;br /&gt;
The Twin Suns worship took a hard hit during the flight of the Council off Adhomai. The only remnants of the Parivara within the Council were two Sons of Dawn. As such, the worship within the fledgling nation had taken a sharp departure from what is seen on Adhomai to this day. While the clergy has rebounded, it remains a small group of mostly Priests of S’rendarr. Hymns and services have been eschewed for seminars and small group services that largely abandon the emphasis on the Parivara as a whole. These differences in practices have come to a head following the end of the 2nd Revolution. Due to the Council’s immense distrust of outsiders, clergy from Adhomai or elsewhere have been barred from entry despite the Parivara’s protests. The few members present in the FTC are Council citizens who travelled to Adhomai to be ordained.&lt;br /&gt;
&lt;br /&gt;
The remnants of Ma’ta’ke priests felt a hard blow in leaving the traditional lands of their pantheon. Old rites and worship were lost in favor of oration and theater, oftentimes becoming showrunners for local shows. These stories almost always revolved around ancient tales of the pantheon and their exploits. Younger priests have even begun curating new stories with motifs and inspiration taken from the Foundling district itself. The pieces of Ma’ta’ke priest regalia and other religious items are heavily valued by the Tajara, and great care is taken in maintaining them.&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
&lt;br /&gt;
Cuisine within the Council has become notable for its fusion of human and Adhomian cuisine. [[Adhomai#N&#039;fri-hi (Blizzard Ears)|Blizzard Ears]] remain a staple crop, even after the explosion in Adhomian imports. Human dishes have become common. Following the re-introduction of Adhomian ingredients, many families have chosen to make these human dishes with a blend of Adhomian and human ingredients rather than return to traditional recipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheltered Blizzard:&#039;&#039;&#039; A lager beer made from Blizzard’s ears within the Free Council. The drink has become one of the best-known exports of the Council in recent times, often being compared to Earthmover amongst those frequenting Himean bars. The original recipe originates from two former farmers who joined the Council during the revolution and is considered a staple product of the Council. A multitude of variations have been made over the years; however, they are relegated to seasonal production.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
Those in the Council place great emphasis on song and theater as a means of passing on and preserving tradition, history, and ideals. Many [[Tajara#Notable_Folk_Instrument|instruments]] were brought to Himeo when the Council had fled Adhomai, and are still in use to play folk songs both new and old. Many of these instruments are family heirlooms displayed proudly in a home.&lt;br /&gt;
&lt;br /&gt;
Within schools, every child is offered the choice of an instrument, theater, or choir. Songs and plays are rarely human made with a few exceptions. A popular industry with artists and songwriters is the arrangement of traditional songs to utilize human instruments that have become more prevalent in the Council’s schools. This has created some dissent from the older generation who often see these new arrangements as ruining the folk nature of the songs and damaging the meaning.&lt;br /&gt;
&lt;br /&gt;
Human music has grown in popularity among younger Tajara within the Council due to the contact with Himeo and its culture. Adhomian music and music of District 6 has had little traction in the Council due to a lack of connection with the themes of many songs, many of which revolve around Adhomai, the war, and similar topics that had little direct impact on those within the Council.&lt;br /&gt;
&lt;br /&gt;
==Literature==&lt;br /&gt;
&lt;br /&gt;
Literature within the Council is a very technical world. Despite high literacy rates, traditional books are still viewed negatively due to their association with the old nobility. As such, the majority of books within the Council are technical manuals and reference texts. It has only been in recent times that books, especially non-fiction texts, have begun to gain traction with younger Tajara. It is rare these texts are made in Siik&#039;maas or sold in the Council itself. As such, many Tajara must visit Dorshafen proper to find new literature written in Freespeak.&lt;br /&gt;
&lt;br /&gt;
Due to the stigma placed around books, many book clubs have sprouted who gather in libraries outside of the Council to read, discuss, and other such matters without risk of reputation or public opinion for the participating Tajara. The trend has remained firmly within those old enough to still care of the stigma against books. Other clubs of younger readers have increasingly begun doing the same in public venues with the Council as an open statement against the negative view of literature.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
The Free Council uses the Biesel Standard Credit (电/CR) as its sole currency. Formerly used resource stamps remain in circulation, and are equivalent to 5 credits. However, these stamps are useless beyond Council borders, and are slowly being removed from circulation. Many stamps have become collectors items. Inconsistencies, one-off prints, and other such notable parts of old resources stamps beg a high price to many.&lt;br /&gt;
&lt;br /&gt;
Despite the small size and youth of the Council, it features an advanced industrial and agricultural economy. This is in large part due to the assistance from Himeo. Many large syndicates offer reduced prices on old equipment to the Council in exchange for Credits or contracts for produced goods. This equipment, while old by Himean standards, is typically on-par or better than those found on Adhomai. It is by these means that the Council manages to produce a large quantity of food and products for its growing population, although not enough to completely forgo the need for import goods from Himeo and beyond.&lt;br /&gt;
&lt;br /&gt;
A growing number of the Council workforce have been finding work outside of the Council or Himean syndicates with the [[Megacorporations|megacorporations]] of the Spur. Unlike their neighbor, the Council has far less stigma placed on working for the corporations, including that of Hephaestus. The largest diaspora of off-world Free Council Tajara is the mining workforce trained within the Council. Due to dwindling ores and resources on Himeo itself, especially within the former quarry the Council resides in, many Free Council miners are forced to retrain or find work off-world with the Himean mining syndicates or megacorporations.&lt;br /&gt;
&lt;br /&gt;
Due to the size of the Free Council, domestic healthcare is very limited. Families typically have a local doctor and clinic that provide the basic healthcare needs of the community. However, it is common for Free Council clinics to outsource patients to hospitals within Dorshafen for surgeries and critical care needs. This comes at a cost which, while lower than typical prices found across the spur, often causes issues. The First Himean Healthcare Union has proposed on many occasions to subsume all Free Council clinics and to become the sole provider of healthcare within the district, however this has met great pushback.&lt;br /&gt;
&lt;br /&gt;
=Foundling District=&lt;br /&gt;
&lt;br /&gt;
Most of the Free Council&#039;s population lives in a neighborhood of [[Himeo#Population_and_Major_Cities|Dorshafen]] known as the Foundling District. Once part of an abandoned Hephaestus Industries quarry, the district was transformed into a sprawling system of tunnels and living chambers by the Tajara. While the architecture follows the Himean style, internal decoration and furniture are distinct Tajaran. The Foundling District is home to the Council Committee Hall, a spacious chamber where important decisions are discussed and voted by the population.&lt;br /&gt;
&lt;br /&gt;
Housing within the Foundling District is a growing issue. Due to the limited space within the Foundling District, most homes are cramped and feature multiple families. It is very common to find up to three generations of family members living together. Communal kitchens, living rooms, and other such amenities can have as many as 3 families sharing the space. Those seeking personal living space for one or two Tajara often must leave the district for an apartment within Dorshafen proper, a costly venture for most.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a direct democracy-based commune. Political decisions, distribution of resources, assignment of jobs, and punishments are decided in votes where the entire population is invited to take part. Due to the nature of direct voting at a mass scale, groups of Tajara will form voting blocs, wherein their individual vote is transferred to an elected bloc representative. Voting blocs form and dissolve frequently with very few continuing past a single vote.&lt;br /&gt;
&lt;br /&gt;
A vote within the Council follows the same general process: A request for vote is filed by a citizen or group. After processing the date is set for a vote. On the day of the vote itself, those present may argue their stance before the verbal vote commences. Bloc representatives often hold the most sway thanks to the backing of bloc members, although their position is tenuous without protections from removal. After all votes are counted, the results are delivered to the Council hall to be officiated, then to the rest of the council through its newspapers.&lt;br /&gt;
&lt;br /&gt;
There have been discussions of modernizing to a digital voting system, something which has gained much support in the younger generation while being lambasted by older Tajara as an affront to tradition. An underground extranet forum called “FREE/TC/.HIMEO” has been established by hackers in the younger generation to help those away from Himeo keep in touch with changes to the Council.&lt;br /&gt;
&lt;br /&gt;
The bureaucracy of the Council is the sole responsibility of the Presidia. The Presidia is one of two elected “officials” within the Free Council, however it does not wield any official powers. Its sole duties are to process voting requests, schedule all Council votes, collect casted votes, and officiate the results. Due to the Presidia’s position as the manager of the vote, they are unable to request or cast their own vote. Failure to properly fulfill the duties of the position, such as neglecting vote requests or attempting to falsify vote results, is considered a crime and enforceable by the Free Guard. Oftentimes, assistants and secretaries are assigned to the Presidia to assist in the growing workload of the Council.&lt;br /&gt;
&lt;br /&gt;
The Free Council’s other elected official is a representative chosen quinquennial to represent its interests before the Himean Government. Since they arrived in Himeo, Volin Kar&#039;etrink has always been chosen. While it does not grant any special powers, the Representative position holds plenty of influence and can easily sway debates to their side.&lt;br /&gt;
&lt;br /&gt;
==Law==&lt;br /&gt;
&lt;br /&gt;
The laws of the Council are organized by the Presidia into the Council Measures and Codes. This document is viewable to the public in the Council antechamber. The vast majority of laws are mundane and affect the economic sectors of the nation. However, the laws of the Council are additionally used to enforce ideological and cultural beliefs, something which has spurred on great debate in the Council chamber between the younger and older generations as cultural values shift over time. Additionally, while Himean law does not apply within the Council’s borders, the Free Guard often assists Himean law enforcement if a potential criminal crosses the borders of each nation. Despite this, Himeo does not do the same for Council law.&lt;br /&gt;
&lt;br /&gt;
All of the Free Council&#039;s industry and agriculture are collectively owned. Attempts to create private ventures are shut down by the Free Guard. The direction and internal organization of a business or workplace is decided by the workers. This results in a wide variety of work experiences across the Council. Free Council Tajara are permitted to find work outside of the Council. A sizeable population of workers have, in recent times, elected to find work with the [[Himeo#Himean_Syndicates|Syndicates of Himeo]] or with the [[Megacorporations|megacorporations]] of the Spur.&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a member of the [[Coalition of Colonies]], a status which was achieved following an arduous series of debates and votes. However, the Council included various stipulations when submitting a request to join the Coalition. The most important of these stipulations is the matter of citizenship. Much like the [[Konyang|Republic of Konyang]], the Free Council maintains its own passport and citizenship standards separate from that of the Coalition. As the Council shares the XZP-0987 system with Himeo, it shares a representative to the Coalition’s [[Coalition_of_Colonies#Government|House of Observers]]. This representative is always Himean due to both the size of Himeo’s population and the relative indifference of the Council.&lt;br /&gt;
&lt;br /&gt;
Citizenship within the Free Council is guaranteed for all Tajara born to two Free Council parents. In theory, non-Council Tajara are capable of requesting citizenship, which is subject to a Council vote, however this has never been performed and, due to the immense distrust of outsiders within the Council, is effectively impossible. To receive a Free Council passport, both the parents and the individual must request a council vote. This vote has become something of a formality over time. Council citizenship may not be abdicated, however dual citizenship is permitted, especially with nearby Himeo.&lt;br /&gt;
&lt;br /&gt;
==Adhomian Free Guard==&lt;br /&gt;
&lt;br /&gt;
Law enforcement and defense are handled by the local militia, known as the Adhomian Free Guard. Each guardsman is elected into their position and can be similarly voted out. The Adhomian Free Guard organizes itself based on seniority for the purpose of training, with senior guardsmen training those junior guardsmen. No other hierarchy is enforced or maintained within the Free Guard, with each guardsman holding the same rank and power as any other. However, in times of need, a guardsman may be temporarily elevated into a leadership position by a simple majority Free Guard vote. Due to its ad hoc nature, the Adhomian Free Guard’s equipment is a mix of whatever they could get their hands on, most commonly second-hand Himean equipment. This extends to their investigative tools as well.&lt;br /&gt;
&lt;br /&gt;
The Free Guard are authorized to arrest any Tajara suspected of committing a crime regardless of evidence. Upon arrest, a detainee is brought to one of few Free Guard posts across the Foundling District. There, a Free Guard meeting is immediately called wherein the arresting guardsmen justify the cause for arrest, after which the meeting votes on whether the detainee remains imprisoned and a trial be scheduled. Trials are held like any other Council vote, where the entirety of the Free Council is encouraged to participate and vote. The arresting guardsman is required to justify their arrest and present any evidence found post-arrest, such as testimony or forensic data. The accused may select another Council member to aid in their defense alongside their own evidence and testimony. Hearings may last anywhere from a handful of hours to multiple days depending on the evidence and the arguments made. This vote must result in a supermajority to convict.&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
The ideology of the Free Council is known as Kar&#039;etrinkism. Its opponents first coined the term; its adherents later adopted it to honor the old revolutionary. Kar&#039;etrinkism advocates for the violent overthrow of the Adhomian governments in favor of the establishment of local communes ruled through direct democracy. The ideology claims that all of Tajara&#039;s woes are caused by the authoritarian states that have always existed in history. While unable to gain any foothold in Adhomai, Kar&#039;etrinkism has been implemented with moderate success in the Free Council&#039;s areas. However, the ideology is undergoing a crisis as it has been unable to make any real progress towards liberating Adhomai.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
The crisis of faith brought by failures of the Free Council in enacting their plan of returning to Adhomai has created political divisions within the commune. These factions are currently engaged in a power struggle to decide the community&#039;s future. In their search for allies, these coalitions have aligned themselves with the Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
===Revolutionary Old Guard===&lt;br /&gt;
&lt;br /&gt;
Composed of veterans from the First Revolution and Volin&#039;s loyalists, the Revolutionary Old Guard believes that the current status quo should be maintained. The Free Council must stick to its allies in Himeo and stay clear from outside influence. The time to reconquer Adhomai will eventually come. The Revolutionary Old Guard was once the majority; since the start of the cold war, they quickly lost ground to the other factions.&lt;br /&gt;
&lt;br /&gt;
===New Tajaran Assembly===&lt;br /&gt;
&lt;br /&gt;
A gathering of Volin&#039;s opposers and younger Tajara that wish to end the Council&#039;s isolation in pursuit of new allies. The New Tajaran Assembly still wishes to continue with the plan of eventually returning to Adhomai, but believes that the isolation has only hindered their efforts. Recruiting new members and gathering external support is the only way to become stronger than the governments that control the homeworld. Members of the factions are usually the ones leaving Himeo to explore the rest of the Spur. This faction is backed up by the [[DPRA|Liberation Army]].&lt;br /&gt;
&lt;br /&gt;
===Himean Front===&lt;br /&gt;
&lt;br /&gt;
Made up of disillusioned Tajara, the Himean Front wants to abandon the plan of returning to wage war on Adhomai. For them, staying in Himeo is the best course of action; the Free Council will never be able to match the Adhomian powers. They are also opposed to any kind of isolation and seek to further the Council&#039;s relationship with the Tajaran nations. This faction is currently supported by the [[Democratic People&#039;s Republic of Adhomai]]&#039;s civilian government.&lt;br /&gt;
&lt;br /&gt;
===Adhomian Bloc===&lt;br /&gt;
&lt;br /&gt;
Composed of extremist elements, the Adhomian Bloc is the smallest but most radical faction. It considers the plan of returning to Adhomai and the Kar&#039;etrinkism as total failures. Inspired by Himeo and the Tajaran nations, the bloc seeks to reform the direct democracy into a representative democracy guided by an elected council. This clique is in favor of further integration with the Adhomian powers. They are currently sponsored by the [[People&#039;s Republic of Adhomai]].&lt;br /&gt;
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[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36403</id>
		<title>Free Tajaran Council</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36403"/>
		<updated>2025-07-13T01:28:36Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Literature */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Header Color = #902323&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = Free Tajaran Council&lt;br /&gt;
|Shortname = Free Council&amp;lt;br&amp;gt;FTC&lt;br /&gt;
|Flag = Freecouncilflag.png&lt;br /&gt;
|Capital City = Dorshafen&lt;br /&gt;
|Capital Planet = [[Himeo]]&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = [[S&#039;rendarr and Messa]] (Unofficial)&amp;lt;br&amp;gt;[[Ma&#039;ta&#039;ke Gods|Ma&#039;ta&#039;ke Pantheon]] (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Himean&lt;br /&gt;
|Government = Democratic Commune&lt;br /&gt;
|Legislature = Free Council&lt;br /&gt;
|Established = 2430&lt;br /&gt;
|Part Of = [[Coalition of Colonies]]&lt;br /&gt;
}}&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is the largest Tajaran community in [[Himeo]]. Its origins can be traced back to the First Revolution-era revolutionaries that fled Adhomai. Built upon radical principles of equality and communal democracy, the Free Tajaran Council remained relatively isolated from the rest of the Tajaran community until the start of the Adhomian Cold War.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council began as a rebel faction in the [[Tajaran History#Pre-Revolution Adhomian Kingdoms|Duchy of Shungsta]] during the [[Tajaran History#The Uprisings|First Revolution]]. Born among the oppressed peasants and factory workers, the movement advocated for the total abolishment of the existing governments in favor of local democratic councils. The Free Council became a serious contender for power in Northern Ras&#039;nrr after Volin Kar&#039;etrink - a young Hharar worker known to be a firebrand - was elected its leader.  Drawing inspiration from the rebels of Zatushka and S&#039;rendul, Volin organized the Council into a mobile force of guerillas fighters; cars and carriages were used to move infantry and artillery in and out of battle. The Free Council clashed with both rebel and loyalist groups during the revolution.&lt;br /&gt;
&lt;br /&gt;
Due to its innate hostility to all other Adhomian Civil War factions, the Free Tajaran Council was unable to secure any significant territory outside of Northern Ras&#039;nrr. The Council&#039;s forces were quickly defeated by the Hadiist forces when they invaded the region in 2427. Volin then gathered the survivors and fled to [[Crevus]]. Due to the Council&#039;s inexperience with galactic affairs, the Tajara were unable to figure a way off of the planet by themselves. This impasse was solved by the intervention of [[Nanotrasen]], who helped them hire ships to leave Adhomai. Regardless of their political beliefs, this interaction left a positive impression of the megacorporation on the Council. The Tajara traveled through the Coalition of Colonies territory until they reached the System XZP-098 in 2430.&lt;br /&gt;
&lt;br /&gt;
The Free Council decided to settle on Himeo because of its government and weather. Posing as refugees from the ongoing Civil War, they were given asylum and a degree of autonomy to govern themselves. Staying loyal to its ideals, the Council organized itself into a democratic commune built around the direct participation of its members in all public matters. Through the cooperation with Himeo, the Free Council prospered and grew in numbers.&lt;br /&gt;
&lt;br /&gt;
Despite all the prosperity, the Free Tajara Council does not consider [[Himeo]] its home. The dream of creating a free Adhomai was never abandoned. When the time arises, Volin and his followers secretly plan to return to their homeworld and topple down the Adhomian regimes. They prepare their plot deep in the tunnels: weapons are brought and secretly stored; militias train daily for the inevitable conflict; plans to assassinate leaders, sabotage factories, and sow discord are voted on. Thanks to a deep paranoia and isolation from the wide Tajaran community, the Council&#039;s plans are still unknown to the public. Officially, the Council renounces the original intentions of their revolutionary past.&lt;br /&gt;
&lt;br /&gt;
The Free Tajara Council now faces an existential crisis. Unable to truly compete with the Tajaran nations, many of its members doubt Volin&#039;s plans. The younger generations - most of which were born outside of Adhomai - have conflicted views towards the prospect of returning to a place they have never been to. The Old Guard stubbornly clings to its revolutionary dream. Some believe that their limited operations in Himeo are enough, while others agree that they should seek allies in other places. Whispers about abandoning the plan and settling definitively in Himeo are also becoming increasingly common. &lt;br /&gt;
&lt;br /&gt;
Volin Kar&#039;etrink is very old; little time is left for him in this world. The Free Tajaran Council now stands at the crossroads: a choice must be made concerning the future. In their struggle to influence the Tajara, the Tajaran nations have taken notice of the sizable community in Himeo. The Council is now a battleground for another proxy war between the Adhomian nations. Almost all factions within the community are currently backed up by one of the Tajaran countries in an attempt to secure their support.&lt;br /&gt;
&lt;br /&gt;
=Culture and Society=&lt;br /&gt;
&lt;br /&gt;
The culture of the Council traces its history back to the [[Democratic People&#039;s Republic of Adhomai#Northern Ras&#039;nrr|Northern Rasn’rr lands of Shungsta]]. This way of life has been heavily influenced by the Council’s ideology, past isolation from Adhomai, and the current situation on Himeo. A great emphasis is put on the collective and the survival of the society above the individual. Himean Tajara will usually have an aversion to strict chains of command, preferring to make decisions based on common consensus instead of relying on a leader. Diligence and modesty are considered virtues that every Tajara should strive for. While not necessarily xenophobic, the Free Council Tajara are highly suspicious of outsiders and will take more time to establish bonds with people from outside of their communities.&lt;br /&gt;
&lt;br /&gt;
Since the Council’s fleeing of Adhomai for safer lands, the culture of the off-world community has shifted and warped. Many human concepts have begun to take hold in the younger generation within the Council. This has come to be a source of friction between younger and older generations. Many of the older Tajara, made up primarily of those who fled Adhomai with Kar’etrink, only approve of Tajaran ideas for the Tajaran people. The idea of humanizing threatens both the plan of the Council, and degrades Tajara as just another puppet of human influence. Younger generations, being more acclimated to Human culture and presence on Himeo, typically have little qualms navigating both worlds. It is a well understood idea that they are Tajaran and Council members first, but they view refusal to incorporate Human concepts unnecessarily stymies growth, especially when it would progress the Council closer to its ideals.  The cultural debate extends to many aspects of life including marriage, homosexuality, and other such topics. The most visible debate, language, has resulted in the Council split. Older Tajara demand the use of “proper” Siik’maas, whereas many younger Tajara have begun using Freespeak commonly, even going as far as speaking “Free’Siik” within the Council.&lt;br /&gt;
&lt;br /&gt;
The quality of life for a Tajara within the Free Council is slightly below that of Himeo. Basic goods such as food, water, and housing are guaranteed to any Tajara within the Council. This law, called the “Provisions of Life”, provides every Tajara a stipend of essential goods regardless of age or employment status. &lt;br /&gt;
In the early years of the Council, a system of stamps was utilized for the distribution of goods. However, as more products were introduced into the Council and as Free Council Tajara began to venture into the Credit-based economies of Himeo and the wider spur, a need for a Credits based system was increasingly realized. Now, wages for every job are determined collectively in individual workplace meetings. Often, these wages are barely high enough to give a Tajara access to luxuries. Excess business profit is temporarily held to be redistributed based on Council votes. Through this, the Council is capable of focusing funds on larger economic purchases, such as equipment that would otherwise be too expensive, or to distribute across the population. Many within the Council still find this system worse than the previous system of stamps, and claim it goes against the ideals set out by Kar’etrinkism.&lt;br /&gt;
&lt;br /&gt;
With the help of Himeo, the Free Council was able to establish schools and freely educate its population, creating a steady supply of well-trained technicians, miners, and engineers. Without the trappings of Adhomian prejudice, the Zhan-Khazan were able to receive the same education as any other ethnicity. Many Free Council Tajara find further experience within Himeo&#039;s many universities, or travel to the wider Spur. In recent times, partnerships with the People&#039;s Polytechnic Partnership of Himeo have led to a rapidly increasing number of Tajaran students across the planet.&lt;br /&gt;
&lt;br /&gt;
The Free Council family is large and multi-generational. A great societal emphasis on growing the family, and by extension the Council, has resulted in a boom in child births since the group first arrived on Himeo. With space limitations, many families choose to remain in the same home, with young adults only leaving their family for work opportunities outside of the Council or when the home is unable to sustain the family. Despite the great cultural emphasis on the collective, the family unit expects respect to family elders. Each family handles decision making in separate ways, with some embracing the collective decision making of the Council and others still utilizing a top-down process found in traditional Northern Ras’nrr family values.&lt;br /&gt;
&lt;br /&gt;
Due to the Council’s ideological fight, it has declared a total abandonment of the caste system, going further to vow to dismantle it. In addition to the staunch stance against centralization, the Council has no official means of tracking one’s gender, sexuality, etc. As such, Tajara are capable of deciding their identity independently. The Council itself lacks the means to provide a Tajara the medical assistance needed, however many transgender Tajara opt to source medical assistance from nearby Dorshafen.&lt;br /&gt;
&lt;br /&gt;
Unlike other Adhomian nations, the Council has had the closest contact with Human concepts of homosexuality. Without an institutionalized system for marriage, there is nothing inherently preventing same-sex relationships, however cultural views remain divided along generational lines. Many older Tajara find the concept a humanization and disregard it as a corruption. Relationships across ethnicities have become increasingly common, even despite certain lingering prejudices among older Tajara. Those outspoken against these relationships find themselves accused of supporting the old caste system by the younger generation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speaking about the Free Council&#039;s plan of returning to Adhomai to outsiders is taboo. Anyone found breaking this prohibition will usually be dealt with violently.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
&lt;br /&gt;
Religion is a lesser emphasized aspect of life within the Council. The demographics of worshipers of the [[S&#039;rendarr and Messa|Twin Suns] or the [[Ma&#039;ta&#039;ke Gods|Ma’ta’ke pantheon]] are relatively even, with a slight majority to the latter. A notable trend with the younger generation has been a shift away from religiousness, a trend that has been used to explain the immorality of younger Tajara or to call for fears of humanization by the Himeans. Interestingly, religious iconography has become a more common motif for Council Tajara. Signage of the Ma’ta’ke Gods or Twin Suns are incorporated into clothing, rare pieces of jewellery, and the walls and signs of the Foundling District despite the lessened role of these religions in everyday life.&lt;br /&gt;
&lt;br /&gt;
The Twin Suns worship took a hard hit during the flight of the Council off Adhomai. The only remnants of the Parivara within the Council were two Sons of Dawn. As such, the worship within the fledgling nation had taken a sharp departure from what is seen on Adhomai to this day. While the clergy has rebounded, it remains a small group of mostly Priests of S’rendarr. Hymns and services have been eschewed for seminars and small group services that largely abandon the emphasis on the Parivara as a whole. These differences in practices have come to a head following the end of the 2nd Revolution. Due to the Council’s immense distrust of outsiders, clergy from Adhomai or elsewhere have been barred from entry despite the Parivara’s protests. The few members present in the FTC are Council citizens who travelled to Adhomai to be ordained.&lt;br /&gt;
&lt;br /&gt;
The remnants of Ma’ta’ke priests felt a hard blow in leaving the traditional lands of their pantheon. Old rites and worship were lost in favor of oration and theater, oftentimes becoming showrunners for local shows. These stories almost always revolved around ancient tales of the pantheon and their exploits. Younger priests have even begun curating new stories with motifs and inspiration taken from the Foundling district itself. The pieces of Ma’ta’ke priest regalia and other religious items are heavily valued by the Tajara, and great care is taken in maintaining them.&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
&lt;br /&gt;
Cuisine within the Council has become notable for its fusion of human and Adhomian cuisine. [[Adhomai#N&#039;fri-hi (Blizzard Ears)|Blizzard Ears]] remain a staple crop, even after the explosion in Adhomian imports. Human dishes have become common. Following the re-introduction of Adhomian ingredients, many families have chosen to make these human dishes with a blend of Adhomian and human ingredients rather than return to traditional recipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sheltered Blizzard:&#039;&#039;&#039; A lager beer made from Blizzard’s ears within the Free Council. The drink has become one of the best-known exports of the Council in recent times, often being compared to Earthmover amongst those frequenting Himean bars. The original recipe originates from two former farmers who joined the Council during the revolution and is considered a staple product of the Council. A multitude of variations have been made over the years; however, they are relegated to seasonal production.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
Those in the Council place great emphasis on song and theater as a means of passing on and preserving tradition, history, and ideals. Many [[Tajara#Notable_Folk_Instrument|instruments]] were brought to Himeo when the Council had fled Adhomai, and are still in use to play folk songs both new and old. Many of these instruments are family heirlooms displayed proudly in a home.&lt;br /&gt;
&lt;br /&gt;
Within schools, every child is offered the choice of an instrument, theater, or choir. Songs and plays are rarely human made with a few exceptions. A popular industry with artists and songwriters is the arrangement of traditional songs to utilize human instruments that have become more prevalent in the Council’s schools. This has created some dissent from the older generation who often see these new arrangements as ruining the folk nature of the songs and damaging the meaning.&lt;br /&gt;
&lt;br /&gt;
Human music has grown in popularity among younger Tajara within the Council due to the contact with Himeo and its culture. Adhomian music and music of District 6 has had little traction in the Council due to a lack of connection with the themes of many songs, many of which revolve around Adhomai, the war, and similar topics that had little direct impact on those within the Council.&lt;br /&gt;
&lt;br /&gt;
==Literature==&lt;br /&gt;
&lt;br /&gt;
Literature within the Council is a very technical world. Despite high literacy rates, traditional books are still viewed negatively due to their association with the old nobility. As such, the majority of books within the Council are technical manuals and reference texts. It has only been in recent times that books, especially non-fiction texts, have begun to gain traction with younger Tajara. It is rare these texts are made in Siik&#039;maas or sold in the Council itself. As such, many Tajara must visit Dorshafen proper to find new literature written in Freespeak.&lt;br /&gt;
&lt;br /&gt;
Due to the stigma placed around books, many book clubs have sprouted who gather in libraries outside of the Council to read, discuss, and other such matters without risk of reputation or public opinion for the participating Tajara. The trend has remained firmly within those old enough to still care of the stigma against books. Other clubs of younger readers have increasingly begun doing the same in public venues with the Council as an open statement against the negative view of literature.&lt;br /&gt;
&lt;br /&gt;
=Economy=&lt;br /&gt;
&lt;br /&gt;
The Free Council uses the Biesel Standard Credit (电/CR) as its sole currency. Formerly used resource stamps remain in circulation, and are equivalent to 5 credits. However, these stamps are useless beyond Council borders, and are slowly being removed from circulation. Many stamps have become collectors items. Inconsistencies, one-off prints, and other such notable parts of old resources stamps beg a high price to many.&lt;br /&gt;
&lt;br /&gt;
Despite the small size and youth of the Council, it features an advanced industrial and agricultural economy. This is in large part due to the assistance from Himeo. Many large syndicates offer reduced prices on old equipment to the Council in exchange for Credits or contracts for produced goods. This equipment, while old by Himean standards, is typically on-par or better than those found on Adhomai. It is by these means that the Council manages to produce a large quantity of food and products for its growing population, although not enough to completely forgo the need for import goods from Himeo and beyond.&lt;br /&gt;
&lt;br /&gt;
A growing number of the Council workforce have been finding work outside of the Council or Himean syndicates with the [[Megacorporations|megacorporations]] of the Spur. Unlike their neighbor, the Council has far less stigma placed on working for the corporations, including that of Hephaestus. The largest diaspora of off-world Free Council Tajara is the mining workforce trained within the Council. Due to dwindling ores and resources on Himeo itself, especially within the former quarry the Council resides in, many Free Council miners are forced to retrain or find work off-world with the Himean mining syndicates or megacorporations.&lt;br /&gt;
&lt;br /&gt;
Due to the size of the Free Council, domestic healthcare is very limited. Families typically have a local doctor and clinic that provide the basic healthcare needs of the community. However, it is common for Free Council clinics to outsource patients to hospitals within Dorshafen for surgeries and critical care needs. This comes at a cost which, while lower than typical prices found across the spur, often causes issues. The First Himean Healthcare Union has proposed on many occasions to subsume all Free Council clinics and to become the sole provider of healthcare within the district, however this has met great pushback.&lt;br /&gt;
&lt;br /&gt;
=Foundling District=&lt;br /&gt;
&lt;br /&gt;
Most of the Free Council&#039;s population lives in a neighborhood of [[Himeo#Population_and_Major_Cities|Dorshafen]] known as the Foundling District. Once part of an abandoned Hephaestus Industries quarry, the district was transformed into a sprawling system of tunnels and living chambers by the Tajara. While the architecture follows the Himean style, internal decoration and furniture are distinct Tajaran. The Foundling District is home to the Council Committee Hall, a spacious chamber where important decisions are discussed and voted by the population.&lt;br /&gt;
&lt;br /&gt;
Housing within the Foundling District is a growing issue. Due to the limited space within the Foundling District, most homes are cramped and feature multiple families. It is very common to find up to three generations of family members living together. Communal kitchens, living rooms, and other such amenities can have as many as 3 families sharing the space. Those seeking personal living space for one or two Tajara often must leave the district for an apartment within Dorshafen proper, a costly venture for most.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a direct democracy-based commune. Political decisions, distribution of resources, assignment of jobs, and punishments are decided in votes where the entire population is invited to take part. Due to the nature of direct voting at a mass scale, groups of Tajara will form voting blocs, wherein their individual vote is transferred to an elected bloc representative. Voting blocs form and dissolve frequently with very few continuing past a single vote.&lt;br /&gt;
&lt;br /&gt;
A vote within the Council follows the same general process: A request for vote is filed by a citizen or group. After processing the date is set for a vote. On the day of the vote itself, those present may argue their stance before the verbal vote commences. Bloc representatives often hold the most sway thanks to the backing of bloc members, although their position is tenuous without protections from removal. After all votes are counted, the results are delivered to the Council hall to be officiated, then to the rest of the council through its newspapers.&lt;br /&gt;
&lt;br /&gt;
There have been discussions of modernizing to a digital voting system, something which has gained much support in the younger generation while being lambasted by older Tajara as an affront to tradition. An underground extranet forum called “FREE/TC/.HIMEO” has been established by hackers in the younger generation to help those away from Himeo keep in touch with changes to the Council.&lt;br /&gt;
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The bureaucracy of the Council is the sole responsibility of the Presidia. The Presidia is one of two elected “officials” within the Free Council, however it does not wield any official powers. Its sole duties are to process voting requests, schedule all Council votes, collect casted votes, and officiate the results. Due to the Presidia’s position as the manager of the vote, they are unable to request or cast their own vote. Failure to properly fulfill the duties of the position, such as neglecting vote requests or attempting to falsify vote results, is considered a crime and enforceable by the Free Guard. Oftentimes, assistants and secretaries are assigned to the Presidia to assist in the growing workload of the Council.&lt;br /&gt;
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The Free Council’s other elected official is a representative chosen quinquennial to represent its interests before the Himean Government. Since they arrived in Himeo, Volin Kar&#039;etrink has always been chosen. While it does not grant any special powers, the Representative position holds plenty of influence and can easily sway debates to their side.&lt;br /&gt;
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==Law==&lt;br /&gt;
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The laws of the Council are organized by the Presidia into the Council Measures and Codes. This document is viewable to the public in the Council antechamber. The vast majority of laws are mundane and affect the economic sectors of the nation. However, the laws of the Council are additionally used to enforce ideological and cultural beliefs, something which has spurred on great debate in the Council chamber between the younger and older generations as cultural values shift over time. Additionally, while Himean law does not apply within the Council’s borders, the Free Guard often assists Himean law enforcement if a potential criminal crosses the borders of each nation. Despite this, Himeo does not do the same for Council law.&lt;br /&gt;
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All of the Free Council&#039;s industry and agriculture are collectively owned. Attempts to create private ventures are shut down by the Free Guard. The direction and internal organization of a business or workplace is decided by the workers. This results in a wide variety of work experiences across the Council. Free Council Tajara are permitted to find work outside of the Council. A sizeable population of workers have, in recent times, elected to find work with the [[Himeo#Himean_Syndicates|Syndicates of Himeo]] or with the [[Megacorporations|megacorporations]] of the Spur.&lt;br /&gt;
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The Free Tajaran Council is a member of the [[Coalition of Colonies]], a status which was achieved following an arduous series of debates and votes. However, the Council included various stipulations when submitting a request to join the Coalition. The most important of these stipulations is the matter of citizenship. Much like the [[Konyang|Republic of Konyang]], the Free Council maintains its own passport and citizenship standards separate from that of the Coalition. As the Council shares the XZP-0987 system with Himeo, it shares a representative to the Coalition’s [[Coalition_of_Colonies#Government|House of Observers]]. This representative is always Himean due to both the size of Himeo’s population and the relative indifference of the Council.&lt;br /&gt;
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Citizenship within the Free Council is guaranteed for all Tajara born to two Free Council parents. In theory, non-Council Tajara are capable of requesting citizenship, which is subject to a Council vote, however this has never been performed and, due to the immense distrust of outsiders within the Council, is effectively impossible. To receive a Free Council passport, both the parents and the individual must request a council vote. This vote has become something of a formality over time. Council citizenship may not be abdicated, however dual citizenship is permitted, especially with nearby Himeo.&lt;br /&gt;
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==Adhomian Free Guard==&lt;br /&gt;
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Law enforcement and defense are handled by the local militia, known as the Adhomian Free Guard. Each guardsman is elected into their position and can be similarly voted out. The Adhomian Free Guard organizes itself based on seniority for the purpose of training, with senior guardsmen training those junior guardsmen. No other hierarchy is enforced or maintained within the Free Guard, with each guardsman holding the same rank and power as any other. However, in times of need, a guardsman may be temporarily elevated into a leadership position by a simple majority Free Guard vote. Due to its ad hoc nature, the Adhomian Free Guard’s equipment is a mix of whatever they could get their hands on, most commonly second-hand Himean equipment. This extends to their investigative tools as well.&lt;br /&gt;
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The Free Guard are authorized to arrest any Tajara suspected of committing a crime regardless of evidence. Upon arrest, a detainee is brought to one of few Free Guard posts across the Foundling District. There, a Free Guard meeting is immediately called wherein the arresting guardsmen justify the cause for arrest, after which the meeting votes on whether the detainee remains imprisoned and a trial be scheduled. Trials are held like any other Council vote, where the entirety of the Free Council is encouraged to participate and vote. The arresting guardsman is required to justify their arrest and present any evidence found post-arrest, such as testimony or forensic data. The accused may select another Council member to aid in their defense alongside their own evidence and testimony. Hearings may last anywhere from a handful of hours to multiple days depending on the evidence and the arguments made. This vote must result in a supermajority to convict.&lt;br /&gt;
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=Ideology=&lt;br /&gt;
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The ideology of the Free Council is known as Kar&#039;etrinkism. Its opponents first coined the term; its adherents later adopted it to honor the old revolutionary. Kar&#039;etrinkism advocates for the violent overthrow of the Adhomian governments in favor of the establishment of local communes ruled through direct democracy. The ideology claims that all of Tajara&#039;s woes are caused by the authoritarian states that have always existed in history. While unable to gain any foothold in Adhomai, Kar&#039;etrinkism has been implemented with moderate success in the Free Council&#039;s areas. However, the ideology is undergoing a crisis as it has been unable to make any real progress towards liberating Adhomai.&lt;br /&gt;
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==Factions==&lt;br /&gt;
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The crisis of faith brought by failures of the Free Council in enacting their plan of returning to Adhomai has created political divisions within the commune. These factions are currently engaged in a power struggle to decide the community&#039;s future. In their search for allies, these coalitions have aligned themselves with the Adhomian powers.&lt;br /&gt;
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===Revolutionary Old Guard===&lt;br /&gt;
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Composed of veterans from the First Revolution and Volin&#039;s loyalists, the Revolutionary Old Guard believes that the current status quo should be maintained. The Free Council must stick to its allies in Himeo and stay clear from outside influence. The time to reconquer Adhomai will eventually come. The Revolutionary Old Guard was once the majority; since the start of the cold war, they quickly lost ground to the other factions.&lt;br /&gt;
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===New Tajaran Assembly===&lt;br /&gt;
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A gathering of Volin&#039;s opposers and younger Tajara that wish to end the Council&#039;s isolation in pursuit of new allies. The New Tajaran Assembly still wishes to continue with the plan of eventually returning to Adhomai, but believes that the isolation has only hindered their efforts. Recruiting new members and gathering external support is the only way to become stronger than the governments that control the homeworld. Members of the factions are usually the ones leaving Himeo to explore the rest of the Spur. This faction is backed up by the [[DPRA|Liberation Army]].&lt;br /&gt;
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===Himean Front===&lt;br /&gt;
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Made up of disillusioned Tajara, the Himean Front wants to abandon the plan of returning to wage war on Adhomai. For them, staying in Himeo is the best course of action; the Free Council will never be able to match the Adhomian powers. They are also opposed to any kind of isolation and seek to further the Council&#039;s relationship with the Tajaran nations. This faction is currently supported by the [[Democratic People&#039;s Republic of Adhomai]]&#039;s civilian government.&lt;br /&gt;
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===Adhomian Bloc===&lt;br /&gt;
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Composed of extremist elements, the Adhomian Bloc is the smallest but most radical faction. It considers the plan of returning to Adhomai and the Kar&#039;etrinkism as total failures. Inspired by Himeo and the Tajaran nations, the bloc seeks to reform the direct democracy into a representative democracy guided by an elected council. This clique is in favor of further integration with the Adhomian powers. They are currently sponsored by the [[People&#039;s Republic of Adhomai]].&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>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36402</id>
		<title>Free Tajaran Council</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36402"/>
		<updated>2025-07-13T01:10:37Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: FTC Update. Will likely add more later&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Header Color = #902323&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = Free Tajaran Council&lt;br /&gt;
|Shortname = Free Council&amp;lt;br&amp;gt;FTC&lt;br /&gt;
|Flag = Freecouncilflag.png&lt;br /&gt;
|Capital City = Dorshafen&lt;br /&gt;
|Capital Planet = [[Himeo]]&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = [[S&#039;rendarr and Messa]] (Unofficial)&amp;lt;br&amp;gt;[[Ma&#039;ta&#039;ke Gods|Ma&#039;ta&#039;ke Pantheon]] (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Himean&lt;br /&gt;
|Government = Democratic Commune&lt;br /&gt;
|Legislature = Free Council&lt;br /&gt;
|Established = 2430&lt;br /&gt;
|Part Of = [[Coalition of Colonies]]&lt;br /&gt;
}}&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is the largest Tajaran community in [[Himeo]]. Its origins can be traced back to the First Revolution-era revolutionaries that fled Adhomai. Built upon radical principles of equality and communal democracy, the Free Tajaran Council remained relatively isolated from the rest of the Tajaran community until the start of the Adhomian Cold War.&lt;br /&gt;
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=History=&lt;br /&gt;
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The Free Tajaran Council began as a rebel faction in the [[Tajaran History#Pre-Revolution Adhomian Kingdoms|Duchy of Shungsta]] during the [[Tajaran History#The Uprisings|First Revolution]]. Born among the oppressed peasants and factory workers, the movement advocated for the total abolishment of the existing governments in favor of local democratic councils. The Free Council became a serious contender for power in Northern Ras&#039;nrr after Volin Kar&#039;etrink - a young Hharar worker known to be a firebrand - was elected its leader.  Drawing inspiration from the rebels of Zatushka and S&#039;rendul, Volin organized the Council into a mobile force of guerillas fighters; cars and carriages were used to move infantry and artillery in and out of battle. The Free Council clashed with both rebel and loyalist groups during the revolution.&lt;br /&gt;
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Due to its innate hostility to all other Adhomian Civil War factions, the Free Tajaran Council was unable to secure any significant territory outside of Northern Ras&#039;nrr. The Council&#039;s forces were quickly defeated by the Hadiist forces when they invaded the region in 2427. Volin then gathered the survivors and fled to [[Crevus]]. Due to the Council&#039;s inexperience with galactic affairs, the Tajara were unable to figure a way off of the planet by themselves. This impasse was solved by the intervention of [[Nanotrasen]], who helped them hire ships to leave Adhomai. Regardless of their political beliefs, this interaction left a positive impression of the megacorporation on the Council. The Tajara traveled through the Coalition of Colonies territory until they reached the System XZP-098 in 2430.&lt;br /&gt;
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The Free Council decided to settle on Himeo because of its government and weather. Posing as refugees from the ongoing Civil War, they were given asylum and a degree of autonomy to govern themselves. Staying loyal to its ideals, the Council organized itself into a democratic commune built around the direct participation of its members in all public matters. Through the cooperation with Himeo, the Free Council prospered and grew in numbers.&lt;br /&gt;
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Despite all the prosperity, the Free Tajara Council does not consider [[Himeo]] its home. The dream of creating a free Adhomai was never abandoned. When the time arises, Volin and his followers secretly plan to return to their homeworld and topple down the Adhomian regimes. They prepare their plot deep in the tunnels: weapons are brought and secretly stored; militias train daily for the inevitable conflict; plans to assassinate leaders, sabotage factories, and sow discord are voted on. Thanks to a deep paranoia and isolation from the wide Tajaran community, the Council&#039;s plans are still unknown to the public. Officially, the Council renounces the original intentions of their revolutionary past.&lt;br /&gt;
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The Free Tajara Council now faces an existential crisis. Unable to truly compete with the Tajaran nations, many of its members doubt Volin&#039;s plans. The younger generations - most of which were born outside of Adhomai - have conflicted views towards the prospect of returning to a place they have never been to. The Old Guard stubbornly clings to its revolutionary dream. Some believe that their limited operations in Himeo are enough, while others agree that they should seek allies in other places. Whispers about abandoning the plan and settling definitively in Himeo are also becoming increasingly common. &lt;br /&gt;
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Volin Kar&#039;etrink is very old; little time is left for him in this world. The Free Tajaran Council now stands at the crossroads: a choice must be made concerning the future. In their struggle to influence the Tajara, the Tajaran nations have taken notice of the sizable community in Himeo. The Council is now a battleground for another proxy war between the Adhomian nations. Almost all factions within the community are currently backed up by one of the Tajaran countries in an attempt to secure their support.&lt;br /&gt;
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=Culture and Society=&lt;br /&gt;
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The culture of the Council traces its history back to the [[Democratic People&#039;s Republic of Adhomai#Northern Ras&#039;nrr|Northern Rasn’rr lands of Shungsta]]. This way of life has been heavily influenced by the Council’s ideology, past isolation from Adhomai, and the current situation on Himeo. A great emphasis is put on the collective and the survival of the society above the individual. Himean Tajara will usually have an aversion to strict chains of command, preferring to make decisions based on common consensus instead of relying on a leader. Diligence and modesty are considered virtues that every Tajara should strive for. While not necessarily xenophobic, the Free Council Tajara are highly suspicious of outsiders and will take more time to establish bonds with people from outside of their communities.&lt;br /&gt;
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Since the Council’s fleeing of Adhomai for safer lands, the culture of the off-world community has shifted and warped. Many human concepts have begun to take hold in the younger generation within the Council. This has come to be a source of friction between younger and older generations. Many of the older Tajara, made up primarily of those who fled Adhomai with Kar’etrink, only approve of Tajaran ideas for the Tajaran people. The idea of humanizing threatens both the plan of the Council, and degrades Tajara as just another puppet of human influence. Younger generations, being more acclimated to Human culture and presence on Himeo, typically have little qualms navigating both worlds. It is a well understood idea that they are Tajaran and Council members first, but they view refusal to incorporate Human concepts unnecessarily stymies growth, especially when it would progress the Council closer to its ideals.  The cultural debate extends to many aspects of life including marriage, homosexuality, and other such topics. The most visible debate, language, has resulted in the Council split. Older Tajara demand the use of “proper” Siik’maas, whereas many younger Tajara have begun using Freespeak commonly, even going as far as speaking “Free’Siik” within the Council.&lt;br /&gt;
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The quality of life for a Tajara within the Free Council is slightly below that of Himeo. Basic goods such as food, water, and housing are guaranteed to any Tajara within the Council. This law, called the “Provisions of Life”, provides every Tajara a stipend of essential goods regardless of age or employment status. &lt;br /&gt;
In the early years of the Council, a system of stamps was utilized for the distribution of goods. However, as more products were introduced into the Council and as Free Council Tajara began to venture into the Credit-based economies of Himeo and the wider spur, a need for a Credits based system was increasingly realized. Now, wages for every job are determined collectively in individual workplace meetings. Often, these wages are barely high enough to give a Tajara access to luxuries. Excess business profit is temporarily held to be redistributed based on Council votes. Through this, the Council is capable of focusing funds on larger economic purchases, such as equipment that would otherwise be too expensive, or to distribute across the population. Many within the Council still find this system worse than the previous system of stamps, and claim it goes against the ideals set out by Kar’etrinkism.&lt;br /&gt;
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With the help of Himeo, the Free Council was able to establish schools and freely educate its population, creating a steady supply of well-trained technicians, miners, and engineers. Without the trappings of Adhomian prejudice, the Zhan-Khazan were able to receive the same education as any other ethnicity. Many Free Council Tajara find further experience within Himeo&#039;s many universities, or travel to the wider Spur. In recent times, partnerships with the People&#039;s Polytechnic Partnership of Himeo have led to a rapidly increasing number of Tajaran students across the planet.&lt;br /&gt;
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The Free Council family is large and multi-generational. A great societal emphasis on growing the family, and by extension the Council, has resulted in a boom in child births since the group first arrived on Himeo. With space limitations, many families choose to remain in the same home, with young adults only leaving their family for work opportunities outside of the Council or when the home is unable to sustain the family. Despite the great cultural emphasis on the collective, the family unit expects respect to family elders. Each family handles decision making in separate ways, with some embracing the collective decision making of the Council and others still utilizing a top-down process found in traditional Northern Ras’nrr family values.&lt;br /&gt;
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Due to the Council’s ideological fight, it has declared a total abandonment of the caste system, going further to vow to dismantle it. In addition to the staunch stance against centralization, the Council has no official means of tracking one’s gender, sexuality, etc. As such, Tajara are capable of deciding their identity independently. The Council itself lacks the means to provide a Tajara the medical assistance needed, however many transgender Tajara opt to source medical assistance from nearby Dorshafen.&lt;br /&gt;
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Unlike other Adhomian nations, the Council has had the closest contact with Human concepts of homosexuality. Without an institutionalized system for marriage, there is nothing inherently preventing same-sex relationships, however cultural views remain divided along generational lines. Many older Tajara find the concept a humanization and disregard it as a corruption. Relationships across ethnicities have become increasingly common, even despite certain lingering prejudices among older Tajara. Those outspoken against these relationships find themselves accused of supporting the old caste system by the younger generation.&lt;br /&gt;
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&#039;&#039;&#039;Speaking about the Free Council&#039;s plan of returning to Adhomai to outsiders is taboo. Anyone found breaking this prohibition will usually be dealt with violently.&#039;&#039;&#039;&lt;br /&gt;
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==Religion==&lt;br /&gt;
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Religion is a lesser emphasized aspect of life within the Council. The demographics of worshipers of the [[S&#039;rendarr and Messa|Twin Suns] or the [[Ma&#039;ta&#039;ke Gods|Ma’ta’ke pantheon]] are relatively even, with a slight majority to the latter. A notable trend with the younger generation has been a shift away from religiousness, a trend that has been used to explain the immorality of younger Tajara or to call for fears of humanization by the Himeans. Interestingly, religious iconography has become a more common motif for Council Tajara. Signage of the Ma’ta’ke Gods or Twin Suns are incorporated into clothing, rare pieces of jewellery, and the walls and signs of the Foundling District despite the lessened role of these religions in everyday life.&lt;br /&gt;
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The Twin Suns worship took a hard hit during the flight of the Council off Adhomai. The only remnants of the Parivara within the Council were two Sons of Dawn. As such, the worship within the fledgling nation had taken a sharp departure from what is seen on Adhomai to this day. While the clergy has rebounded, it remains a small group of mostly Priests of S’rendarr. Hymns and services have been eschewed for seminars and small group services that largely abandon the emphasis on the Parivara as a whole. These differences in practices have come to a head following the end of the 2nd Revolution. Due to the Council’s immense distrust of outsiders, clergy from Adhomai or elsewhere have been barred from entry despite the Parivara’s protests. The few members present in the FTC are Council citizens who travelled to Adhomai to be ordained.&lt;br /&gt;
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The remnants of Ma’ta’ke priests felt a hard blow in leaving the traditional lands of their pantheon. Old rites and worship were lost in favor of oration and theater, oftentimes becoming showrunners for local shows. These stories almost always revolved around ancient tales of the pantheon and their exploits. Younger priests have even begun curating new stories with motifs and inspiration taken from the Foundling district itself. The pieces of Ma’ta’ke priest regalia and other religious items are heavily valued by the Tajara, and great care is taken in maintaining them.&lt;br /&gt;
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==Cuisine==&lt;br /&gt;
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Cuisine within the Council has become notable for its fusion of human and Adhomian cuisine. [[Adhomai#N&#039;fri-hi (Blizzard Ears)|Blizzard Ears]] remain a staple crop, even after the explosion in Adhomian imports. Human dishes have become common. Following the re-introduction of Adhomian ingredients, many families have chosen to make these human dishes with a blend of Adhomian and human ingredients rather than return to traditional recipes.&lt;br /&gt;
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&#039;&#039;&#039;Sheltered Blizzard:&#039;&#039;&#039; A lager beer made from Blizzard’s ears within the Free Council. The drink has become one of the best-known exports of the Council in recent times, often being compared to Earthmover amongst those frequenting Himean bars. The original recipe originates from two former farmers who joined the Council during the revolution and is considered a staple product of the Council. A multitude of variations have been made over the years; however, they are relegated to seasonal production.&lt;br /&gt;
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==Music==&lt;br /&gt;
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Those in the Council place great emphasis on song and theater as a means of passing on and preserving tradition, history, and ideals. Many [[Tajara#Notable_Folk_Instrument|instruments]] were brought to Himeo when the Council had fled Adhomai, and are still in use to play folk songs both new and old. Many of these instruments are family heirlooms displayed proudly in a home.&lt;br /&gt;
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Within schools, every child is offered the choice of an instrument, theater, or choir. Songs and plays are rarely human made with a few exceptions. A popular industry with artists and songwriters is the arrangement of traditional songs to utilize human instruments that have become more prevalent in the Council’s schools. This has created some dissent from the older generation who often see these new arrangements as ruining the folk nature of the songs and damaging the meaning.&lt;br /&gt;
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Human music has grown in popularity among younger Tajara within the Council due to the contact with Himeo and its culture. Adhomian music and music of District 6 has had little traction in the Council due to a lack of connection with the themes of many songs, many of which revolve around Adhomai, the war, and similar topics that had little direct impact on those within the Council.&lt;br /&gt;
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==Literature==&lt;br /&gt;
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Despite high literacy rates, books are still seen with suspicion due to their relationship with the pre-revolution nobility in Adhomai. However, technical manuals are prized because of their practical use. Himean reference texts are frequently translated to Siik&#039;maas by the Council&#039;s teachers. &lt;br /&gt;
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=Economy=&lt;br /&gt;
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The Free Council uses the Biesel Standard Credit (电/CR) as its sole currency. Formerly used resource stamps remain in circulation, and are equivalent to 5 credits. However, these stamps are useless beyond Council borders, and are slowly being removed from circulation. Many stamps have become collectors items. Inconsistencies, one-off prints, and other such notable parts of old resources stamps beg a high price to many.&lt;br /&gt;
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Despite the small size and youth of the Council, it features an advanced industrial and agricultural economy. This is in large part due to the assistance from Himeo. Many large syndicates offer reduced prices on old equipment to the Council in exchange for Credits or contracts for produced goods. This equipment, while old by Himean standards, is typically on-par or better than those found on Adhomai. It is by these means that the Council manages to produce a large quantity of food and products for its growing population, although not enough to completely forgo the need for import goods from Himeo and beyond.&lt;br /&gt;
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A growing number of the Council workforce have been finding work outside of the Council or Himean syndicates with the [[Megacorporations|megacorporations]] of the Spur. Unlike their neighbor, the Council has far less stigma placed on working for the corporations, including that of Hephaestus. The largest diaspora of off-world Free Council Tajara is the mining workforce trained within the Council. Due to dwindling ores and resources on Himeo itself, especially within the former quarry the Council resides in, many Free Council miners are forced to retrain or find work off-world with the Himean mining syndicates or megacorporations.&lt;br /&gt;
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Due to the size of the Free Council, domestic healthcare is very limited. Families typically have a local doctor and clinic that provide the basic healthcare needs of the community. However, it is common for Free Council clinics to outsource patients to hospitals within Dorshafen for surgeries and critical care needs. This comes at a cost which, while lower than typical prices found across the spur, often causes issues. The First Himean Healthcare Union has proposed on many occasions to subsume all Free Council clinics and to become the sole provider of healthcare within the district, however this has met great pushback.&lt;br /&gt;
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=Foundling District=&lt;br /&gt;
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Most of the Free Council&#039;s population lives in a neighborhood of [[Himeo#Population_and_Major_Cities|Dorshafen]] known as the Foundling District. Once part of an abandoned Hephaestus Industries quarry, the district was transformed into a sprawling system of tunnels and living chambers by the Tajara. While the architecture follows the Himean style, internal decoration and furniture are distinct Tajaran. The Foundling District is home to the Council Committee Hall, a spacious chamber where important decisions are discussed and voted by the population.&lt;br /&gt;
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Housing within the Foundling District is a growing issue. Due to the limited space within the Foundling District, most homes are cramped and feature multiple families. It is very common to find up to three generations of family members living together. Communal kitchens, living rooms, and other such amenities can have as many as 3 families sharing the space. Those seeking personal living space for one or two Tajara often must leave the district for an apartment within Dorshafen proper, a costly venture for most.&lt;br /&gt;
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=Government=&lt;br /&gt;
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The Free Tajaran Council is a direct democracy-based commune. Political decisions, distribution of resources, assignment of jobs, and punishments are decided in votes where the entire population is invited to take part. Due to the nature of direct voting at a mass scale, groups of Tajara will form voting blocs, wherein their individual vote is transferred to an elected bloc representative. Voting blocs form and dissolve frequently with very few continuing past a single vote.&lt;br /&gt;
&lt;br /&gt;
A vote within the Council follows the same general process: A request for vote is filed by a citizen or group. After processing the date is set for a vote. On the day of the vote itself, those present may argue their stance before the verbal vote commences. Bloc representatives often hold the most sway thanks to the backing of bloc members, although their position is tenuous without protections from removal. After all votes are counted, the results are delivered to the Council hall to be officiated, then to the rest of the council through its newspapers.&lt;br /&gt;
&lt;br /&gt;
There have been discussions of modernizing to a digital voting system, something which has gained much support in the younger generation while being lambasted by older Tajara as an affront to tradition. An underground extranet forum called “FREE/TC/.HIMEO” has been established by hackers in the younger generation to help those away from Himeo keep in touch with changes to the Council.&lt;br /&gt;
&lt;br /&gt;
The bureaucracy of the Council is the sole responsibility of the Presidia. The Presidia is one of two elected “officials” within the Free Council, however it does not wield any official powers. Its sole duties are to process voting requests, schedule all Council votes, collect casted votes, and officiate the results. Due to the Presidia’s position as the manager of the vote, they are unable to request or cast their own vote. Failure to properly fulfill the duties of the position, such as neglecting vote requests or attempting to falsify vote results, is considered a crime and enforceable by the Free Guard. Oftentimes, assistants and secretaries are assigned to the Presidia to assist in the growing workload of the Council.&lt;br /&gt;
&lt;br /&gt;
The Free Council’s other elected official is a representative chosen quinquennial to represent its interests before the Himean Government. Since they arrived in Himeo, Volin Kar&#039;etrink has always been chosen. While it does not grant any special powers, the Representative position holds plenty of influence and can easily sway debates to their side.&lt;br /&gt;
&lt;br /&gt;
==Law==&lt;br /&gt;
&lt;br /&gt;
The laws of the Council are organized by the Presidia into the Council Measures and Codes. This document is viewable to the public in the Council antechamber. The vast majority of laws are mundane and affect the economic sectors of the nation. However, the laws of the Council are additionally used to enforce ideological and cultural beliefs, something which has spurred on great debate in the Council chamber between the younger and older generations as cultural values shift over time. Additionally, while Himean law does not apply within the Council’s borders, the Free Guard often assists Himean law enforcement if a potential criminal crosses the borders of each nation. Despite this, Himeo does not do the same for Council law.&lt;br /&gt;
&lt;br /&gt;
All of the Free Council&#039;s industry and agriculture are collectively owned. Attempts to create private ventures are shut down by the Free Guard. The direction and internal organization of a business or workplace is decided by the workers. This results in a wide variety of work experiences across the Council. Free Council Tajara are permitted to find work outside of the Council. A sizeable population of workers have, in recent times, elected to find work with the [[Himeo#Himean_Syndicates|Syndicates of Himeo]] or with the [[Megacorporations|megacorporations]] of the Spur.&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a member of the [[Coalition of Colonies]], a status which was achieved following an arduous series of debates and votes. However, the Council included various stipulations when submitting a request to join the Coalition. The most important of these stipulations is the matter of citizenship. Much like the [[Konyang|Republic of Konyang]], the Free Council maintains its own passport and citizenship standards separate from that of the Coalition. As the Council shares the XZP-0987 system with Himeo, it shares a representative to the Coalition’s [[Coalition_of_Colonies#Government|House of Observers]]. This representative is always Himean due to both the size of Himeo’s population and the relative indifference of the Council.&lt;br /&gt;
&lt;br /&gt;
Citizenship within the Free Council is guaranteed for all Tajara born to two Free Council parents. In theory, non-Council Tajara are capable of requesting citizenship, which is subject to a Council vote, however this has never been performed and, due to the immense distrust of outsiders within the Council, is effectively impossible. To receive a Free Council passport, both the parents and the individual must request a council vote. This vote has become something of a formality over time. Council citizenship may not be abdicated, however dual citizenship is permitted, especially with nearby Himeo.&lt;br /&gt;
&lt;br /&gt;
==Adhomian Free Guard==&lt;br /&gt;
&lt;br /&gt;
Law enforcement and defense are handled by the local militia, known as the Adhomian Free Guard. Each guardsman is elected into their position and can be similarly voted out. The Adhomian Free Guard organizes itself based on seniority for the purpose of training, with senior guardsmen training those junior guardsmen. No other hierarchy is enforced or maintained within the Free Guard, with each guardsman holding the same rank and power as any other. However, in times of need, a guardsman may be temporarily elevated into a leadership position by a simple majority Free Guard vote. Due to its ad hoc nature, the Adhomian Free Guard’s equipment is a mix of whatever they could get their hands on, most commonly second-hand Himean equipment. This extends to their investigative tools as well.&lt;br /&gt;
&lt;br /&gt;
The Free Guard are authorized to arrest any Tajara suspected of committing a crime regardless of evidence. Upon arrest, a detainee is brought to one of few Free Guard posts across the Foundling District. There, a Free Guard meeting is immediately called wherein the arresting guardsmen justify the cause for arrest, after which the meeting votes on whether the detainee remains imprisoned and a trial be scheduled. Trials are held like any other Council vote, where the entirety of the Free Council is encouraged to participate and vote. The arresting guardsman is required to justify their arrest and present any evidence found post-arrest, such as testimony or forensic data. The accused may select another Council member to aid in their defense alongside their own evidence and testimony. Hearings may last anywhere from a handful of hours to multiple days depending on the evidence and the arguments made. This vote must result in a supermajority to convict.&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
The ideology of the Free Council is known as Kar&#039;etrinkism. Its opponents first coined the term; its adherents later adopted it to honor the old revolutionary. Kar&#039;etrinkism advocates for the violent overthrow of the Adhomian governments in favor of the establishment of local communes ruled through direct democracy. The ideology claims that all of Tajara&#039;s woes are caused by the authoritarian states that have always existed in history. While unable to gain any foothold in Adhomai, Kar&#039;etrinkism has been implemented with moderate success in the Free Council&#039;s areas. However, the ideology is undergoing a crisis as it has been unable to make any real progress towards liberating Adhomai.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
The crisis of faith brought by failures of the Free Council in enacting their plan of returning to Adhomai has created political divisions within the commune. These factions are currently engaged in a power struggle to decide the community&#039;s future. In their search for allies, these coalitions have aligned themselves with the Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
===Revolutionary Old Guard===&lt;br /&gt;
&lt;br /&gt;
Composed of veterans from the First Revolution and Volin&#039;s loyalists, the Revolutionary Old Guard believes that the current status quo should be maintained. The Free Council must stick to its allies in Himeo and stay clear from outside influence. The time to reconquer Adhomai will eventually come. The Revolutionary Old Guard was once the majority; since the start of the cold war, they quickly lost ground to the other factions.&lt;br /&gt;
&lt;br /&gt;
===New Tajaran Assembly===&lt;br /&gt;
&lt;br /&gt;
A gathering of Volin&#039;s opposers and younger Tajara that wish to end the Council&#039;s isolation in pursuit of new allies. The New Tajaran Assembly still wishes to continue with the plan of eventually returning to Adhomai, but believes that the isolation has only hindered their efforts. Recruiting new members and gathering external support is the only way to become stronger than the governments that control the homeworld. Members of the factions are usually the ones leaving Himeo to explore the rest of the Spur. This faction is backed up by the [[DPRA|Liberation Army]].&lt;br /&gt;
&lt;br /&gt;
===Himean Front===&lt;br /&gt;
&lt;br /&gt;
Made up of disillusioned Tajara, the Himean Front wants to abandon the plan of returning to wage war on Adhomai. For them, staying in Himeo is the best course of action; the Free Council will never be able to match the Adhomian powers. They are also opposed to any kind of isolation and seek to further the Council&#039;s relationship with the Tajaran nations. This faction is currently supported by the [[Democratic People&#039;s Republic of Adhomai]]&#039;s civilian government.&lt;br /&gt;
&lt;br /&gt;
===Adhomian Bloc===&lt;br /&gt;
&lt;br /&gt;
Composed of extremist elements, the Adhomian Bloc is the smallest but most radical faction. It considers the plan of returning to Adhomai and the Kar&#039;etrinkism as total failures. Inspired by Himeo and the Tajaran nations, the bloc seeks to reform the direct democracy into a representative democracy guided by an elected council. This clique is in favor of further integration with the Adhomian powers. They are currently sponsored by the [[People&#039;s Republic of Adhomai]].&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>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Consular_Officer&amp;diff=36401</id>
		<title>Consular Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Consular_Officer&amp;diff=36401"/>
		<updated>2025-07-12T23:56:12Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Diplomatic Aide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Consular Officer&lt;br /&gt;
|access = The Consular&#039;s Office.&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. Must represent a recognised nation-state.&lt;br /&gt;
|education = Highly dependent on faction and position; a consular may have education in diplomacy or law.&lt;br /&gt;
|superior = [[Job_Guides#Command|Ship Command]] and your nation&lt;br /&gt;
|duties = Represent your faction&#039;s interest. Hold interviews and AMAs. Join the round when nobody in your interest group is online and have nobody to roleplay with.&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Standard Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Guide to Faxes]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Consular Officer&#039;&#039;&#039; acts as a link between the [[Stellar Corporate Conglomerate]] and a nation-state with citizens who are involved in the [[SCCV Horizon]]; that is, pretty much every nation in the [[Orion Spur]]. A consular must represent an official interest group that is reasonably connected to the SCC; this excludes criminal factions, pirate factions, and so on.&lt;br /&gt;
&lt;br /&gt;
A Consular may be from a sub-faction such as House Zhao, but they must still fully represent the major faction they belong to. To make sure that your Consular character fits this description, contact a member of the command whitelist team.&lt;br /&gt;
&lt;br /&gt;
Consulates can be played by characters of any species that can be a part of the represented faction, by players with a Head of Staff whitelist, but they are not part of [[Job_Guides#Station_Command|Ship Command]]. &#039;&#039;&#039;Note that you cannot apply for a command whitelist with a consular officer character.&#039;&#039;&#039;&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Factions by Species==&lt;br /&gt;
Not all species can represent all factions. Certain species are not hired by some companies, and nations primarily populated by a certain species may restrict aliens that live within their borders from holding a diplomatic position. This table shows which species can be played as consular and corporate representatives of respective factions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrell&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Sol&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Elyra&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
!Nralakk Federation&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaurcae Hives&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Hieroaetheria&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Vaurcaesian consular officers are exclusive to [[Vaurca]] Gynes.&lt;br /&gt;
* [[IPC|IPCs]] representing the [[Coalition of Colonies]] must originate from [[Konyang]] or [[Himeo]].&lt;br /&gt;
* IPCs representing [[Elyra]] must be self-owned.&lt;br /&gt;
* [[Skrell]] representing the Coalition of Colonies can only originate from [[Xanu Prime]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===List of Interest Groups===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Recently returned to the Republic of Biesel, Solarian consulars are foreign service officers — civilian employees of the Department of State — tasked with representing the Alliance abroad.&lt;br /&gt;
* You answer to the Alliance’s ambassador in Biesel, Jianguo Zhu, and are expected to advocate for the Alliance and its people.&lt;br /&gt;
* Remember that the Alliance and Republic remain on cold terms, and you may face opposition from the Horizon’s command staff, crew, and other consulars. Be on your best behavior and prove them wrong by showing the Alliance is a nation worth respecting.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representative of the expansive Coalition, you are entrusted to act as the link between all the members of the COC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
* Keep in mind that as a Coalition representative, you&#039;ll probably be representing a planet (such as [[Galatea]] or [[Himeo]]) as well. Don&#039;t be afraid to show bias in the way you conduct diplomacy; not every nation in the Coalition likes each other.&lt;br /&gt;
&lt;br /&gt;
=== [[Elyra|Serene Republic of Elyra Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* You represent the Republic of Elyra, and are a link between the Stellar Corporate Conglomerate and Elyra in the wake of a shaky relationship between the two nations. You advocate for Elyran citizens, though whether or not you choose to treat the [[Republic_of_Elyra#Elyran_Synthetics_and_Citizenship|synthetic citizens of Elyra]] the same as organic citizens is up to you.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with SCC authorities is also necessary due to the strict bounds between the Republic and the corporations.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with the SCC is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with the SCC is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen for their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Izweski Hegemony|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on SCC vessels and keep the relations between the [[Stellar Corporate Conglomerate]] and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039; or &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Izweski Hegemony|Lord of Moghes]] in some way.&lt;br /&gt;
* Hosting feasts in honour of the Hegemon is always fun. Let everyone know you&#039;re rich by paying for all their meals for the shift.&lt;br /&gt;
* If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. You should discuss this with an Unathi lore writer to determine the result of your representation.&lt;br /&gt;
&lt;br /&gt;
=== [[Nralakk Federation|Nralakk Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
** Federation Consular Officers also have standing instructions to report back to the Federation on [[Nralakk_Federation#Social_Credit_System | Inductive and Deductive actions]] of any federation citizens that they observe for review. This should be done via fax or other long-range communications.&lt;br /&gt;
* Consulars for the Nralakk Federation are always [[Nralakk_Federation#Social_Credit_System | Primary Numericals]], model citizens of the Federation.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispel all perceived inaccuracies about Dominians first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Possibly the only faction that can be both a consular officer and a corporate representative, you&#039;re here to ensure its citizens, employed by various corporations, are gaining profit for the collective and to ensure the continued relations between the Stellar Corporate Conglomerate and the Golden Deep.&lt;br /&gt;
* A Golden Deep Consular Officer are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners. Naturally, Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
===[[The Commonwealth of Hieroaetheria]]===&lt;br /&gt;
* As a Representative of the Commonwealth, you are entrusted to act as a link between all nations of the Commonwealth, their people, and Hieroaetheria as a whole. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Starting Out==&lt;br /&gt;
&lt;br /&gt;
You spawn in the Consular&#039;s Office, potentially alongside another consular. After a few minutes, your fax machine will print out a list of randomised objectives that you can use as a jumping-off point for roleplay. You have a secure safe in their office, which you can enter a five-digit code to lock and unlock. Don&#039;t forget it! You also have a closet of clothing, paperwork supplies, and sundry to help fill out forms and make notes on the operations of the ship and how your interest group is performing.&lt;br /&gt;
&lt;br /&gt;
You are not provided a pistol; you are a just a diplomat. However, you can open up slots for a Diplomatic Aide and Bodyguard for protection and clerical assistance.&lt;br /&gt;
&lt;br /&gt;
You also get access to an external communications link in your fax machine, which enables you to contact your superiors. Any faxes you receive will be sent to the CCIA team for an in-character response.&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Immunity ==&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth; you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even a part of the ship&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re all set up and your coffee cup is filled, it&#039;s time to start your duties. But what are your duties? A Consular&#039;s tasks typically consist of the following:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Raising awareness:&#039;&#039;&#039; It&#039;s your job to spread the good word of your nation, whether it be encouraging others to trade in their citizenship or merely fostering good relations with other nations. Talk to other people, host parties and dinners, share trivia about your nation over the entertainment channel.  &lt;br /&gt;
# &#039;&#039;&#039;Overseeing your citizens:&#039;&#039;&#039; Whether it be keeping an eye on the citizens to make sure they&#039;re not skirting any laws abroad, or helping a newer worker acclimatise to a strange, foreign land, it&#039;s important to check in with your citizens and ensure they&#039;re happy, healthy, and being treated well by the rest of the crew. &lt;br /&gt;
# &#039;&#039;&#039;Head off mistreatment:&#039;&#039;&#039; If you suspect one of your citizens is being unfairly treated by other crew or command, it&#039;s your job to get your foot in the door and advocate for your fellow citizens! An example would be contacting the [[Captain]], [[Executive Officer]], or [[Job_Guides#Security|Security]] when you suspect someone from your nation is in danger or has been wronged. Another would be vocally protesting in response to someone from your interest being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Be reasonable with this.&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Play favourites:&#039;&#039;&#039; Your citizens are priority above all. Part of diplomacy is making sure everyone is treated equally, and sometimes certain people are a little more equal than others. Try to be subtle about this; going too hard on playing favourites may, in the worst-case scenario, be a [https://aurorastation.org/rules.html rule break]. If in doubt, adminhelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Standard Procedure#Corporate Liaisons and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The consular does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the consular&#039;s privilege.&lt;br /&gt;
* The consular&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
&lt;br /&gt;
== Shadow Government ==&lt;br /&gt;
Should you find yourself selected as a traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Aide==&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Diplomatic Aide&lt;br /&gt;
|access = The Consular&#039;s Office.&lt;br /&gt;
|difficulty = Low&lt;br /&gt;
|education = Highly dependent on faction and position; however as an aide, a completed degree is not required.&lt;br /&gt;
|superior = [[Job_Guides#Command|Ship Command]], [[Consular Officer]], and your nation.&lt;br /&gt;
|duties = Assist your Consular with whatever they require.&lt;br /&gt;
|guides = [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Diplomatic Aide&#039;&#039;&#039; is an assistant to a Consular on-board the vessel. Your duties are highly reliant on your Consular, who may choose to give you as much or as little work as they wish. However, these duties should remain within the day-to-day expectations of a Consular. Anything that is out of the ordinary, or requires a stamp, signature of authority, or particular experience should remain within the duties of the Consular alone. You are here to make their life easier, not replace them.&lt;br /&gt;
&lt;br /&gt;
Remember, you have &#039;&#039;&#039;no&#039;&#039;&#039; diplomatic authority or power by default. While you may be here to assist the Consular, you do not hold the same authority as them. Furthermore, you are not protected by Directive 12; while you are capable of refusing absurd orders the same as any other crewmember would (in the same sense that the Captain can&#039;t tell you to rob a peaceful docked merchant), you &#039;&#039;&#039;can&#039;&#039;&#039; serve brig time for low-level infractions.&lt;br /&gt;
&lt;br /&gt;
The Diplomatic Aide role is, by default, not available. A Consular Officer in the round must open the role themselves before it can be chosen.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Bodyguard==&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Diplomatic Bodyguard&lt;br /&gt;
|access = The Consular&#039;s Office.&lt;br /&gt;
|difficulty = Low&lt;br /&gt;
|education = Highly dependent on faction; however, as a bodyguard, basic weapons training.&lt;br /&gt;
|superior = [[Job_Guides#Command|Ship Command]], [[Consular Officer]], and your nation.&lt;br /&gt;
|duties = Protect your Consular with your life. Try not to argue with Security. Act intimidatingly.&lt;br /&gt;
|guides = [[Guide_to_Law|Guide to Law]], [[Guide to Combat]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Diplomatic Bodyguard&#039;&#039;&#039; is an assistant to a Consular on-board the vessel. Your duty is simple: ensure the safety of your Consular with your life. You are permitted to crowd control to an extent when needed and are provided a firearm for self-defense. Remember, you are not security or law enforcement. Acting outside of self-defence, brandishing your weapon, and acting beyond your station will likely result in Security getting involved.&lt;br /&gt;
&lt;br /&gt;
Remember, you have &#039;&#039;&#039;no&#039;&#039;&#039; diplomatic authority or power by default. While you may be here to protect the Consular, you do not hold the same authority as them. Furthermore, you are not protected by Directive 12; while you are capable of refusing absurd orders the same as any other crewmember would (in the same sense that the Captain can&#039;t tell you to rob a peaceful docked merchant), you &#039;&#039;&#039;can&#039;&#039;&#039; serve brig time for low-level infractions.&lt;br /&gt;
&lt;br /&gt;
The Diplomatic Bodyguard role is, by default, not available. A Consular Officer in the round must open the role themselves before it can be chosen.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Consular_Officer&amp;diff=36400</id>
		<title>Consular Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Consular_Officer&amp;diff=36400"/>
		<updated>2025-07-12T23:52:23Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Adds Diplomatic Bodyguard per recent PR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Consular Officer&lt;br /&gt;
|access = The Consular&#039;s Office.&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 30 years of age, relevant education. Must represent a recognised nation-state.&lt;br /&gt;
|education = Highly dependent on faction and position; a consular may have education in diplomacy or law.&lt;br /&gt;
|superior = [[Job_Guides#Command|Ship Command]] and your nation&lt;br /&gt;
|duties = Represent your faction&#039;s interest. Hold interviews and AMAs. Join the round when nobody in your interest group is online and have nobody to roleplay with.&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Guide to Standard Procedure|Ship Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]], [[Guide to Faxes]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Consular Officer&#039;&#039;&#039; acts as a link between the [[Stellar Corporate Conglomerate]] and a nation-state with citizens who are involved in the [[SCCV Horizon]]; that is, pretty much every nation in the [[Orion Spur]]. A consular must represent an official interest group that is reasonably connected to the SCC; this excludes criminal factions, pirate factions, and so on.&lt;br /&gt;
&lt;br /&gt;
A Consular may be from a sub-faction such as House Zhao, but they must still fully represent the major faction they belong to. To make sure that your Consular character fits this description, contact a member of the command whitelist team.&lt;br /&gt;
&lt;br /&gt;
Consulates can be played by characters of any species that can be a part of the represented faction, by players with a Head of Staff whitelist, but they are not part of [[Job_Guides#Station_Command|Ship Command]]. &#039;&#039;&#039;Note that you cannot apply for a command whitelist with a consular officer character.&#039;&#039;&#039;&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Factions by Species==&lt;br /&gt;
Not all species can represent all factions. Certain species are not hired by some companies, and nations primarily populated by a certain species may restrict aliens that live within their borders from holding a diplomatic position. This table shows which species can be played as consular and corporate representatives of respective factions.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Species Consulars/Liaisons Permitted&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! Humans&lt;br /&gt;
! Skrell&lt;br /&gt;
! Unathi&lt;br /&gt;
! Tajara&lt;br /&gt;
! IPCs&lt;br /&gt;
! Dionae&lt;br /&gt;
! Vaurca&lt;br /&gt;
|-&lt;br /&gt;
!Tau Ceti&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Sol&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Dominia&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-  &lt;br /&gt;
!Coalition&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!Elyra&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|- &lt;br /&gt;
!PRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!DPRA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!NKA&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | &lt;br /&gt;
|- &lt;br /&gt;
!Nralakk Federation&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Hegemony&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Vaurcae Hives&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
!Golden Deep&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
!Hieroaetheria&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; |&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Vaurcaesian consular officers are exclusive to [[Vaurca]] Gynes.&lt;br /&gt;
* [[IPC|IPCs]] representing the [[Coalition of Colonies]] must originate from [[Konyang]] or [[Himeo]].&lt;br /&gt;
* IPCs representing [[Elyra]] must be self-owned.&lt;br /&gt;
* [[Skrell]] representing the Coalition of Colonies can only originate from [[Xanu Prime]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===List of Interest Groups===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Republic of Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Recently returned to the Republic of Biesel, Solarian consulars are foreign service officers — civilian employees of the Department of State — tasked with representing the Alliance abroad.&lt;br /&gt;
* You answer to the Alliance’s ambassador in Biesel, Jianguo Zhu, and are expected to advocate for the Alliance and its people.&lt;br /&gt;
* Remember that the Alliance and Republic remain on cold terms, and you may face opposition from the Horizon’s command staff, crew, and other consulars. Be on your best behavior and prove them wrong by showing the Alliance is a nation worth respecting.&lt;br /&gt;
&lt;br /&gt;
=== [[Coalition of Colonies|Coalition of Colonies Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* As a representative of the expansive Coalition, you are entrusted to act as the link between all the members of the COC, their populace, and the Coalition as a whole. You are likely to interact with a wide range of people, so Coalition Consulars are normally excellent at conflict resolution and problem solving.&lt;br /&gt;
* Keep in mind that as a Coalition representative, you&#039;ll probably be representing a planet (such as [[Galatea]] or [[Himeo]]) as well. Don&#039;t be afraid to show bias in the way you conduct diplomacy; not every nation in the Coalition likes each other.&lt;br /&gt;
&lt;br /&gt;
=== [[Elyra|Serene Republic of Elyra Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* You represent the Republic of Elyra, and are a link between the Stellar Corporate Conglomerate and Elyra in the wake of a shaky relationship between the two nations. You advocate for Elyran citizens, though whether or not you choose to treat the [[Republic_of_Elyra#Elyran_Synthetics_and_Citizenship|synthetic citizens of Elyra]] the same as organic citizens is up to you.&lt;br /&gt;
&lt;br /&gt;
=== [[People&#039;s Republic of Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Tajara#People.27s_Republic_of_Adhomai|Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. &lt;br /&gt;
&lt;br /&gt;
* They are the Party&#039;s eyes and ears on the ship and are tasked with reporting any subversive behavior to the government. They are given a set of tools and access to the fax machine to deal diplomatically with possible subversive elements. They can also issue Honorary Party Memberships to any crewmember.&lt;br /&gt;
&lt;br /&gt;
* Consulars are Hadiist Party members and should always be loyal to President Hadii. They must be exemplary citizens and embody the Republican ideals. Cooperating with SCC authorities is also necessary due to the strict bounds between the Republic and the corporations.&lt;br /&gt;
&lt;br /&gt;
=== [[Democratic People&#039;s Republic of Adhomai|DPRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[Democratic People&#039;s Republic of Adhomai]] to ensure the well being and interests of Al&#039;mariist citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Al&#039;mariist values and ensure that the rights of the Tajara people are being respected.&lt;br /&gt;
&lt;br /&gt;
* Consulars are employed by the civilian government and should display the values upheld by the Al&#039;mariist ideology. They are given a set of tools and access to the fax machine to make sure that any DPRA citizen is working towards the future of their species.&lt;br /&gt;
&lt;br /&gt;
* While consular officers are part of the civil government, they can still harbor sympathies for the military juntas and Supreme Commander Nated. Cooperation with the SCC is desirable when the outcome is beneficial to the Al&#039;mariist cause. While direct opposition against the megacorporations is no part of the consular&#039;s duties, DPRA consular officers should do their best to support Liberation Army personnel on the field.&lt;br /&gt;
&lt;br /&gt;
=== [[New Kingdom of Adhomai|NKA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from the [[New Kingdom of Adhomai]] to ensure the well being and interests of Royalists citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage traditional Tajaran values and ensure cooperation between the New Kingdom and NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
* Consulars are under the supervision of the Crown and should be model citizens. They are given a set of tools and access to the fax machine to make sure that any NKA citizen is acting in an upstanding manner. Cooperation with the SCC is necessary, as the Kingdom is doing its best to acquire allies.&lt;br /&gt;
&lt;br /&gt;
* Consulars can be either nobles or commoners. Despite their origins, they were chosen for their support of the Royalist ideology.&lt;br /&gt;
&lt;br /&gt;
=== [[Izweski Hegemony|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on SCC vessels and keep the relations between the [[Stellar Corporate Conglomerate]] and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
* You are recommended to call Unathi to your office, to speak with them and learn their origins.  Talk about their clan back on Moghes, learn their religious ideals, find any... &#039;&#039;&#039;[[Unathi#The_Guwan|undesirables]]&#039;&#039;&#039; who might be hiding their clan name and ensure paperwork is sent to a Hegemony vessel documenting a possible Guwan hiding their Guwan title behind their old Clan name.&lt;br /&gt;
* Consulars will always be &#039;&#039;&#039;noblemen&#039;&#039;&#039; or &#039;&#039;&#039;noblewomen&#039;&#039;&#039;. Either way, your clan is notable and you might be related to a [[Izweski Hegemony|Lord of Moghes]] in some way.&lt;br /&gt;
* Hosting feasts in honour of the Hegemon is always fun. Let everyone know you&#039;re rich by paying for all their meals for the shift.&lt;br /&gt;
* If a Guwan wishes to prove themselves capable of restoring their title, or creating a new one, you are one of the first steps. They must prove themselves worthy enough to be represented by you or someone you choose in a court. You should discuss this with an Unathi lore writer to determine the result of your representation.&lt;br /&gt;
&lt;br /&gt;
=== [[Nralakk Federation|Nralakk Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
** Federation Consular Officers also have standing instructions to report back to the Federation on [[Nralakk_Federation#Social_Credit_System | Inductive and Deductive actions]] of any federation citizens that they observe for review. This should be done via fax or other long-range communications.&lt;br /&gt;
* Consulars for the Nralakk Federation are always [[Nralakk_Federation#Social_Credit_System | Primary Numericals]], model citizens of the Federation.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispel all perceived inaccuracies about Dominians first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic_Factions#The_Golden_Deep|Golden Deep Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Possibly the only faction that can be both a consular officer and a corporate representative, you&#039;re here to ensure its citizens, employed by various corporations, are gaining profit for the collective and to ensure the continued relations between the Stellar Corporate Conglomerate and the Golden Deep.&lt;br /&gt;
* A Golden Deep Consular Officer are more often than not highly esteemed merchants, or a membership holding, carefully vetted synthetic made to engage as a diplomatic bridge between business partners. Naturally, Golden Deep Consular Officers must have acquired their Golden Deep Citizenship.&lt;br /&gt;
* You are recommended to promote the Golden Deep affiliates in the Republic of Biesel, as well as seeking out synthetics for purchase under the Golden Deep umbrella.&lt;br /&gt;
* A membership within Golden Deep is not to be given lightly and Consular Officers are responsible for ensuring that any IPCs inducted into the group can increase its prosperity.&lt;br /&gt;
===[[The Commonwealth of Hieroaetheria]]===&lt;br /&gt;
* As a Representative of the Commonwealth, you are entrusted to act as a link between all nations of the Commonwealth, their people, and Hieroaetheria as a whole. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Starting Out==&lt;br /&gt;
&lt;br /&gt;
You spawn in the Consular&#039;s Office, potentially alongside another consular. After a few minutes, your fax machine will print out a list of randomised objectives that you can use as a jumping-off point for roleplay. You have a secure safe in their office, which you can enter a five-digit code to lock and unlock. Don&#039;t forget it! You also have a closet of clothing, paperwork supplies, and sundry to help fill out forms and make notes on the operations of the ship and how your interest group is performing.&lt;br /&gt;
&lt;br /&gt;
You are not provided a pistol; you are a just a diplomat. However, you can open up slots for a Diplomatic Aide and Bodyguard for protection and clerical assistance.&lt;br /&gt;
&lt;br /&gt;
You also get access to an external communications link in your fax machine, which enables you to contact your superiors. Any faxes you receive will be sent to the CCIA team for an in-character response.&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Immunity ==&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth; you are not, strictly speaking, a necessary component of the ship’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even a part of the ship&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the ship’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|ship Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re all set up and your coffee cup is filled, it&#039;s time to start your duties. But what are your duties? A Consular&#039;s tasks typically consist of the following:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Raising awareness:&#039;&#039;&#039; It&#039;s your job to spread the good word of your nation, whether it be encouraging others to trade in their citizenship or merely fostering good relations with other nations. Talk to other people, host parties and dinners, share trivia about your nation over the entertainment channel.  &lt;br /&gt;
# &#039;&#039;&#039;Overseeing your citizens:&#039;&#039;&#039; Whether it be keeping an eye on the citizens to make sure they&#039;re not skirting any laws abroad, or helping a newer worker acclimatise to a strange, foreign land, it&#039;s important to check in with your citizens and ensure they&#039;re happy, healthy, and being treated well by the rest of the crew. &lt;br /&gt;
# &#039;&#039;&#039;Head off mistreatment:&#039;&#039;&#039; If you suspect one of your citizens is being unfairly treated by other crew or command, it&#039;s your job to get your foot in the door and advocate for your fellow citizens! An example would be contacting the [[Captain]], [[Executive Officer]], or [[Job_Guides#Security|Security]] when you suspect someone from your nation is in danger or has been wronged. Another would be vocally protesting in response to someone from your interest being arrested, even going as far as to negotiate for their release, or lessening of their punishment. &#039;&#039;&#039;Be reasonable with this.&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Play favourites:&#039;&#039;&#039; Your citizens are priority above all. Part of diplomacy is making sure everyone is treated equally, and sometimes certain people are a little more equal than others. Try to be subtle about this; going too hard on playing favourites may, in the worst-case scenario, be a [https://aurorastation.org/rules.html rule break]. If in doubt, adminhelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Guide to Standard Procedure#Corporate Liaisons and Consular Officers|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the ship chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The consular does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the consular&#039;s privilege.&lt;br /&gt;
* The consular&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
&lt;br /&gt;
== Shadow Government ==&lt;br /&gt;
Should you find yourself selected as a traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Aide==&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Diplomatic Aide&lt;br /&gt;
|access = The Consular&#039;s Office.&lt;br /&gt;
|difficulty = Low&lt;br /&gt;
|education = Highly dependent on faction and position; however as an aide, a completed degree is not required.&lt;br /&gt;
|superior = [[Job_Guides#Command|Ship Command]], [[Consular Officer]], and your nation.&lt;br /&gt;
|duties = Assist your Consular with whatever they require.&lt;br /&gt;
|guides = [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Diplomatic Aide&#039;&#039;&#039; is an assistant to a Consular on-board the vessel. Your duties are highly reliant on your Consular, who may choose to give you as much or as little work as they wish. This can be anything from monotonous paperwork to acting as their bodyguard. However, these duties should remain within the day-to-day expectations of a Consular. Anything that is out of the ordinary, or requires a stamp, signature of authority, or particular experience should remain within the duties of the Consular alone. You are here to make their life easier, not replace them.&lt;br /&gt;
&lt;br /&gt;
Remember, you have &#039;&#039;&#039;no&#039;&#039;&#039; diplomatic authority or power by default. While you may be here to assist the Consular, you do not hold the same authority as them. Furthermore, you are not protected by Directive 12; while you are capable of refusing absurd orders the same as any other crewmember would (in the same sense that the Captain can&#039;t tell you to rob a peaceful docked merchant), you &#039;&#039;&#039;can&#039;&#039;&#039; serve brig time for low-level infractions.&lt;br /&gt;
&lt;br /&gt;
The Diplomatic Aide role is, by default, not available. A Consular Officer in the round must open the role themselves before it can be chosen.&lt;br /&gt;
&lt;br /&gt;
==Diplomatic Bodyguard==&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #166294&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = COMMAND SUPPORT&lt;br /&gt;
|imagebgcolor = #BFC6E0&lt;br /&gt;
|img = Corporateliaison-nbt.png&lt;br /&gt;
|jobtitle = Diplomatic Bodyguard&lt;br /&gt;
|access = The Consular&#039;s Office.&lt;br /&gt;
|difficulty = Low&lt;br /&gt;
|education = Highly dependent on faction; however, as a bodyguard, basic weapons training.&lt;br /&gt;
|superior = [[Job_Guides#Command|Ship Command]], [[Consular Officer]], and your nation.&lt;br /&gt;
|duties = Protect your Consular with your life. Try not to argue with Security. Act intimidatingly.&lt;br /&gt;
|guides = [[Guide_to_Law|Guide to Law]], [[Guide to Combat]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Diplomatic Bodyguard&#039;&#039;&#039; is an assistant to a Consular on-board the vessel. Your duty is simple: ensure the safety of your Consular with your life. You are permitted to crowd control to an extent when needed and are provided a firearm for self-defense. Remember, you are not security or law enforcement. Acting outside of self-defence, brandishing your weapon, and acting beyond your station will likely result in Security getting involved.&lt;br /&gt;
&lt;br /&gt;
Remember, you have &#039;&#039;&#039;no&#039;&#039;&#039; diplomatic authority or power by default. While you may be here to protect the Consular, you do not hold the same authority as them. Furthermore, you are not protected by Directive 12; while you are capable of refusing absurd orders the same as any other crewmember would (in the same sense that the Captain can&#039;t tell you to rob a peaceful docked merchant), you &#039;&#039;&#039;can&#039;&#039;&#039; serve brig time for low-level infractions.&lt;br /&gt;
&lt;br /&gt;
The Diplomatic Bodyguard role is, by default, not available. A Consular Officer in the round must open the role themselves before it can be chosen.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36397</id>
		<title>Free Tajaran Council</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36397"/>
		<updated>2025-07-12T18:14:39Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Header Color = #902323&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = Free Tajaran Council&lt;br /&gt;
|Shortname = Free Council&amp;lt;br&amp;gt;FTC&lt;br /&gt;
|Flag = Freecouncilflag.png&lt;br /&gt;
|Capital City = Dorshafen&lt;br /&gt;
|Capital Planet = [[Himeo]]&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = [[S&#039;rendarr and Messa]] (Unofficial)&amp;lt;br&amp;gt;[[Ma&#039;ta&#039;ke Gods|Ma&#039;ta&#039;ke Pantheon]] (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Himean&lt;br /&gt;
|Government = Democratic Commune&lt;br /&gt;
|Legislature = Free Council&lt;br /&gt;
|Established = 2430&lt;br /&gt;
|Part Of = [[Coalition of Colonies]]&lt;br /&gt;
}}&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is the largest Tajaran community in [[Himeo]]. Its origins can be traced back to the First Revolution-era revolutionaries that fled Adhomai. Built upon radical principles of equality and communal democracy, the Free Tajaran Council remained relatively isolated from the rest of the Tajaran community until the start of the Adhomian Cold War.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council began as a rebel faction in the [[Tajaran History#Pre-Revolution Adhomian Kingdoms|Duchy of Shungsta]] during the [[Tajaran History#The Uprisings|First Revolution]]. Born among the oppressed peasants and factory workers, the movement advocated for the total abolishment of the existing governments in favor of local democratic councils. The Free Council became a serious contender for power in Northern Ras&#039;nrr after Volin Kar&#039;etrink - a young Hharar worker known to be a firebrand - was elected its leader.  Drawing inspiration from the rebels of Zatushka and S&#039;rendul, Volin organized the Council into a mobile force of guerillas fighters; cars and carriages were used to move infantry and artillery in and out of battle. The Free Council clashed with both rebel and loyalist groups during the revolution.&lt;br /&gt;
&lt;br /&gt;
Due to its innate hostility to all other Adhomian Civil War factions, the Free Tajaran Council was unable to secure any significant territory outside of Northern Ras&#039;nrr. The Council&#039;s forces were quickly defeated by the Hadiist forces when they invaded the region in 2427. Volin then gathered the survivors and fled to [[Crevus]]. Due to the Council&#039;s inexperience with galactic affairs, the Tajara were unable to figure a way off of the planet by themselves. This impasse was solved by the intervention of [[Nanotrasen]], who helped them hire ships to leave Adhomai. Regardless of their political beliefs, this interaction left a positive impression of the megacorporation on the Council. The Tajara traveled through the Coalition of Colonies territory until they reached the System XZP-098 in 2430.&lt;br /&gt;
&lt;br /&gt;
The Free Council decided to settle on Himeo because of its government and weather. Posing as refugees from the ongoing Civil War, they were given asylum and a degree of autonomy to govern themselves. Staying loyal to its ideals, the Council organized itself into a democratic commune built around the direct participation of its members in all public matters. Through the cooperation with Himeo, the Free Council prospered and grew in numbers.&lt;br /&gt;
&lt;br /&gt;
Despite all the prosperity, the Free Tajara Council does not consider [[Himeo]] its home. The dream of creating a free Adhomai was never abandoned. When the time arises, Volin and his followers secretly plan to return to their homeworld and topple down the Adhomian regimes. They prepare their plot deep in the tunnels: weapons are brought and secretly stored; militias train daily for the inevitable conflict; plans to assassinate leaders, sabotage factories, and sow discord are voted on. Thanks to a deep paranoia and isolation from the wide Tajaran community, the Council&#039;s plans are still unknown to the public. Officially, the Council renounces the original intentions of their revolutionary past.&lt;br /&gt;
&lt;br /&gt;
The Free Tajara Council now faces an existential crisis. Unable to truly compete with the Tajaran nations, many of its members doubt Volin&#039;s plans. The younger generations - most of which were born outside of Adhomai - have conflicted views towards the prospect of returning to a place they have never been to. The Old Guard stubbornly clings to its revolutionary dream. Some believe that their limited operations in Himeo are enough, while others agree that they should seek allies in other places. Whispers about abandoning the plan and settling definitively in Himeo are also becoming increasingly common. &lt;br /&gt;
&lt;br /&gt;
Volin Kar&#039;etrink is very old; little time is left for him in this world. The Free Tajaran Council now stands at the crossroads: a choice must be made concerning the future. In their struggle to influence the Tajara, the Tajaran nations have taken notice of the sizable community in Himeo. The Council is now a battleground for another proxy war between the Adhomian nations. Almost all factions within the community are currently backed up by one of the Tajaran countries in an attempt to secure their support.&lt;br /&gt;
&lt;br /&gt;
=Culture and Society=&lt;br /&gt;
&lt;br /&gt;
The Free Council culture is the traditional [[Democratic People&#039;s Republic of Adhomai#Northern Ras&#039;nrr|Northern Ras&#039;nrr]] way of life heavily influenced by the Council&#039;s ideology, the situation in Himeo, and the past isolation from the wide Tajaran community. A great emphasis is put on the collective and the survival of the society above the individual. Himean Tajara will usually have an aversion to strict chains of command, preferring to make decisions based on common consensus instead of relying on a leader. Diligence and modesty are considered virtues that every Tajara should strive for. While not necessarily xenophobic, the Free Council Tajara are highly suspicious of outsiders and will take more time to establish bonds with people from outside of their communities.&lt;br /&gt;
&lt;br /&gt;
With the help of Himeo, the Free Council was able to establish schools and freely educate its population, creating a steady supply of well-trained technicians, miners, and engineers. Without the trappings of Adhomian prejudice, the Zhan-Khazan were able to receive the same education as any other ethnicity. Some of its members are now starting to leave the planet to acquire experience elsewhere.&lt;br /&gt;
&lt;br /&gt;
Speaking about the Free Council&#039;s plan of returning to Adhomai to outsiders is taboo. Anyone found breaking this prohibition will usually be dealt with violently.&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
&lt;br /&gt;
Because of the Council&#039;s rushed exodus and distance from Adhomai, most of the native Tajaran diet was replaced by alternatives found in Himeo. Only [[Adhomai#N&#039;fri-hi (Blizzard Ears)|Blizzard Ears]] crops managed to thrive in the underground environment. The ongoing Cold War has opened the way for imported Adhomian goods as the Tajaran nations try to approach the Free Council.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
Tajaran music in Himeo is commonly performed with folk Adhomian instruments. Songs are used to transmit the Council&#039;s history, their ideals, and to remember the community of their homeworld. In true Tajaran fashion, the oral tradition remains strong within the Free Council.&lt;br /&gt;
&lt;br /&gt;
==Literature==&lt;br /&gt;
&lt;br /&gt;
Despite high literacy rates, books are still seen with suspicion due to their relationship with the pre-revolution nobility in Adhomai. However, technical manuals are prized because of their practical use. Himean reference texts are frequently translated to Siik&#039;maas by the Council&#039;s teachers. &lt;br /&gt;
&lt;br /&gt;
=Foundling District=&lt;br /&gt;
&lt;br /&gt;
Most of the Free Council&#039;s population lives in a neighborhood of Dorshafen known as the Foundling District. Once part of an abandoned Hephaestus Industries quarry, the District was transformed into a sprawling system of tunnels and living chambers by the Tajara. While the architecture follows the Himean style, internal decoration and furniture are distinct Tajaran. The Foundling District is home to the Council Committee Hall, a spacious chamber where important decisions are discussed and voted by the population.&lt;br /&gt;
&lt;br /&gt;
Because of space constraints, most houses in the Foundling Districts are shared between two or more families. Residents share the same hallways, kitchen, and living room. Each family has access to their personal bedrooms and bathrooms.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a commune ruled by a direct democracy without any kind of apparent hierarchy. Political decisions, distribution of resources, assignment of tasks, and punishments are decided in councils where the entire population is invited to take part. Since involving everyone in a discussion is impossible, groups will elect a speaker among themselves to attempt to convince the Council to vote in their favor.&lt;br /&gt;
&lt;br /&gt;
The Free Council elects a representative quinquennial to represent its interests before the Himean Government. Since they arrived in Himeo, Volin Kar&#039;etrink has always been chosen. While it does not grant any special powers, the Representative position holds plenty of influence and can easily sway debates to their side.&lt;br /&gt;
&lt;br /&gt;
All of the Free Council&#039;s industry and agriculture are collectively owned. The workers themselves decide the direction of the business alongside the directives voted by the Council. Himean Tajara will also commonly work in the rest of the planet&#039;s ventures as employees.&lt;br /&gt;
&lt;br /&gt;
Law enforcement and defense are handled by the local militia, known as the Adhomian Free Guard. The members of the Guard are elected by the population and may be dismissed from their post through a vote as well. The militias are allowed to arrest any Tajara suspect of committing an infraction; prisoners must be immediately brought to a Free Guard meeting to decide if they will remain imprisoned. Instead of holding courts, the fate of a criminal is collectively decided by the entire commune. The Free Guard and the courts are also used to enforce traditional Tajaran values on the population.&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
The ideology of the Free Council is known as Kar&#039;etrinkism. Its opponents first coined the term; its adherents later adopted it to honor the old revolutionary. Kar&#039;etrinkism advocates for the violent overthrow of the Adhomian governments in favor of the establishment of local communes ruled through direct democracy. The ideology claims that all of Tajara&#039;s woes are caused by the authoritarian states that have always existed in history. While unable to gain any foothold in Adhomai, Kar&#039;etrinkism has been implemented with moderate success in the Free Council&#039;s areas. However, the ideology is undergoing a crisis as it has been unable to make any real progress towards liberating Adhomai.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
The crisis of faith brought by failures of the Free Council in enacting their plan of returning to Adhomai has created political divisions within the commune. These factions are currently engaged in a power struggle to decide the community&#039;s future. In their search for allies, these coalitions have aligned themselves with the Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
===Revolutionary Old Guard===&lt;br /&gt;
&lt;br /&gt;
Composed of veterans from the First Revolution and Volin&#039;s loyalists, the Revolutionary Old Guard believes that the current status quo should be maintained. The Free Council must stick to its allies in Himeo and stay clear from outside influence. The time to reconquer Adhomai will eventually come. The Revolutionary Old Guard was once the majority; since the start of the cold war, they quickly lost ground to the other factions.&lt;br /&gt;
&lt;br /&gt;
===New Tajaran Assembly===&lt;br /&gt;
&lt;br /&gt;
A gathering of Volin&#039;s opposers and younger Tajara that wish to end the Council&#039;s isolation in pursuit of new allies. The New Tajaran Assembly still wishes to continue with the plan of eventually returning to Adhomai, but believes that the isolation has only hindered their efforts. Recruiting new members and gathering external support is the only way to become stronger than the governments that control the homeworld. Members of the factions are usually the ones leaving Himeo to explore the rest of the Spur. This faction is backed up by the Liberation Army.&lt;br /&gt;
&lt;br /&gt;
===Himean Front===&lt;br /&gt;
&lt;br /&gt;
Made up of disillusioned Tajara, the Himean Front wants to abandon the plan of returning to wage war on Adhomai. For them, staying in Himeo is the best course of action; the Free Council will never be able to match the Adhomian powers. They are also opposed to any kind of isolation and seek to further the Council&#039;s relationship with the Tajaran nations. This faction is currently supported by the Democratic People&#039;s Republic of Adhomai&#039;s civilian government.&lt;br /&gt;
&lt;br /&gt;
===Adhomian Bloc===&lt;br /&gt;
&lt;br /&gt;
Composed of extremist elements, the Adhomian Bloc is the smallest but most radical faction. It considers the plan of returning to Adhomai and the Kar&#039;etrinkism as total failures. Inspired by Himeo and the Tajaran nations, the bloc seeks to reform the direct democracy into a representative democracy guided by an elected council. This clique is in favor of further integration with the Adhomian powers. They are currently sponsored by the People&#039;s Republic of Adhomai.&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>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36396</id>
		<title>Free Tajaran Council</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36396"/>
		<updated>2025-07-12T18:09:10Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Header Color = #902323&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = Free Tajaran Council&lt;br /&gt;
|Shortname = FTC&lt;br /&gt;
|Flag = Freecouncilflag.png&lt;br /&gt;
|Capital City = Dorshafen&lt;br /&gt;
|Capital Planet = [[Himeo]]&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = [[S&#039;rendarr and Messa]] (Unofficial)&amp;lt;br&amp;gt;[[Ma&#039;ta&#039;ke Gods|Ma&#039;ta&#039;ke Pantheon]] (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Himean&lt;br /&gt;
|Government = Democratic Commune&lt;br /&gt;
|Legislature = Free Council&lt;br /&gt;
|Established = 2430&lt;br /&gt;
|Part Of = [[Coalition of Colonies]]&lt;br /&gt;
}}&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is the largest Tajaran community in [[Himeo]]. Its origins can be traced back to the First Revolution-era revolutionaries that fled Adhomai. Built upon radical principles of equality and communal democracy, the Free Tajaran Council remained relatively isolated from the rest of the Tajaran community until the start of the Adhomian Cold War.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council began as a rebel faction in the [[Tajaran History#Pre-Revolution Adhomian Kingdoms|Duchy of Shungsta]] during the [[Tajaran History#The Uprisings|First Revolution]]. Born among the oppressed peasants and factory workers, the movement advocated for the total abolishment of the existing governments in favor of local democratic councils. The Free Council became a serious contender for power in Northern Ras&#039;nrr after Volin Kar&#039;etrink - a young Hharar worker known to be a firebrand - was elected its leader.  Drawing inspiration from the rebels of Zatushka and S&#039;rendul, Volin organized the Council into a mobile force of guerillas fighters; cars and carriages were used to move infantry and artillery in and out of battle. The Free Council clashed with both rebel and loyalist groups during the revolution.&lt;br /&gt;
&lt;br /&gt;
Due to its innate hostility to all other Adhomian Civil War factions, the Free Tajaran Council was unable to secure any significant territory outside of Northern Ras&#039;nrr. The Council&#039;s forces were quickly defeated by the Hadiist forces when they invaded the region in 2427. Volin then gathered the survivors and fled to [[Crevus]]. Due to the Council&#039;s inexperience with galactic affairs, the Tajara were unable to figure a way off of the planet by themselves. This impasse was solved by the intervention of [[Nanotrasen]], who helped them hire ships to leave Adhomai. Regardless of their political beliefs, this interaction left a positive impression of the megacorporation on the Council. The Tajara traveled through the Coalition of Colonies territory until they reached the System XZP-098 in 2430.&lt;br /&gt;
&lt;br /&gt;
The Free Council decided to settle on Himeo because of its government and weather. Posing as refugees from the ongoing Civil War, they were given asylum and a degree of autonomy to govern themselves. Staying loyal to its ideals, the Council organized itself into a democratic commune built around the direct participation of its members in all public matters. Through the cooperation with Himeo, the Free Council prospered and grew in numbers.&lt;br /&gt;
&lt;br /&gt;
Despite all the prosperity, the Free Tajara Council does not consider [[Himeo]] its home. The dream of creating a free Adhomai was never abandoned. When the time arises, Volin and his followers secretly plan to return to their homeworld and topple down the Adhomian regimes. They prepare their plot deep in the tunnels: weapons are brought and secretly stored; militias train daily for the inevitable conflict; plans to assassinate leaders, sabotage factories, and sow discord are voted on. Thanks to a deep paranoia and isolation from the wide Tajaran community, the Council&#039;s plans are still unknown to the public. Officially, the Council renounces the original intentions of their revolutionary past.&lt;br /&gt;
&lt;br /&gt;
The Free Tajara Council now faces an existential crisis. Unable to truly compete with the Tajaran nations, many of its members doubt Volin&#039;s plans. The younger generations - most of which were born outside of Adhomai - have conflicted views towards the prospect of returning to a place they have never been to. The Old Guard stubbornly clings to its revolutionary dream. Some believe that their limited operations in Himeo are enough, while others agree that they should seek allies in other places. Whispers about abandoning the plan and settling definitively in Himeo are also becoming increasingly common. &lt;br /&gt;
&lt;br /&gt;
Volin Kar&#039;etrink is very old; little time is left for him in this world. The Free Tajaran Council now stands at the crossroads: a choice must be made concerning the future. In their struggle to influence the Tajara, the Tajaran nations have taken notice of the sizable community in Himeo. The Council is now a battleground for another proxy war between the Adhomian nations. Almost all factions within the community are currently backed up by one of the Tajaran countries in an attempt to secure their support.&lt;br /&gt;
&lt;br /&gt;
=Culture and Society=&lt;br /&gt;
&lt;br /&gt;
The Free Council culture is the traditional [[Democratic People&#039;s Republic of Adhomai#Northern Ras&#039;nrr|Northern Ras&#039;nrr]] way of life heavily influenced by the Council&#039;s ideology, the situation in Himeo, and the past isolation from the wide Tajaran community. A great emphasis is put on the collective and the survival of the society above the individual. Himean Tajara will usually have an aversion to strict chains of command, preferring to make decisions based on common consensus instead of relying on a leader. Diligence and modesty are considered virtues that every Tajara should strive for. While not necessarily xenophobic, the Free Council Tajara are highly suspicious of outsiders and will take more time to establish bonds with people from outside of their communities.&lt;br /&gt;
&lt;br /&gt;
With the help of Himeo, the Free Council was able to establish schools and freely educate its population, creating a steady supply of well-trained technicians, miners, and engineers. Without the trappings of Adhomian prejudice, the Zhan-Khazan were able to receive the same education as any other ethnicity. Some of its members are now starting to leave the planet to acquire experience elsewhere.&lt;br /&gt;
&lt;br /&gt;
Speaking about the Free Council&#039;s plan of returning to Adhomai to outsiders is taboo. Anyone found breaking this prohibition will usually be dealt with violently.&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
&lt;br /&gt;
Because of the Council&#039;s rushed exodus and distance from Adhomai, most of the native Tajaran diet was replaced by alternatives found in Himeo. Only [[Adhomai#N&#039;fri-hi (Blizzard Ears)|Blizzard Ears]] crops managed to thrive in the underground environment. The ongoing Cold War has opened the way for imported Adhomian goods as the Tajaran nations try to approach the Free Council.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
Tajaran music in Himeo is commonly performed with folk Adhomian instruments. Songs are used to transmit the Council&#039;s history, their ideals, and to remember the community of their homeworld. In true Tajaran fashion, the oral tradition remains strong within the Free Council.&lt;br /&gt;
&lt;br /&gt;
==Literature==&lt;br /&gt;
&lt;br /&gt;
Despite high literacy rates, books are still seen with suspicion due to their relationship with the pre-revolution nobility in Adhomai. However, technical manuals are prized because of their practical use. Himean reference texts are frequently translated to Siik&#039;maas by the Council&#039;s teachers. &lt;br /&gt;
&lt;br /&gt;
=Foundling District=&lt;br /&gt;
&lt;br /&gt;
Most of the Free Council&#039;s population lives in a neighborhood of Dorshafen known as the Foundling District. Once part of an abandoned Hephaestus Industries quarry, the District was transformed into a sprawling system of tunnels and living chambers by the Tajara. While the architecture follows the Himean style, internal decoration and furniture are distinct Tajaran. The Foundling District is home to the Council Committee Hall, a spacious chamber where important decisions are discussed and voted by the population.&lt;br /&gt;
&lt;br /&gt;
Because of space constraints, most houses in the Foundling Districts are shared between two or more families. Residents share the same hallways, kitchen, and living room. Each family has access to their personal bedrooms and bathrooms.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a commune ruled by a direct democracy without any kind of apparent hierarchy. Political decisions, distribution of resources, assignment of tasks, and punishments are decided in councils where the entire population is invited to take part. Since involving everyone in a discussion is impossible, groups will elect a speaker among themselves to attempt to convince the Council to vote in their favor.&lt;br /&gt;
&lt;br /&gt;
The Free Council elects a representative quinquennial to represent its interests before the Himean Government. Since they arrived in Himeo, Volin Kar&#039;etrink has always been chosen. While it does not grant any special powers, the Representative position holds plenty of influence and can easily sway debates to their side.&lt;br /&gt;
&lt;br /&gt;
All of the Free Council&#039;s industry and agriculture are collectively owned. The workers themselves decide the direction of the business alongside the directives voted by the Council. Himean Tajara will also commonly work in the rest of the planet&#039;s ventures as employees.&lt;br /&gt;
&lt;br /&gt;
Law enforcement and defense are handled by the local militia, known as the Adhomian Free Guard. The members of the Guard are elected by the population and may be dismissed from their post through a vote as well. The militias are allowed to arrest any Tajara suspect of committing an infraction; prisoners must be immediately brought to a Free Guard meeting to decide if they will remain imprisoned. Instead of holding courts, the fate of a criminal is collectively decided by the entire commune. The Free Guard and the courts are also used to enforce traditional Tajaran values on the population.&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
The ideology of the Free Council is known as Kar&#039;etrinkism. Its opponents first coined the term; its adherents later adopted it to honor the old revolutionary. Kar&#039;etrinkism advocates for the violent overthrow of the Adhomian governments in favor of the establishment of local communes ruled through direct democracy. The ideology claims that all of Tajara&#039;s woes are caused by the authoritarian states that have always existed in history. While unable to gain any foothold in Adhomai, Kar&#039;etrinkism has been implemented with moderate success in the Free Council&#039;s areas. However, the ideology is undergoing a crisis as it has been unable to make any real progress towards liberating Adhomai.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
The crisis of faith brought by failures of the Free Council in enacting their plan of returning to Adhomai has created political divisions within the commune. These factions are currently engaged in a power struggle to decide the community&#039;s future. In their search for allies, these coalitions have aligned themselves with the Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
===Revolutionary Old Guard===&lt;br /&gt;
&lt;br /&gt;
Composed of veterans from the First Revolution and Volin&#039;s loyalists, the Revolutionary Old Guard believes that the current status quo should be maintained. The Free Council must stick to its allies in Himeo and stay clear from outside influence. The time to reconquer Adhomai will eventually come. The Revolutionary Old Guard was once the majority; since the start of the cold war, they quickly lost ground to the other factions.&lt;br /&gt;
&lt;br /&gt;
===New Tajaran Assembly===&lt;br /&gt;
&lt;br /&gt;
A gathering of Volin&#039;s opposers and younger Tajara that wish to end the Council&#039;s isolation in pursuit of new allies. The New Tajaran Assembly still wishes to continue with the plan of eventually returning to Adhomai, but believes that the isolation has only hindered their efforts. Recruiting new members and gathering external support is the only way to become stronger than the governments that control the homeworld. Members of the factions are usually the ones leaving Himeo to explore the rest of the Spur. This faction is backed up by the Liberation Army.&lt;br /&gt;
&lt;br /&gt;
===Himean Front===&lt;br /&gt;
&lt;br /&gt;
Made up of disillusioned Tajara, the Himean Front wants to abandon the plan of returning to wage war on Adhomai. For them, staying in Himeo is the best course of action; the Free Council will never be able to match the Adhomian powers. They are also opposed to any kind of isolation and seek to further the Council&#039;s relationship with the Tajaran nations. This faction is currently supported by the Democratic People&#039;s Republic of Adhomai&#039;s civilian government.&lt;br /&gt;
&lt;br /&gt;
===Adhomian Bloc===&lt;br /&gt;
&lt;br /&gt;
Composed of extremist elements, the Adhomian Bloc is the smallest but most radical faction. It considers the plan of returning to Adhomai and the Kar&#039;etrinkism as total failures. Inspired by Himeo and the Tajaran nations, the bloc seeks to reform the direct democracy into a representative democracy guided by an elected council. This clique is in favor of further integration with the Adhomian powers. They are currently sponsored by the People&#039;s Republic of Adhomai.&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>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Adhomai&amp;diff=36393</id>
		<title>Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Adhomai&amp;diff=36393"/>
		<updated>2025-07-12T17:59:36Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Adds planet info box and hides the ToC for space&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Adhomaimadebykyres.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Adhomai&lt;br /&gt;
|System = S&#039;rend&#039;marr&lt;br /&gt;
|Image = Adhomaiplanet.png&lt;br /&gt;
|Sector = [[The_Orion_Spur#Badlands|Badlands]]&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Languages = Siik&#039;maas&amp;lt;br&amp;gt;Siik&#039;tajir&amp;lt;br&amp;gt;Ya&#039;ssa&amp;lt;br&amp;gt;Delvahhi&amp;lt;br&amp;gt;Nal&#039;rasan&lt;br /&gt;
|Demonyms = Adhomian&lt;br /&gt;
|Nation = [[People&#039;s Republic of Adhomai]]&amp;lt;br&amp;gt;[[Democratic People&#039;s Republic of Adhomai]]&amp;lt;br&amp;gt;[[New Kingdom of Adhomai]]&lt;br /&gt;
}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
Adhomai is the fourth planet from S&#039;rendarr and the home planet of the [[Tajara]]. It is a cold and icy world, suffering from almost perpetual snowfall and extremely low temperatures. Adhomai was discovered in 2418 by a Sol Alliance-funded expedition and has been classified as the third largest planet in its home system of S&#039;rand&#039;marr.&lt;br /&gt;
&lt;br /&gt;
==Geological Information==&lt;br /&gt;
Adhomai is prized highly for its rich mineral deposits and the abundance of heavy metal ores located in the planet&#039;s crust. Mining, as well as logging and hunting, have traditionally been the most important of Tajaran roles, given that nearly all pre-discovery buildings were constructed using wood and stone with animal fur as insulation. It was not until the involvement of humans, however, that the true potential for mining was discovered. With scanning equipment capable of penetrating down to the planet&#039;s core, vast quantities of valuable metals have been discovered and the majority of manual labor finds itself in the mining trade now.&lt;br /&gt;
&lt;br /&gt;
Exports of animal fats and fur have also brought riches to the planet. Tajaran furs are prized for their insulating abilities and certain species of animal have been noted to have &#039;luxurious, velveteen fur coats&#039; that make good luxury furniture, coats, clothing, and blankets. Because of the nature of their ecosystem, Adhomai also has a monopoly on the exportation of these materials; creatures exported from the planet, unless taken care of under specific and expensive conditions, quickly experience heatstroke and die. This makes the off-planet breeding and selling of these creatures of dubious monetary value.&lt;br /&gt;
 &lt;br /&gt;
What it lacks in manufacturing power, Adhomai makes up for in the presence and exporting of raw materials. Given that the Tajara had only reached the height of their industrial revolution before stagnation, they were unable to achieve the level of technology that other species were capable of. While more factories are being upgraded and built to facilitate the cheap construction of important products by untrained workers, Adhomai is valued amongst supercorporations and other high-profile individuals because of the abundance of raw resources, which has quickly led to a human-funded expansion of the resource-gathering industry.&lt;br /&gt;
&lt;br /&gt;
===Geographical Poles===&lt;br /&gt;
Besides the deepest cavern and oceans, the poles of Adhomai are one of the least explored regions of the planet. Supposedly devoid of all non-aquatic life, the poles are the most hostile environment on the planet. The unending sea of ice and extreme sub-zero temperatures made the region unattractive to any kind of investment by the Adhomian powers. Expeditions reached both the south and north poles, but no deeper analyses were made by a scientific team yet. However, this situation will likely change with the Cold War; every nation is eager to find any kind of resource that might help them in the conflict.&lt;br /&gt;
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The poles also play an important role in Adhomai’s ecosystem as a breeding ground for the Hma&#039;trra Zivr. Glacier Wormlings will borrow in the ice and feed on plankton until they are large enough to compete with other marine creatures. Remains of adult Hma’trra Zvir are commonly found on the surface of the glaciers; how they get there is a mystery to most biologists.&lt;br /&gt;
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Wreckages are another point of interest in the Adhomian poles. Failed expeditions, ships caught between shifting icebergs, and derelicts can be found stuck in the ice. Because of the extreme temperatures, the remains will usually be well preserved. Due to the deaths and reports of unexplained phenomena, such as sightings of moving shadows and vanishing buildings, most sailors consider the poles to be cursed. Only the brave or foolish will dare set sail there.&lt;br /&gt;
==Raskara (Adhomai&#039;s Moon)==&lt;br /&gt;
The planet of Adhomai has only one moon which is named [[S%27rendarr_and_Messa#Raskara|Raskara]]. The moon is approximately 36% the size of Adhomai by surface area and is similarly packed with dense metals. However, unlike the planet it revolves around, it lacks an atmosphere, water and it has no tectonic or volcanic activity. The gravitational pull of Raskara on Adhomai creates more severe tidal activity which is largely responsible for the sections of water which are not frozen over by the planet&#039;s cold surface. Raskara is confirmed to be in a decaying orbit around Adhomai and astronomers theorize it will collide with the planet in 59,000 years.&lt;br /&gt;
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==Climate==&lt;br /&gt;
Adhomai is a planet that is characterized by its harsh winters and barely noticeable summers. Out of all four seasons, winter lasts the longest due to the planet&#039;s distance from the system&#039;s suns as well as the tilt of the axis. Heavy snowfall is the norm on Adhomai, with uncolonized areas suffering from an overabundance of &#039;snow drifts&#039;, making travel difficult without motorized or animal assistance. The harshest winters and strongest blizzards are found near the poles of the planet, with the warmest weather being found closer to the equator; very few areas on Adhomai are prone to the melting of snow at the height of summer, and most of them are located on the equatorial line.&lt;br /&gt;
[[File:Geographical1.png|thumb|500px|right|Most of Adhomai is dominated by temperatures ranging from cold to freezing.]]&lt;br /&gt;
The temperature regularly dips well below the freezing point in human measurements and rarely ever goes over. The lowest temperature ever recorded was a record low of -119 Celsius (-182 Fahrenheit). Though Tajaran are more insulated against the cold and have evolved to handle it, they are by no means immune to its effects. The same can be said of Adhomai&#039;s native fauna, though to a lesser extent.&lt;br /&gt;
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Much of Adhomai&#039;s surface is covered in water, and most of the surface is permanently frozen. Large portions of the planet&#039;s landmass are graced with high-rising mountain ranges that are comprised of tough minerals, fighting a constant battle with Adhomai&#039;s high winds against erosion. The highest peak on Adhomai comes in shy of Olympus Mons by about seventy thousand feet, and the pressure at the peak is too little to survive without special equipment.&lt;br /&gt;
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===Seasons===&lt;br /&gt;
The Adhomian year is divided into four months with usually 40 days each. Each month also represents a season of its own:&lt;br /&gt;
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*&#039;&#039;&#039;Menshe-aysaif (lesser summer):&#039;&#039;&#039; the first month, during which the temperature gradually rises and the ice in the equator regions starts to melt. Plants begin to fully grow again and animals wake up from hibernation. Farmers will start to prepare their fields and plant their crops. It is also the beginning of the hunting season. Menshe-aysaif is associated with birth and reconstruction.&lt;br /&gt;
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*&#039;&#039;&#039;Sil&#039;nryy-aysaif (greater summer):&#039;&#039;&#039; the second month and warmest season, ice will completely melt in the equator and surrounding areas. Plants grow more during this season. Tajara will wear their summer clothing and participate in outdoor activities and festivals. School breaks and vacations are commonly granted during this month. The suns will be at their peak; the S&#039;rand&#039;marr church considers this to be the most sacred period of the year. Sil&#039;nryy-aysaif is associated with fertility and maturity.&lt;br /&gt;
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*&#039;&#039;&#039;Menshe-rhazzimy (lesser winter):&#039;&#039;&#039; the third month and the season when the temperature starts to decrease. Snow will return to most areas. Farmers harvest their crops as plant growth declines. This month is filled with preparations for the incoming colder periods, Tajara are incentivized to work harder. Outdoor activities become less common and celebrations are held to honor the harvest and previous greater summers. Menshe-rhazzimy is associated with decline and prudence.&lt;br /&gt;
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*&#039;&#039;&#039;Sil’nryy-rhazzimy (greater winter):&#039;&#039;&#039; the last and longest month, it lasts 62 days. Temperatures will reach their lowest and snow will cover even the equator. Plants cease growing and some animals hibernate. Tajara will spend most of their free time indoors. Celebrations are focused on the family and community. Religious individuals see this period as the bleakest one, due to the Suns being far from Adhomai. Sil’nryy-rhazzimy is associated with death and dormancy.&lt;br /&gt;
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==Biomes==&lt;br /&gt;
[[File:Definitivebiomemap.png|thumb|500px|right|A map of Adhomai&#039;s biomes.]]&lt;br /&gt;
*&#039;&#039;&#039;Warm Adhomian Forest:&#039;&#039;&#039; found closer to the equator, these forests are one of the largest biomes on the planet. Warm Forests are characterized by a moderately dense canopy and ample biodiversity. Most of the trees have broad leaves. The soil is fertile due to the concentration of organic matter. All of Adhomai&#039;s seasons can be fully experienced in this biome.&lt;br /&gt;
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*&#039;&#039;&#039;Cold Adhomian Forest:&#039;&#039;&#039; located closer to the poles, the Cold Forest has a denser canopy and smaller biodiversity. The trees usually have needle-like leaves and are very resistant to the cold; however, their wood is known to be of high quality. The soil is nutrient-poor and thin. Snow will start to cover the Cold Forest at the start of the Menshe-rhazzimy.&lt;br /&gt;
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*&#039;&#039;&#039;Harr&#039;masir Lowlands:&#039;&#039;&#039; grasslands that cover most of southern Harr&#039;masir. It is characterized by flat terrain mostly devoid of trees. While the soil is considered fertile, it is mainly used for ranching. Because of its proximity to the equator region, the lowlands will only start to become covered by snow during the late Menshe-rhazzimy.&lt;br /&gt;
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*&#039;&#039;&#039;Bordering Tundra:&#039;&#039;&#039; a treeless biome found at the extremes of Adhomai. The bordering tundra vegetation is made up of small shrubs, mosses, and lichens. The fauna is not very diverse; only the most prepared creatures dare to dwell in this region. The soil is very poor and has a layer of permafrost. The Bordering Tundra only experiences some kind of temperature change during the summit of the Sil&#039;nryy-aysaif.&lt;br /&gt;
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*&#039;&#039;&#039;Ras&#039;nrr Prairies:&#039;&#039;&#039; a tallgrass biome famous for its fertility. Because of the high concentration of humus and ammonia in the soil, the prairies can produce exceptional agricultural yields. It is covered by tight-turfed tall grass; sparse trees can be found close to lakes and rivers. The prairies of central Ras&#039;nrr share a climate similar to the Warm Forest, while the southern and northern ones are closer to the Cold Forests.&lt;br /&gt;
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*&#039;&#039;&#039;Harr&#039;masir Wetlands:&#039;&#039;&#039; a system of swamps located at Southeast Harr&#039;masir. The wetlands support a rich diversity of plants and animals. Because of its size, the swamps are divided between the freshwater areas closer to the Azumah Lake and the saltwater marshes near the coast of the Nas&#039;kin Ocean. The temperature is similar to the Cold Adhomian Forest, but the coastal wetlands only freeze during the Sil’nryy-rhazzimy.&lt;br /&gt;
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*&#039;&#039;&#039;Rhazkjara Valley:&#039;&#039;&#039; a forest that evolved largely isolated from the rest of the Adhomian biomes. Protected from the surrounding wastelands by the Rhazkjara mountains, the valley is home to many endemic species. The canopy is dense and the soil is poor in nutrients; any organic matter is quickly reused by the plants. Agriculture is possible through the creation of artificial soil enriched with charcoal and composts. Snow begins to cover the valley during the middle of the Menshe-rhazzimy.&lt;br /&gt;
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*&#039;&#039;&#039;Adhomian Mountains:&#039;&#039;&#039; a high-altitude biome found in the mountainous regions of Adhomai. It is characterized by the lack of trees and small groundcover plants. This rugged terrain is not suitable for agriculture but allows for the grazing of cattle. The mountains have a colder climate and are completely covered in snow by the early days of the Menshe-rhazzimy.&lt;br /&gt;
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*&#039;&#039;&#039;Frozen Wastelands:&#039;&#039;&#039; large sheets of ice and snow situated at the extremes of Adhomai. No life thrives in the wastelands. The temperature remains below zero throughout the year - winter reigns supreme in this area. Because of its inhospitality, the frozen wastelands are barely explored.&lt;br /&gt;
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==Flora &amp;amp; Fauna==&lt;br /&gt;
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Most of the life on Adhomai has evolved to compensate for the extremely cold weather conditions of the snow world. The smallest animal recorded matches the size of a sheep; small animals lose body heat too quickly and would quickly find themselves defeated by Adhomai&#039;s low temperatures. The fauna of Adhomai are highly adapted to surviving the cold temperatures they brave, and almost all share similar traits such as elongated tusks, coarse, dense fur, and heavy amounts of blubber. Further, very little animal life is bipedal; rather, to avoid damage from the unforgiving winds, almost all animals have evolved to be quadrupedal. It is thought that at one point in the Tajaran evolution the species was quadrupedal, but how they came to be bipedal has not been explained. Below are some of the more familiar or interesting creatures that inhabit the tundra wastes.&lt;br /&gt;
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===Fauna===&lt;br /&gt;
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====Undomesticated Fauna====&lt;br /&gt;
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=====Mata&#039;ke Rafama (Steed of Mata&#039;ke)=====&lt;br /&gt;
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The Mata&#039;ke Rafamas, or steeds of Mata&#039;ke, are large, hairy animals that inhabit the mountains of Central Adhomai. While known to be herbivorous, their name was given to them by the myth of Mata&#039;ke as they&#039;re extremely territorial and aggressive. It used to be said that in his mortal life, Mata&#039;ke was so strong of a warrior, he could wear armor and wield weapons that no other Tajara could. While the rest of his men would ride into battles and tournaments alike on normal steeds, only these strong, robust animals could carry Mata&#039;ke into battle. Mata&#039;ke Rafama is also well known for its tusked jowls and buff stature, sometimes growing as large as a Terran sedan, and their tusks as long as three feet outwards. Aside from the tusk, the Ma&#039;take Rafamas also possess thin horns atop their heads that grow around two inches out before sharply pointing forwards.&lt;br /&gt;
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=====Hma&#039;trra Zivr (Glacier Worm)=====&lt;br /&gt;
[[File:Bigwormboy.png|thumb|alt=The Tajaran homeworld.|An Adhomian Glacier Worm.]]&lt;br /&gt;
The Hma&#039;trra Zivr is a species of extremely large tube-shaped and segmented worms that inhabit the deep oceans of Adhomai. Their biology is simple, as they possess seemingly no sensory skills and have no eyes, nostrils, or limbs, instead of having merely one giant tube-shaped, ring-segmented body that can be as wide as Adhomian buildings are tall. At the front end of this body is a large, three-pointed slit in the front of the worm that opens to reveal a great pit of a mouth that is lined with rows of sharp, ice-cutting teeth. Using this mouth, they break up icebergs and glaciers by digesting them. While terrifying, their niche is extremely important to the ecosystem of Adhomai as they drift in the oceans, swallowing entire glaciers and breaking them up so that the oceans do not freeze over. They are known to be as long as a mile in length and capable of swallowing glaciers their size. Something that terrifies Tajaran sailors is the fact that ships are commonly swallowed by these monstrosities in deep waters. The foundation of the ship is indigestible by the worm&#039;s digestive system and the worms are killed as the half-broken-down ships tear them open from the inside. The ice prevents their carcasses from rotting, and large half-eaten cadavers have been recorded to wash up on the ice of Tajaran shores, their stomachs swollen with the remains of battlecruisers, which was how this species was first discovered. The largest length so far, 1.2 miles, comes only from officially documented statistics. In the deeper, barren oceans of Adhomai, much larger &#039;glacier worms&#039;, as the Tajaran name translates, certainly exist.&lt;br /&gt;
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=====Ha&#039;rron (Tundra Hound)=====&lt;br /&gt;
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The Ha&#039;rron is a carnivorous species of large animals that range in size from a grizzly to an arctotherium, they&#039;re common in most regions of Adhomai with varying breeds. These tundra hounds, as their name translates, are canine in appearance, and have agile, digitigrade limbs with large padded claws that both carry them quickly over most terrain and protect them from roads and ice respectively. Their sharp muzzles and big floppy ears give them a variety of ways to detect prey while hunting, but their real value, when hunted by Tajara, is their thick pelts and the large tusks jutting from under their jowls. Due to the variety these creatures possess, they can be domesticated with time and care for a variety of purposes and make excellent hunting companions, and larger breeds can even be tamed and ridden.&lt;br /&gt;
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=====Akhran Adar&#039;eira (Ruler Pig Bird)=====&lt;br /&gt;
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A species of flightless omnivorous birds discovered recently in the Rhazkjara Valley region. They possess fat, blubbery bodies with flipper-like wings that go from just below their head down to their feet, dragging alongside their body in the snow. On average both men and women stand upright at the height of most Tajara, mostly women or young men, coming at around six feet tall. This sleek, white, highly statured animal was clumsily named the ruler pig bird after the royal race as it quickly became a common choice of target practice among Liberation Army sharpshooters. None have been officially documented ever since the bombing of Quizosa, but they have been described as being completely white or gray in color, with a single set of small black eyes and an elongated, curved, and red beak that juts from their faces. The Akhran Adar&#039;eira is said to sleep on their faces to cover their colorful beaks, which are extremely eye-catching and used as trick bait for fish swimming in the arctic waters.&lt;br /&gt;
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=====Sham&#039;tyr (Wind Devils)=====&lt;br /&gt;
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The Sham&#039;tyr, meaning wind devils, is a terrifying breed of flying creatures often mentioned in Adhmian folklore as devilish, evil things that snatch small children who wander from home and carry them into the night sky to never be seen again. They look somewhat like imps of legend, with tiny limbs and snarling, rat-like faces. Using their pair of sinewy, bat-like wings, which can range in size up to two times that of their own gangling bodies, these creatures are capable of soaring high above the clouds to avoid Adhomai&#039;s blizzards. They are known to use loud, breathless wails that can be heard far below the clouds they soar above. They behave much like vultures but are known to be carnivorous towards small Tajara, which come in the form of children, only returning to the ground to scavenge and rest for scant amounts of time, perching near the tops of Adhomai&#039;s tallest peaks. It&#039;s for this reason that they&#039;re often seen as bad omens that bring death or terrible weather.&lt;br /&gt;
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=====Rrak&#039;narrr (Cave Geist)=====&lt;br /&gt;
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One of the most feared wilderness creatures of Adhomai is the Rrak&#039;narrr, whose name roughly translates to something close to both cave and geist. These Rrak&#039;narrr have been documented to inhabit the Northeastern tundra of Adhomai by dwelling in the infamously deep caves that fill the Ha&#039;marr mountain range. Not much is known of the Rrak&#039;narr, aside from their vicious behavior and unimaginable ferocity. They are known to be ravenous, crafty, and intelligent. They are even rumored to feel no pain as they tear into their prey fearlessly with no regard for their wounds, giving rise to a superstitious rumor that they regenerate any damage and are invincible. On the eve of 2451, the [[Tajaran Educational Institutions#Miran&#039;mir Academy of Scientific Pursuits|Miran&#039;mir Academy of Scientific Pursuits]] organized expeditions with the mission of exploring the Northeast of Harr&#039;masir. Every crew sent North was completely lost as each passed a certain point – the valley adjacent to the Ha&#039;marr mountain range. As expendable supplies diminished, one last party was sent out with great hesitance to document what must have happened. The infamous Rrak&#039;hadd (spirit hunter) expedition ended once the dismembered remains of the previous team were found scattered along the mountainside of the Ha&#039;marr mountains, with trails of blood and viscera leading into the large cave entrances. Convinced that this location was a hidden People&#039;s Republic prison center, the entire Rrak&#039;add crew supposedly entered the caverns, hoping to document such war atrocities. Of those that followed these trails into the caves, only a fifth returned. They arrived at the settlement of Barj&#039;ar starved, terrified, and freezing, frantically stammering hysterical stories of beasts taller than any Tajara and four times as strong, tearing into and devouring anything that wandered into their vast network of tunnels and caverns. Any future expeditions were abandoned almost immediately along with every promise of surveying the region. Each member of the New Kingdom knows to turn back once they reach the tattered banner of the first group, forever staked into the frozen snow of Ha&#039;marr valley.&lt;br /&gt;
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=====Farwa (Tree-Hopper)=====&lt;br /&gt;
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The Farwa is a species of bipedal animal known for its intelligence. They are found on Cold and Warm forest trees, living in groups of up to hundreds. Their bodies are covered by thick fur that is usually brown, orange, or taupe colored. Their diet includes fruits, seeds, and tree bark. The Farwa is highly intelligent; some groups have been observed to use primitive tools and mourn their dead. Biologists theorize that the Farwa shares a common ancestor with the modern Tajara. While not domesticated, they are sometimes seen as exotic pets. The Farwa are also commonly used in animal testing by Adhomian laboratories.&lt;br /&gt;
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=====Shyrr Kirr&#039;tyr (Water Snake Devil)=====&lt;br /&gt;
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An eel-like aquatic creature native to the Harr&#039;masir Wetlands. Its body is slender and protected by tough leather. It hides between the underwater roots in wait to pounce on passing prey. The Shyrr Kirr&#039;tyrs kills its victim by biting it with its sharp pharyngeal jaw while constraining its meal with its long body. Tajara have been attacked before by the creature while swimming; many fishers have missing fingers because of nasty encounters with this animal. The Shyrr Kirr&#039;tyrs are eaten by the natives of Southeast Harr&#039;masir. The Water Snake Devil&#039;s is poisonous, requiring it to be prepared with care to avoid contaminating the meat.&lt;br /&gt;
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====Domesticated Fauna====&lt;br /&gt;
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=====Nav&#039;twir (Snow Strider)=====&lt;br /&gt;
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For much of Tajaran history, the herbivorous and graceful Nav&#039;twir were the main prey of Tajaran hunters, and still are today in rural areas of the planet. Their meat was nice and hearty and healthy, and the thick furs were good for making clothes to keep themselves warm in the snow. As the modern ages came, the hunting of the &#039;striders&#039;, as their name translates, slowed as the Tajara started to learn how to capture and farm them for their resources more efficiently. That being said, not that the modern-day Adhomai needs their resources fewer thanks to the synthetic fabric and more efficient food sources, both the meat and the fur of the nav&#039;twir have become an export of Adhomai. In the olden days, carved nav&#039;twir antlers were used as decoration for pelts and armors.&lt;br /&gt;
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=====Zhsram (Climbers)=====&lt;br /&gt;
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The zhsram is a rideable beast of burden, large enough for one adult rider only but perfectly adapted for the rough terrain on Adhomai. It has shaggy fur, and long legs adapted to picking through snow drifts and running over ice. Its narrow track left in the snow enables it to move efficiently through treacherous, rocky, icy, or narrow terrain with its tiny, sure-footed paws, quite similar to a mountain goat&#039;s incredible sure-footing. They can be led and ridden and are quite biddable for a trustworthy owner, and sometimes can be driven before a cart or a sled; they can be harnessed into teams before sleds and can be mushed, as long as they all get along. However, individually they can bear only up to a maximum weight of 300 lbs dragging, 200 lbs ridden. They have a pack mentality, which leads them to submit to a dominant lead matriarch, with the lead patriarch protecting the pack and guiding their movements. They have a horse-like herd structure with a wolf-like family dynamic; they will stay together, the harem of interrelated females and their co-parented whelps under the lead pair.&lt;br /&gt;
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=====Khur&#039;miurr Raharr (Nose-Horns)=====&lt;br /&gt;
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A domesticated beast of burden used for hitching and dragging. They don’t move very efficiently, but they are best for dragging sleds and carts with huge loads up to equal their body weight, around 4,000 lb. They most resemble a woolly, hoofed Paraceratherium that is only the size of a draft horse, with a rhino-like nose horn, and short elephant-esque tusks from the upper jaw, all angled down and outwards. It has many uses domestically but requires an enormous investment of time and resources to keep. Only wealthy ranchers can afford it, but profit enormously from it. Its ivory and horn are status symbols used in decorative crafts, carvings, and instrument keys; its huge bones, while rarer, are great for building and decorations as well. The Raharr has a large, stocky body, with thick short legs, and can be up to 6ft 6in tall at the shoulder with a long horse-like neck and a large head, and large eyes that can see a wide-angle as well as forward. Powerful, built for moving through underbrush or snow rather than running over terrain, they are unparalleled long-distance travelers through the ice, snow, slush, and hail.&lt;br /&gt;
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=====N&#039;hanzafu (Fatshouters)=====&lt;br /&gt;
Termed, &amp;quot;woollers&amp;quot; for their only real practical purpose. They are cheese and wool-producing beasts and are fat-bodied with feet that end in hippo-like toes. They have thick coarse fur all the way down the limbs and between the digits, and over their bodies grows long wool that resists frost and keeps warm while wet. They are frequently herded by zhsram. Both its cheese and its meat are rather large time-sinks that require careful management of the herd. They live in cramped conditions and tolerate it, but only truly flourish when left to snowy pastures in herds of hundreds, and thus are commonly kept by many farms, more so than the raharr. Their diminutive tusks are used for small crafts and trinkets, of a lower quality than other ivories.&lt;br /&gt;
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=====Sfahn&#039;nfran (Ice Tunnelers)=====&lt;br /&gt;
An egg-producing beast, they are small, fluffy lizard-avians with four limbs and big, mole-like foreclaws used to burrow in ice and snow. They nest there to preserve body heat, and flocking instinct keeps them together for both warmth and protection, from little fluffy chicks to adulthood. Males dig other burrows nearby and try to attract other loners, and form new colonies with loud, shrill whistling calls that can be heard even through snow’s dampening effect and the howling wind. They produce 2-3 large eggs at a time, quite large in proportion to their bodies. They are capable of producing two clutches a week as long as they are well-fed, enough to make them chubby.&lt;br /&gt;
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=====Yve&#039;kha (Wasps)=====&lt;br /&gt;
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Pollinators, a major industrial essential. Capable of eating and digesting extremely hard woody growth, they can digest the hardy evergreens with thick protective fiber over the leaves, and stem that grow on Adhomai. They are paper-making insect that gives honey and small amounts of wax. They chew woody material and use the pulp to make hives&#039; exteriors with hollow chambers full of air.&lt;br /&gt;
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===Flora===&lt;br /&gt;
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Plantlife, similarly, has evolved to combat freezing temperatures. Insulated much like their animal cousins, plant cells are reinforced to prevent the water in their systems from freezing and thus kill the plant itself. As Adhomai is distant from the system&#039;s sun, less light is needed for photosynthesis and given the rich mineral makeup of the planet, there is plenty in the frozen soil to live off of. Non-Tajaran have noted that plants used in Tajaran dishes are exceptionally chewy and tough, almost like a piece of meat.&lt;br /&gt;
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====N&#039;fri-hi (Blizzard Ears)====&lt;br /&gt;
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A flour-producing plant that forms a meal that can be dried and stored for a long period of time. A large, meaty, tough fungus with an earthy taste, resembling a more savory jicama. It grows underground with a thick starchy rind, which is peeled off and is not edible raw. The rind dries, and is pounded into flour, which dries to a fine meal, and has similar usage to potato flour. The raw peeled lobes can be dried, and ground into a more hearty, coarse meal, used like both cornmeal and whole-wheat flour. &lt;br /&gt;
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====Zhu&#039;hagha Nifs (Dirt Berries)====&lt;br /&gt;
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An above-ground evergreen shrub that grows sweet, starchy legumes underground in thick pods, in a huge profusion. Their nifs grow like peanuts but bear several nuts like peas in a pod, typically around 8 thumb-sized nifs in each pod. Their flavor is rich, fatty, and savory, and they are used to produce oil. Each pod when matured produces runners that grow out of the soil and extend like strawberry runners, typically around a foot or so, and are woody, hardy vines.&lt;br /&gt;
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====Nm&#039;shaan (Sugar Trees)====&lt;br /&gt;
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A hardy snow bamboo invaluable for sugar production on the planet. They are unique in that on every stem it bears a single spherical fruit at the very top, surrounded by a white woolly rind. Short stems which end in thick-leafed fronds grow along the length of the &amp;quot;trunk&amp;quot;, giving it an appearance like Terran bamboo. The stalks tend to be as thick as one&#039;s thigh with very hard, protective woody shells around its vulnerable interior. They grow in giant groves like the bamboo forests on Earth and can be applied in similar uses.&lt;br /&gt;
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====Binajr-nab&#039;at (Earthen-Root)====&lt;br /&gt;
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The Earthen-Root is a herbaceous plant native to the region of the Northern Harr&#039;masir. The taproot is a firm, globe-shaped blue-colored vegetable with no visible soft areas. The herb is highly adapted to the rough and cold climate of the New Kingdom of Adhomai, being able to survive the rigorous winter that other agricultural products can not stand. Being cultivated by farmers in the region since immemorial times, it is considered a symbol of the regional culture of Northern Harr&#039;masir. Common uses for the Earth-Root, besides being used in dishes, include distillation to brew alcoholic beverages, extraction of the blue pigment for the fabrication of dyes, and the production of sugar, even if the plant is not efficient as the sugar trees.&lt;br /&gt;
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====Alyad&#039;al S&#039;rendarr (S&#039;rendarr&#039;s Hand)====&lt;br /&gt;
&lt;br /&gt;
A dark green bush that grows above ground in areas around bodies of water. They are typically found in the equatorial region along the coasts where many bushes grow together but also are often planted on church properties as well as plantations. These bushes are prolific due to their medicinal fruits which are both eaten and used in salves. Another use that is prolific among Tajara is to dry them out and stuff them in pipes or roll them into cigars for smoking. S&#039;rendarr&#039;s hand&#039;s smokables are still popular despite the growing popularity of alien tobacco. Tajara who worship the Suns become extremely offended when these plants are placed in rubbish bins or with refuse in general.&lt;br /&gt;
&lt;br /&gt;
====Prraza&#039;al Messa (Messa&#039;s Tear)====&lt;br /&gt;
&lt;br /&gt;
Growing in patches in many places in the Adhomai wilderness, this grassy medicinal herb can also be found on many church properties much like S&#039;rendarr&#039;s Hand. These plants grow to heights between 50 and 75 centimeters and are harvested by scythes. The harvested plants can be eaten, but more typically are ground up and used as ointments for burn treatments.&lt;br /&gt;
&lt;br /&gt;
====Mech&#039;ty Tree (Tree of the Path)====&lt;br /&gt;
&lt;br /&gt;
Endemic to the Rhazkjara Valley, the Mech&#039;ty Tree has a thick trunk and elongated, serrated leaves. Its sap is used to produce a hallucinogenic substance known as Vorothy. Prior to the first contact, these plants were one of the valley&#039;s most sought-after resources; adventurers and nobles fought for control of the Mech&#039;ty reserves. After the First Civil War, revolutionaries seized some seedlings and brought them to Das&#039;nrra. The City of Crevus has multiple underground greenhouses housing Mech&#039;ty Trees for drug production.&lt;br /&gt;
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[[Category:Pages]]&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Tajara]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Democratic_People%27s_Republic_of_Adhomai&amp;diff=36391</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=36391"/>
		<updated>2025-07-12T17:37:37Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Breaks up the name to not have ultra wide infobox&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;
{{Infobox Nations&lt;br /&gt;
|Header Color = Black&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = Democratic People&#039;s&amp;lt;br&amp;gt;Republic of Adhomai&lt;br /&gt;
|Shortname = DPRA&lt;br /&gt;
|Flag = DiamondALA.png&lt;br /&gt;
|Capital City = Shastar City&lt;br /&gt;
|Capital Planet = Adhomai&lt;br /&gt;
|Language = Siik&#039;maas (Official)&amp;lt;br&amp;gt;Siik&#039;tajir (Regional)&amp;lt;br&amp;gt;Delvahhi (Regional)&amp;lt;br&amp;gt;Nal&#039;rasan (Regional)&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial)&amp;lt;br&amp;gt;Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Al&#039;mariist&amp;lt;br&amp;gt;Adhomian&lt;br /&gt;
|Government = Federal Presidential Republic&amp;lt;br&amp;gt;Military Junta (Select regions)&amp;lt;br&amp;gt;Anarchist (Crevus)&lt;br /&gt;
|Head of State = President Almrah Harrlala&lt;br /&gt;
|Legislature = National Assembly&lt;br /&gt;
|Established = 2451 (ALA)&amp;lt;br&amp;gt;2459 (DPRA)&lt;br /&gt;
}}&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. Despite securing a second term, President Harrlala still faces many challenges and a strong opposition.&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&#039;mariism’s mission to preserve Tajaran tradition has ensured that many prejudices remain within the DPRA. Traditional gender roles are more prevalent in rural and junta-controlled territories, while urban and civilian ones are more relaxed. Even if the law makes sure that all are equal, there is no active effort by the state to reduce or combat the gender differences. However, the election of President Almrah Harrlala has proved that the society is open to change. There is a division between religious and civil marriage. The government rarely interferes in these personal matters. The main pressure is usually from older Tajara parents who are still influenced by the old mindset. Same-sex marriage is not recognized by the state, with it being just a concern to some parts of the moderate Al&#039;mariists.&lt;br /&gt;
&lt;br /&gt;
Out of all factions, the DPRA has the least public prejudice towards mixed couples, with some seeing it as a revolutionary act against the old world. Seeking a more modern life, some Tajara migrate to civilian-ruled areas and the city of Crevus.&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;
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== Sports ==&lt;br /&gt;
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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;
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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;
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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 (თ) as its official currency. The Biesel Standard Credit (电/CR) 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 can not 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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== Tourism ==&lt;br /&gt;
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Besides of the City of Crevus, tourism in the DPRA is minimal; it only truly exists as an industry in civilian-controlled areas. Southern Ras&#039;nrr is known for its many historical sites. Rhazkjara Valley, despite the damage caused by the war, is sought after for its natural beauty and exotic fauna. Junta territories, except for Southern Harr&#039;masir, are rarely visited by tourists. Anyone trying to see the ALA&#039;s land must secure permission from the ruling commander. Since Alien tourists will frequently face harassment and discrimination from the locals and authorities, they are unheard of outside of Crevus.&lt;br /&gt;
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= Religion =&lt;br /&gt;
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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;
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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;
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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;
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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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
= Major Cities =&lt;br /&gt;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
= Architecture =&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
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;
&lt;br /&gt;
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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*&#039;&#039;&#039;Rhazar Burrowing Car:&#039;&#039;&#039; created by the Shastar Technical University, the Rhazar Burrowing Car is a Tajaran-made, tunnel-digging vehicle. It uses a combination of drills and acids to quickly burrow into the stone. It comes in many different sizes, with its biggest one, Fat Bahir, measuring around 150 meters long. Armored versions have been made for the Combat Miner divisions.&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 for 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 rifles. The Ho’taki marksman rifle is a semi-automatic sniper rifle, designed to serve as 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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*&#039;&#039;&#039;Vodryanic Gas Shell:&#039;&#039;&#039; following further research into chemical warfare during the Cold War, Vodryanic acid, the chemical used by the [[Tajaran Military Structures#Experimental Compound Troopers|Experimental Compound Troopers]], was successfully transformed into a gas by Liberation Army researchers. While in its gaseous form, the chemical loses most of its corrosive properties. When inhaled, it causes suffocation, hemoptysis, and chest pain. Fur exposed to it will quickly fall, causing burns and blisters on the skin. Prolonged exposure can cause blindness, respiratory damage, and permanent hair loss. The gas is currently deployed through artillery shells.&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 quickly becomes 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 toward 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;
&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;
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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;
&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 linger 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&#039;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;
*&#039;&#039;&#039;[[Fisanduh]]:&#039;&#039;&#039; the Democratic People&#039;s Republic of Adhomai denounces the Dominian presence in Fisanduh as an unlawful occupation. The DPRA recognizes the Fisanduh Freedom Front as the rightful government of the region. The relationship between both nations is still very recent and little has developed out of it. However, some elements within the Al&#039;mariist state call for military cooperation with Fisanduh.&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>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=CCIA&amp;diff=36387</id>
		<title>CCIA</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=CCIA&amp;diff=36387"/>
		<updated>2025-07-12T16:28:40Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Commendation Reports */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&#039;&#039;For CCIA lore, see [[Stellar_Corporate_Conglomerate#Corporate_Oversight|Stellar Corporate Conglomerate]]&#039;&#039;&lt;br /&gt;
[[File:staff_directory.png|thumbnail|CCIA (yellow) is parallel to the moderation team (blue/red), but under the headmins.]]&lt;br /&gt;
Central Command Internal Affairs (CCIA) is the organization within the Stellar Corporate Conglomerate responsible for investigating and resolving matters that occur at SCC-operated workplaces. Out of character, CCIA are an Aurora staff team tasked with, but not limited to:&lt;br /&gt;
&lt;br /&gt;
*Maintaining and enforcing the server setting as well as moderation of in-character actions.&lt;br /&gt;
*Mediating employee disputes in the form of incident reports and review requests.&lt;br /&gt;
*Responding to fax communications sent during a shift.&lt;br /&gt;
*Managing and updating both SCC corporate structure, corporate regulations, and standard procedures.&lt;br /&gt;
*Representing the greater SCC through in and out of game interactions. (Discord relay bulletin posts, mini-events, faxes, in-game audits, coordinating holiday parties, etc.)&lt;br /&gt;
&lt;br /&gt;
The CCIA staff participate in-character utilizing staff-only roles that serve to arbitrate in-character issues. The resolution of these in-character issues can result in punishments against characters that are enforced by the Aurora administration. CCIA can be denoted by their light blue text color in OOC in-game, and their yellow role in the main Aurora Discord.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
CCIA is made up of 3 positions: CCIA Agent (CCIAA), CCIA Leader, and Admin Liaisons. CCIAAs are under the authority of the CCIA Leader. The CCIA Leader is a head of staff who works directly with and for server Head Admins in maintaining oversight and direction of the CCIA team. External oversight is maintained through staff complaints should a player feel a decision was made in bad faith, off faulty information, or breaks server policy or rules.&lt;br /&gt;
&lt;br /&gt;
Typically, the CCIA Leader does not handle IR or RR investigations. Few exceptions exist for reports of significant impact or scale. They do retain final say on all investigation conclusions, and dictate any changes to Corporation Regulations, Standard Operation Procedure, and internal policy. CCIA Agents handle the majority of investigations, as well as other duties within the team.&lt;br /&gt;
&lt;br /&gt;
Admin Liaisons exist to ensure incoming IRs and RRs are not invalid due to OOC concerns, as well as to determine when a certain situation crosses into the Moderation team&#039;s jurisdiction. They do maintain a level of oversight over the team as a whole.&lt;br /&gt;
&lt;br /&gt;
==Faxes==&lt;br /&gt;
Whenever anyone sends a message using a fax machine, whether it was sent by the Horizon or an off-ship, CCIA receives and acts on the fax. To this end, CCIA represents as a whole the nations and organizations of the setting, not just the SCC and the corporations within it. At times, an agent may ask for assistance from Lore Developers if a situation calls for it.&lt;br /&gt;
&lt;br /&gt;
Responses to faxes fall within one of two actions:&lt;br /&gt;
*Announcement&lt;br /&gt;
*Return Fax&lt;br /&gt;
&lt;br /&gt;
Announcements can vary based on the context of a given fax. Often times, announcements are used to address certain issues that requires the audience of the entire crew, or to address issues that cannot be addressed via a return fax. The most common examples of CCIA announcements are &amp;quot;Fax Received&amp;quot; and &amp;quot;Fax Format&amp;quot;. &lt;br /&gt;
Fax Received announcements are often used to acknowledge when Command has faxed a situation report, but does not require a detailed response. &lt;br /&gt;
Fax Format announcements are used to inform Command that a previous fax failed to conform to the standards found on the [[Guide to Faxes]].&lt;br /&gt;
&lt;br /&gt;
Return faxes are used for detailed responses. In many cases, this is to provide material for roleplay or to provide clarification on certain issues. Faxes may include orders from Central Command, or other groups such as governments. However, CCIA avoids directly ordering crew unless the situation requires it.&lt;br /&gt;
CCIA may cooperate with antagonists or Storytellers to handle incoming faxes. In the case of antagonists, this requires approval from an admin, however Storytellers may work with willing CCIA agents as needed.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that CCIA may only utilize information provided to them from previous faxes or EBS messages when writing announcements or return faxes.&lt;br /&gt;
&lt;br /&gt;
==Incident Reports==&lt;br /&gt;
&#039;&#039;Incident Reports can be made [https://forums.aurorastation.org/forum/47-incident-reports/ here].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Incident Report is an in-character document that serves the purpose of reporting an issue to Human Resources (HR) regarding on-ship situations that have either &#039;&#039;not been resolved by on-duty personnel&#039;&#039; or &#039;&#039;go beyond the power of command on board the SCCV Horizon&#039;&#039;. Incident Reports are handled by Human Resources Assistants (HRA), personnel that serve the duties of collecting evidence and testimony of organized investigations into recorded and approved Incident Reports on behalf of Human Resources (HR), a sublet of CCIA.&lt;br /&gt;
&lt;br /&gt;
If your character is employed by a mega-corporation that is partnered with the Stellar Corporate Conglomerate, you are able to file Incident Reports at your discretion. Third party ghost spawn characters, merchants and other characters that are not affiliated with the SCCV Horizon and SCC &#039;&#039;&#039;are not allowed to file Incident Reports&#039;&#039;&#039;. Exceptions to this may arise from a lore arc.&lt;br /&gt;
&lt;br /&gt;
===The Process===&lt;br /&gt;
Once an Incident Report has been filed, a member of CCIA will provide an automated message stating it has entered the queue. Upon review, the Incident Report may be deleted or denied by a &#039;&#039;&#039;Admin Liaison&#039;&#039;&#039; depending on antagonist involvement and/or OOC considerations. If the incident report has been deemed valid, it will be assigned to an agent, noted in a reply to the report. The assigned agent will further review the report to decide if it will be pursued or binned. If it is binned, the reporting party will be notified via the incident report thread. If proceeding, the assigned agent will reach out, as needed, to the parties involved for an interview in game. Once the agent has acquired sufficient testimony, the parties involved will be contacted with the appropriate in-character resolution.&lt;br /&gt;
&lt;br /&gt;
At the close of an incident report, an in-game resolution will be completed and the verdict provided to the involved parties. The outcome of the incident report is at the discretion of the CCIA agent, who confers with the CCIA Lead as well as the CCIA team as needed. As each case is unique, the methods of resolution will vary, based on gathered testimony throughout the incident report and the evidence submitted with it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CCIA Notes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The outcome of decisions made against characters is documented through CCIA notes, which are visible either on the web interface or in-game via character records for Command whitelist holders.&lt;br /&gt;
&lt;br /&gt;
Web Interface link: [https://byond.aurorastation.org/user https://byond.aurorastation.org/user]&lt;br /&gt;
&lt;br /&gt;
===IR Rules===&lt;br /&gt;
*&#039;&#039;&#039;Incident Reports must strictly be in IC format&#039;&#039;&#039;. This is not an OOC complaint section. To file an OOC complaint see the [https://forums.aurorastation.org/forum/18-characterplayer-complaints/ Character/Player Complaints board].&lt;br /&gt;
*Incident Reports must be made using the format provided [https://forums.aurorastation.org/topic/21557-incident-report-rules-and-format-read-before-posting/ here].&lt;br /&gt;
*Incident Reports may only be submitted against standard Horizon characters.&lt;br /&gt;
**Merchants and third-party characters cannot be offenders. Exceptions may apply for lore arcs.&lt;br /&gt;
*Incident Reports may not be submitted against antagonists or situations heavily influenced by antagonist involvement.&lt;br /&gt;
*Events that occurred during expeditions in-round are considered to be covered by antagonist-related rules.&lt;br /&gt;
**Incident Reports relating to events on canon [[Odyssey]] rounds will be accepted or binned on a case by case basis by the CCIA Lead.&lt;br /&gt;
**Non-canon Odyssey rounds will be treated the same as standard expeditions.&lt;br /&gt;
*Antagonists may not submit Incident Reports.&lt;br /&gt;
*You are expected to &#039;&#039;&#039;try and find a resolution to situations in the round&#039;&#039;&#039; within the chain of command. You may seek further action on unresolved issues via an IR. Attach what investigation findings you can in the additional info section. &#039;&#039;&#039;Making no effort&#039;&#039;&#039; to resolve an issue may cause the incident report to be closed without investigation unless a valid reason is provided.&lt;br /&gt;
**Examples of unresolved issues include offenders who leave the round via cryo or residential lifts before charges can be applied.&lt;br /&gt;
**In scenarios where the round ends before charges were applied, they may be handled by CCIA but will not require a full investigation if sufficient evidence is provided.&lt;br /&gt;
*Incident Reports are not public record, only the reporter or any individuals directly given information about an IR are allowed to speak about them ICly.&lt;br /&gt;
**This does not apply to the outcomes of Incident Reports. Command characters may view outcomes, which command players may access using the [https://byond.aurorastation.org/user Web Interface].&lt;br /&gt;
*If you have a question regarding the Incident Report you wish to file, you may contact any CCIA team member or admin liaison.&lt;br /&gt;
*A report will be dealt with when feasible, do not bump the IR threads or post unnecessarily on them, even if they are unlocked.&lt;br /&gt;
*&#039;&#039;&#039;You are not allowed to lie to defend others. You can only lie to defend yourself.&#039;&#039;&#039; If you want to help others, you are allowed to refuse to comment. This also applies to the investigation process.&lt;br /&gt;
&lt;br /&gt;
===IR Guidelines===&lt;br /&gt;
*Filing a report &#039;&#039;&#039;does not guarantee action will be taken&#039;&#039;&#039;. Your report will be noted and stored for reference purposes.&lt;br /&gt;
*If an investigation is opened, &#039;&#039;&#039;your own conduct will be investigated right along with everyone else&#039;s&#039;&#039;&#039;. An incident is treated as a single event from all perspectives, so there is &#039;&#039;&#039;no need to submit a report regarding the same event that was reported by another player&#039;&#039;&#039;. If you are not the reporter of an incident and have more information to add to a report, you may do so when meeting with a CCIA agent.&lt;br /&gt;
*When an incident report has been taken by a CCIA agent, the contacted parties will be given &#039;&#039;&#039;seven (7) days&#039;&#039;&#039; to respond to any contact attempts from the agent, otherwise their interview will be waived. A time extension may be requested if it is required, however, it should remain within a reasonable time frame.&lt;br /&gt;
*&#039;&#039;&#039;If you submit an incident report, you are expected to participate in the process&#039;&#039;&#039;. Failure to respond to a CCIA notice of investigation within a week after an agent is assigned to the report may result in rejection.&lt;br /&gt;
*Requesting extensions for unavailability and then frequently playing in rounds during the &#039;unavailability&#039; may be considered evading CCIA action and spark additional action taken.&lt;br /&gt;
*Interviews may be conducted on server aboard the SCCV Horizon or through discord should circumstances make an on-server interview difficult. &lt;br /&gt;
**&#039;&#039;&#039;Please note that discord interviews are typically a last resort and are not preferred&#039;&#039;&#039;. This is to ensure authenticity in record keeping with logs which cannot be guaranteed on Discord.&lt;br /&gt;
*Antagonists are expected to leave an agent&#039;s interview uninterrupted. &#039;&#039;&#039;Antagonists may only target an agent during the period after an interview has been completed&#039;&#039;&#039;.&lt;br /&gt;
**CCIA Agents will typically inform antagonists when an interview is planned and when it ends in AOOC.&lt;br /&gt;
*If you end up as an antagonist while escorting an agent, either ahelp or tell the CCIA in LOOC to excuse yourself from being an escort if this will significantly interrupt you.&lt;br /&gt;
**Whether an escort or interviewee, turn off antagonist preferences in the character setup menu before joining the round.&lt;br /&gt;
*&#039;&#039;&#039;Anyone violating an action resulting from an Incident Report will be subject to administrative action.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Outcomes===&lt;br /&gt;
When an incident report has concluded, the involved parties will receive notice of the outcome. Categories of employee actions taken are listed below, which is not an exhaustive list. CCIA reserves the right to incorporate multiple as needed, or tailor outcomes to the cases at hand. If you have any questions about the results of your IR, talk with your agent or with the CCIA Leader. &lt;br /&gt;
&lt;br /&gt;
At times, another organization other than the SCCIA may be handling a case, such as the [[Biesellite_Security_and_Law#Biesel_Security_Services_Bureau|Biesel Security Services Bureau]] for federal crime. In these cases, the effective actions are the same as below.&lt;br /&gt;
&lt;br /&gt;
After actions have been take, the only method of changing these actions is by either &#039;&#039;&#039;[[#Appeals|appealing]] or making a [https://forums.aurorastation.org/forum/19-staff-complaints/ staff complaint]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coursework&#039;&#039;&#039;&lt;br /&gt;
*An employee can be assigned to attend in-person or virtual courses for anger management, sensitivity training, conflict resolution, etc.&lt;br /&gt;
**These are typically completed off-screen and players are encouraged to include it in their RP where possible.&lt;br /&gt;
&#039;&#039;&#039;Counseling&#039;&#039;&#039;&lt;br /&gt;
*A member of HR may choose to mediate over a personal dispute between employees to resolve the issue without further escalation. The offenders, victims, and reporter can attend, as well as any supporting roles such as a Head of Staff or Corporate Liaison. Employees that do not participate earnestly and continue to be problematic may result in further action taken.&lt;br /&gt;
&#039;&#039;&#039;Reprimands&#039;&#039;&#039;&lt;br /&gt;
*Typically an official warning marked against an employee&#039;s record. In some cases, this can be probation for a period of time or include an injunction.&lt;br /&gt;
&#039;&#039;&#039;Position Changes&#039;&#039;&#039;&lt;br /&gt;
*Suspension, demotion, reassignments, and more can affect an employee&#039;s position on the Horizon. The range of time varies case to case. Where the employee is reassigned is determined by their record, their corporation, and their department.&lt;br /&gt;
**This won&#039;t always be enjoyable, we encourage players to talk with us OOC about what they&#039;re willing to reasonably play. An agreement that you&#039;re more willing to fulfill goes a long way.&lt;br /&gt;
&#039;&#039;&#039;Termination&#039;&#039;&#039;&lt;br /&gt;
*Contract termination for the employee who will no longer be employed on the SCCV Horizon. If all else fails in resolving a problematic record with repeat incidents, the employee will essentially be fired.&lt;br /&gt;
**Terminations are weighed heavily and something we keep in mind when reviewing a case, as it is the end of the character&#039;s story. We strive to stretch it out as much as possible, until the point where its no longer possible for someone of that level to be onboard.&lt;br /&gt;
&lt;br /&gt;
===Appeals===&lt;br /&gt;
&#039;&#039;Appeals can be made [https://forums.aurorastation.org/topic/21556-ccia-appeals-forum-rules-and-format-read-before-posting/ here].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After an Incident Report has ended, you may appeal for a case review or for clemency. In the first case, the IR procedure followed by the agent is reviewed to determine if the correct approach was taken, and if the actions taken are appropriate. In the second case, you admit your character was in the wrong, and appeal to get a reduced penalty. If neither are seem applicable, then an OOC staff complaint should be filed.&lt;br /&gt;
&lt;br /&gt;
There are further restrictions on appeals given their nature. Only post if you are personally appealing a CCIA action applied to your character, not actions applied to another character. Appeal threads are in-character, confidential correspondences between the affected character and the CCIA Appeals Processing office. Disclosing the contents of these threads to other characters may result in IC penalties against the disclosing character.&lt;br /&gt;
&lt;br /&gt;
Minor CCIA actions cannot be appealed. This includes both formal and informal reprimands, and other actions with a duration of one week or less. CCIA appeals are intended for long-term actions that place severe restrictions on a character&#039;s behavior. Remember that unlike a ban, in most cases, a CCIA action does not prevent you from playing your character in a round.&lt;br /&gt;
&lt;br /&gt;
Do not post appeals for Incident Reports that have not yet been closed. There will be nothing to review and you will feel silly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All appeal rulings are final when they are declared.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Contract Terminations may not be appealed.&#039;&#039;&#039; If you believe your termination was unfair or invalid you will need to make an OOC [https://forums.aurorastation.org/forum/19-staff-complaints/ staff complaint].&lt;br /&gt;
&lt;br /&gt;
==Review Requests==&lt;br /&gt;
&#039;&#039;Review Requests can be made [https://forums.aurorastation.org/forum/103-review-requests/ here].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Review Requests are a means of reporting problematic employee activity based on their records and arrest history that is not captured in a particular incident report. Through Review Requests, you reuqest CCIA to examine and take action as they see proper, based on the employee&#039;s records and arrest history. Unlike incident reports, interviews are not required unless a full investigation is deemed necessary by CCIA.&lt;br /&gt;
&lt;br /&gt;
When a review request is submitted, a CCIA agent will be assigned. The CCIA agent will review the character&#039;s records, taking into account their arrests, charges, or any pertinent information available. Any charges that were the result of antagonist influence but not marked off will be removed. The agent will determine if an investigation is needed to gather more information. If no investigation is needed, the character in question will be notified of the outcome.&lt;br /&gt;
&lt;br /&gt;
The possible outcomes of a review request are the same as those from an [[#Outcomes|incident report]].&lt;br /&gt;
&lt;br /&gt;
===Guidelines===&lt;br /&gt;
*&#039;&#039;&#039;Review Requests must strictly be in IC format&#039;&#039;&#039;. This is not an OOC complaint section. To file an OOC complaint see the Character/Player Complaints board.&lt;br /&gt;
*Review Requests must be made using the format provided [https://forums.aurorastation.org/topic/21558-review-requests-rules-and-format-read-before-posting/ here].&lt;br /&gt;
*Review Requests may not be submitted against antagonists or situations heavily regulated by antagonist action.&lt;br /&gt;
*Events that occurred during expeditions in-round are considered to be covered by antagonist-related rules.&lt;br /&gt;
*Review Requests are not public record, only the filer or any people who are directly given information about a RR are allowed to speak about them ICly.&lt;br /&gt;
*If you have a question regarding the Review Request you wish to file, you may contact any CCIA team member or liaison.&lt;br /&gt;
*A request will be dealt with when feasible, do not bump the RR threads or post unnecessarily on them, even if they are unlocked.&lt;br /&gt;
&lt;br /&gt;
==Commendation Reports==&lt;br /&gt;
&#039;&#039;Commendation Reports can be made [https://forums.aurorastation.org/forum/98-commendation-reports/ here].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commendation Reports are a method by which characters can recommend other characters for acknowledgement and rewards for heroic actions. The review process for commendation reports is often simpler than other reports, rarely going beyond what is reported in the request itself. The team as a whole discusses the commendation report and determined one of the following actions:&lt;br /&gt;
*Nothing&lt;br /&gt;
*Mentioned in Despatches - The most basic recognition, and perhaps the most common one. For employees that are recognised for efforts or participation in them, that do not warrant a medal.&lt;br /&gt;
*Corporate Medal - The most basic medal, awarded to all staff for meritorious acts.&lt;br /&gt;
*Wound Ribbon and Medal - The award for loss of limb, physical integrity or life in service to the Corporation. The wound ribbon is preceded by the wound medal.&lt;br /&gt;
*Medal for Merit - The Medal for Merit is a two class medal, the second class being followed by the first class. Usually awarded to security staff for courageous and meritorious acts.&lt;br /&gt;
*Sciences Award - In Silver or Gold, awarded for innovative ideas, discoveries, inventions or breakthroughs in the field of science and robotics.&lt;br /&gt;
*Miranda Cross - The highest honour bestowed upon an employee for services to the company, meritorious acts or extraordinary feats.&lt;br /&gt;
&lt;br /&gt;
===Guidelines===&lt;br /&gt;
*&#039;&#039;&#039;Commendation Reports must strictly be in IC format.&#039;&#039;&#039;&lt;br /&gt;
*Commendation Reports must be made using the format found [https://forums.aurorastation.org/topic/14734-commendation-reports-rules-and-format-read-before-posting/ here].&lt;br /&gt;
*Commendation Reports may not be submitted in favour of non-Horizon characters or non-canon situations. &lt;br /&gt;
**Before submitting, make sure that the situation is being accepted as canon by the involved parties and server rules.&lt;br /&gt;
*Commendation Reports may only be submitted by &#039;&#039;&#039;Command Staff or a Corporate Liaison/Representative&#039;&#039;&#039;.&lt;br /&gt;
*Commendation Reports themselves are &#039;&#039;&#039;not public knowledge&#039;&#039;&#039;. Any commendations, mentions or awards are, once they are granted.&lt;br /&gt;
*Do not file Commendation Reports for minor things or for people simply doing their jobs.&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=36375</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Main_Page&amp;diff=36375"/>
		<updated>2025-07-12T02:10:31Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Updates mainpage tiles to reflect recent lore arcs. Need to add a link to the Burzsia tile once that has a lore arc tied to it. Or not. Idk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- yeah well it doesn&#039;t fucking work at the moment so I&#039;m hiding it for now--&amp;gt;&lt;br /&gt;
&amp;lt;!-- __NOCACHE__ --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Do not remove the above line. It tells Mediawiki to not cache this page, due to the fact that we use time variables here. --&amp;gt;&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-bottom:50px; text-align: center;&amp;quot;&amp;gt;[[File:Title.png|592x128px|link=https://aurorastation.org/|alt=Aurorastation]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;gallery perrow=2 mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- The following tiles need their own special file to not ruin the page formatting. The image size should be 540x180px --&amp;gt;&lt;br /&gt;
File:Mainpage_horizon.png|link=SCCV Horizon|The SCCV Horizon on its maiden voyage.|alt=The SCCV Horizon on its maiden voyage.&lt;br /&gt;
File:Mainpage_burzsia.png|link= |The SCCV Horizon provided humanitarian aid and assistance to rebuilding efforts after the attack on Burzsia.&lt;br /&gt;
File:Mainpage_izweski.png|link=New Blades Old Wounds Arc|The SCCV Horizon recently provided humanitarian aid to Moghes.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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|Link=https://wiki.aurorastation.org/index.php?title=Guides&lt;br /&gt;
|Label=Guides&lt;br /&gt;
|Image=Mainpagenav_gameplay.png&lt;br /&gt;
}}&lt;br /&gt;
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{{MainPageButton&lt;br /&gt;
|Link=https://wiki.aurorastation.org/index.php?title=Getting_Started&lt;br /&gt;
|Label=&#039;&#039;&#039;New Players&#039;&#039;&#039;&lt;br /&gt;
|Image=Mainpagenav basics green.png&lt;br /&gt;
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|Link=https://wiki.aurorastation.org/index.php?title=Jobs&lt;br /&gt;
|Label=Jobs&lt;br /&gt;
|Image=Mainpagenav_Jobs.png&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;text-align:center; font: 24px Bahnschrift, serif; margin-bottom:10px; margin-top:10px;&amp;quot;&amp;gt;&amp;lt;!--T-1--&amp;gt;Rules and Regulations&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; padding-top:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MainPageButton&lt;br /&gt;
|Link=https://aurorastation.org/rules.html#&lt;br /&gt;
|Label=Server Rules&lt;br /&gt;
|Image=Mainpagenav rules red.png&lt;br /&gt;
}}&lt;br /&gt;
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{{MainPageButton&lt;br /&gt;
|Link=https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&lt;br /&gt;
|Label=IC Regulations&lt;br /&gt;
|Image=Mainpagenav Regulations red.png&lt;br /&gt;
}}&lt;br /&gt;
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{{MainPageButton&lt;br /&gt;
|Link=https://wiki.aurorastation.org/index.php?title=Staff_Guidelines&lt;br /&gt;
|Label=Staff Rules&lt;br /&gt;
|Image=Mainpagenav staff red.png&lt;br /&gt;
}}&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&amp;quot;text-align:center; font: 24px Bahnschrift, serif; margin-bottom:10px; margin-top:10px;&amp;quot;&amp;gt;&amp;lt;!--T-1--&amp;gt;Server Platforms&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
{{MainPageButton&lt;br /&gt;
|Link=https://discord.gg/0sYA49zHYGnKWM9p&lt;br /&gt;
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|Image=Mainpagenav_discord.png&lt;br /&gt;
}}&lt;br /&gt;
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|Image=Mainpagenav_map.png&lt;br /&gt;
}}&lt;br /&gt;
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&amp;lt;div style=&amp;quot;text-align:center; font: 32px Bahnschrift, serif; margin-bottom:10px; margin-top:10px;&amp;quot;&amp;gt;&amp;lt;!--T-1--&amp;gt;Lore and Development&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-shrink:1; display:flex; flex-wrap:wrap; align-content:space-between; justify-content:center; gap:16px 16px; padding-top:6px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{MainPageButton&lt;br /&gt;
|Link=https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&lt;br /&gt;
|Label=Lore&lt;br /&gt;
|Image=Mainpagenav_lore.png&lt;br /&gt;
}}&lt;br /&gt;
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{{MainPageButton&lt;br /&gt;
|Link=https://forums.aurorastation.org/viewforum.php?f=95&lt;br /&gt;
|Label=News&lt;br /&gt;
|Image=Mainpagenav_News.png&lt;br /&gt;
}}&lt;br /&gt;
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{{MainPageButton&lt;br /&gt;
|Link=https://wiki.aurorastation.org/index.php?title=Help:Basic_Editing_Guide&lt;br /&gt;
|Label=Editing&lt;br /&gt;
|Image=Mainpagenav_contrib.png&lt;br /&gt;
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|style=&amp;quot;width: 55%; border:1px solid #a2a9b1; padding:20px; vertical-align:top;&amp;quot;|&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left; font: 38px Bahnschrift, serif; margin-bottom:10px&amp;quot;&amp;gt;&amp;lt;!--T-1--&amp;gt;Welcome to the Aurorastation Wiki&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left; margin-bottom:16px;&amp;quot;&amp;gt;&amp;lt;!--T-2--&amp;gt;The wiki for the Aurorastation branch of &#039;&#039;Space Station 13&#039;&#039; with {{NUMBEROFPAGES}} pages ({{NUMBEROFARTICLES}} articles) since 28 December 2015.&amp;lt;br&amp;gt;&amp;lt;!--T-3--&amp;gt;Please feel free to contribute by creating a new article or expanding upon an existing one.&lt;br /&gt;
Most content copied or edited gratefully from [http://tgstation13.org/wiki/Main_Page /tg/ station] and [http://wiki.baystation12.net/index.php/Main_Page Baystation 12].&amp;lt;br&amp;gt;&lt;br /&gt;
Editing guides copied/inspired by the [https://pzwiki.net/wiki/Main_Page Project Zomboid wiki].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Today&#039;s date for the [[SCCV Horizon]] ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;text-align:left; font-size:300%; Bahnschrift, serif;&amp;quot;&amp;gt;{{CURRENTDAYNAME}}, {{CURRENTDAY2}} {{CURRENTMONTHNAME}} {{#expr:{{CURRENTYEAR}} + 442}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== About Space Station 13 ===&lt;br /&gt;
&#039;&#039;Space Station 13 is a top down space simulation game that follows the activity of the crewmembers of various types of space installations depending on server.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Read more [[What is SS13|here]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Aurorastation ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aurorastation is a Space Station 13 heavy roleplay server that takes place on the SCCV Horizon, a megacorporate starship. &lt;br /&gt;
It focuses on character and setting interaction through both canonical events and noncanonical antagonist rounds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The setting features a progressing canon and constant development.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Server ===&lt;br /&gt;
The Aurorastation server is hosted by [https://forums.aurorastation.org/profile/918-arrow768/ Arrow768], operating on modified Baystation12 code.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Download [http://www.byond.com/download/ BYOND] to play.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aurorastation: Heavy Roleplay Server — SCCV Horizon&#039;&#039;&#039; : byond://server.aurorastation.org:1234&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Template:Aurora_Starmap}}&lt;br /&gt;
&lt;br /&gt;
[[Category:SS13]]&lt;br /&gt;
[[Category:Main]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Mainpage_burzsia.png&amp;diff=36374</id>
		<title>File:Mainpage burzsia.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Mainpage_burzsia.png&amp;diff=36374"/>
		<updated>2025-07-12T02:06:28Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Mainpage tile for recent Bruszia events&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Mainpage tile for recent Bruszia events&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Infobox_Nations&amp;diff=36371</id>
		<title>Template:Infobox Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Infobox_Nations&amp;diff=36371"/>
		<updated>2025-07-12T01:52:05Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Didn&amp;#039;t need to manually size the galactic position cell. Pain. I&amp;#039;m getting a beer or 3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div width=&amp;quot;100%&amp;quot; style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:3px solid black; font-size: 12px;margin:auto;width: 100%&amp;quot; cellpadding=&amp;quot;10px&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 20px; text-align: center; background-color:{{{Header Color|#eaecf0}}};color:{{{Title Color|black}}};&amp;quot; | &#039;&#039;&#039;{{{Nation|No Nation Name}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;style=&amp;quot;font-size: 14px; text-align: center&amp;quot; | &#039;&#039;{{{Shortname|No Short Name}}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{Flag|}}}| &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: 14px; text-align: center&amp;quot;&amp;gt;[[File:{{{Flag}}}|250px|center]]&amp;lt;br&amp;gt;Flag&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{Galatic Position|}}}| &amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: 14px; text-align: center&amp;quot;&amp;gt;[[File:{{{Galatic Position}}}|250px|center]]&amp;lt;br&amp;gt;Galactic Position&amp;lt;/div&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/td&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Capital Planet:&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Capital City&amp;lt;/span&amp;gt;||{{{Capital Planet|No Capital Planet}}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{Capital City|No Capital City}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Language(s):&#039;&#039;&#039;||{{{Language|No Language}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Species:&#039;&#039;&#039;||{{{Species|No Species}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Religion:&#039;&#039;&#039;||{{{Religion|No Official Religion}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Demonym:&#039;&#039;&#039;||{{{Demonym|No Demonym}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Head of State&amp;lt;/span&amp;gt;||{{{Government|No Government}}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{Head of State|No Head of State}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Legislature|}}} | &amp;lt;td&amp;gt;&#039;&#039;&#039;Legislature&#039;&#039;&#039; &amp;lt;br&amp;gt; }}{{#if: {{{Upper House|}}} | &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Upper House &amp;lt;br&amp;gt;&amp;lt;/span&amp;gt; }}{{#if: {{{Lower House|}}} | &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Lower House &amp;lt;/span&amp;gt; }}{{#if: {{{Legislature|}}} | &amp;lt;td&amp;gt; {{{Legislature}}} &amp;lt;br&amp;gt; }}{{#if: {{{Upper House|}}} | &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;{{{Upper House}}} &amp;lt;br&amp;gt;&amp;lt;/span&amp;gt; }}{{#if: {{{Lower House|}}} | &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;{{{Lower House}}} &amp;lt;/span&amp;gt; }}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Established:&#039;&#039;&#039;||{{{Established|No Established Date}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==How to use this template:==&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Infobox Nations&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Header Color= #8a0b11&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Title Color= White&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Nation = Empire of Dominia&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Shortname = Dominia&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Flag = Dominia Flag Small.png&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Galatic Position = Position Dominia.png&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Capital City = Nova Luxembourg&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Capital Planet = Moroz&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Language = Vulgar Morozi (Sol Common)&amp;lt;br&amp;gt;High Morozi (Tradeband)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Species = Human (Majority)&amp;lt;br&amp;gt;Unathi (Minority)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Religion = Moroz Holy Tribunal&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Demonym = Dominian&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Government = Unitary Absolute Monarchy&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Head of State = Emperor Boleslaw Keeser I&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Legislature = Consultative Assembly&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Upper House = Imperial Cabinet&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Lower House = Imperial Council of Electors&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Established = 29th July 2385&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gives you:&lt;br /&gt;
&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Header Color= #8a0b11&lt;br /&gt;
 |Title Color= White&lt;br /&gt;
 |Nation = Empire of Dominia&lt;br /&gt;
 |Shortname = Dominia&lt;br /&gt;
 |Flag = Dominian Flag Horizontal.png&lt;br /&gt;
 |Galatic Position = Position Dominia.png&lt;br /&gt;
 |Capital City = Nova Luxembourg&lt;br /&gt;
 |Capital Planet = [[Moroz]]&lt;br /&gt;
 |Language = Vulgar Morozi (Sol Common)&amp;lt;br&amp;gt;High Morozi (Tradeband)&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[Unathi]] (Minority)&lt;br /&gt;
 |Religion = Moroz Holy Tribunal&lt;br /&gt;
 |Demonym = Dominian&lt;br /&gt;
 |Government = Unitary Absolute Monarchy&lt;br /&gt;
 |Head of State = Emperor Boleslaw Keeser I&lt;br /&gt;
 |Legislature = Consultative Assembly&lt;br /&gt;
 |Upper House = Imperial Cabinet&lt;br /&gt;
 |Lower House = Imperial Council of Electors&lt;br /&gt;
 |Established = 29th July 2385&lt;br /&gt;
 }}&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Infobox_Nations&amp;diff=36370</id>
		<title>Template:Infobox Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Infobox_Nations&amp;diff=36370"/>
		<updated>2025-07-12T01:51:05Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Makes flag optional. Backend formatting is pain. At this rate let the HTML gods take me into HTML hell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div width=&amp;quot;100%&amp;quot; style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:3px solid black; font-size: 12px;margin:auto;width: 100%&amp;quot; cellpadding=&amp;quot;10px&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 20px; text-align: center; background-color:{{{Header Color|#eaecf0}}};color:{{{Title Color|black}}};&amp;quot; | &#039;&#039;&#039;{{{Nation|No Nation Name}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;style=&amp;quot;font-size: 14px; text-align: center&amp;quot; | &#039;&#039;{{{Shortname|No Short Name}}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{Flag|}}}| &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;font-size: 14px; text-align: center&amp;quot;&amp;gt;[[File:{{{Flag}}}|250px|center]]&amp;lt;br&amp;gt;Flag&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{Galatic Position|}}}| &amp;lt;tr&amp;gt;&amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;height:320px; width:270px; font-size: 14px; text-align: center&amp;quot;&amp;gt;[[File:{{{Galatic Position}}}|250px|center]]&amp;lt;br&amp;gt;Galactic Position&amp;lt;/div&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/td&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Capital Planet:&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Capital City&amp;lt;/span&amp;gt;||{{{Capital Planet|No Capital Planet}}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{Capital City|No Capital City}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Language(s):&#039;&#039;&#039;||{{{Language|No Language}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Species:&#039;&#039;&#039;||{{{Species|No Species}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Religion:&#039;&#039;&#039;||{{{Religion|No Official Religion}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Demonym:&#039;&#039;&#039;||{{{Demonym|No Demonym}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Head of State&amp;lt;/span&amp;gt;||{{{Government|No Government}}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{Head of State|No Head of State}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Legislature|}}} | &amp;lt;td&amp;gt;&#039;&#039;&#039;Legislature&#039;&#039;&#039; &amp;lt;br&amp;gt; }}{{#if: {{{Upper House|}}} | &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Upper House &amp;lt;br&amp;gt;&amp;lt;/span&amp;gt; }}{{#if: {{{Lower House|}}} | &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Lower House &amp;lt;/span&amp;gt; }}{{#if: {{{Legislature|}}} | &amp;lt;td&amp;gt; {{{Legislature}}} &amp;lt;br&amp;gt; }}{{#if: {{{Upper House|}}} | &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;{{{Upper House}}} &amp;lt;br&amp;gt;&amp;lt;/span&amp;gt; }}{{#if: {{{Lower House|}}} | &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;{{{Lower House}}} &amp;lt;/span&amp;gt; }}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Established:&#039;&#039;&#039;||{{{Established|No Established Date}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==How to use this template:==&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Infobox Nations&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Header Color= #8a0b11&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Title Color= White&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Nation = Empire of Dominia&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Shortname = Dominia&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Flag = Dominia Flag Small.png&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Galatic Position = Position Dominia.png&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Capital City = Nova Luxembourg&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Capital Planet = Moroz&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Language = Vulgar Morozi (Sol Common)&amp;lt;br&amp;gt;High Morozi (Tradeband)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Species = Human (Majority)&amp;lt;br&amp;gt;Unathi (Minority)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Religion = Moroz Holy Tribunal&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Demonym = Dominian&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Government = Unitary Absolute Monarchy&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Head of State = Emperor Boleslaw Keeser I&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Legislature = Consultative Assembly&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Upper House = Imperial Cabinet&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Lower House = Imperial Council of Electors&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Established = 29th July 2385&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gives you:&lt;br /&gt;
&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Header Color= #8a0b11&lt;br /&gt;
 |Title Color= White&lt;br /&gt;
 |Nation = Empire of Dominia&lt;br /&gt;
 |Shortname = Dominia&lt;br /&gt;
 |Flag = Dominian Flag Horizontal.png&lt;br /&gt;
 |Galatic Position = Position Dominia.png&lt;br /&gt;
 |Capital City = Nova Luxembourg&lt;br /&gt;
 |Capital Planet = [[Moroz]]&lt;br /&gt;
 |Language = Vulgar Morozi (Sol Common)&amp;lt;br&amp;gt;High Morozi (Tradeband)&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[Unathi]] (Minority)&lt;br /&gt;
 |Religion = Moroz Holy Tribunal&lt;br /&gt;
 |Demonym = Dominian&lt;br /&gt;
 |Government = Unitary Absolute Monarchy&lt;br /&gt;
 |Head of State = Emperor Boleslaw Keeser I&lt;br /&gt;
 |Legislature = Consultative Assembly&lt;br /&gt;
 |Upper House = Imperial Cabinet&lt;br /&gt;
 |Lower House = Imperial Council of Electors&lt;br /&gt;
 |Established = 29th July 2385&lt;br /&gt;
 }}&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36367</id>
		<title>Free Tajaran Council</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36367"/>
		<updated>2025-07-12T01:42:32Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Nation = Free Tajaran Council&lt;br /&gt;
|Shortname = FTC&lt;br /&gt;
|Flag = Freecouncilflag.png&lt;br /&gt;
|Capital City = Dorshafen&lt;br /&gt;
|Capital Planet = Himeo&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial)&amp;lt;br&amp;gt;Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Himean&lt;br /&gt;
|Government = Democratic Commune&lt;br /&gt;
|Legislature = Free Council&lt;br /&gt;
}}&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is the largest Tajaran community in [[Himeo]]. Its origins can be traced back to the First Revolution-era revolutionaries that fled Adhomai. Built upon radical principles of equality and communal democracy, the Free Tajaran Council remained relatively isolated from the rest of the Tajaran community until the start of the Adhomian Cold War.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council began as a rebel faction in the [[Tajaran History#Pre-Revolution Adhomian Kingdoms|Duchy of Shungsta]] during the [[Tajaran History#The Uprisings|First Revolution]]. Born among the oppressed peasants and factory workers, the movement advocated for the total abolishment of the existing governments in favor of local democratic councils. The Free Council became a serious contender for power in Northern Ras&#039;nrr after Volin Kar&#039;etrink - a young Hharar worker known to be a firebrand - was elected its leader.  Drawing inspiration from the rebels of Zatushka and S&#039;rendul, Volin organized the Council into a mobile force of guerillas fighters; cars and carriages were used to move infantry and artillery in and out of battle. The Free Council clashed with both rebel and loyalist groups during the revolution.&lt;br /&gt;
&lt;br /&gt;
Due to its innate hostility to all other Adhomian Civil War factions, the Free Tajaran Council was unable to secure any significant territory outside of Northern Ras&#039;nrr. The Council&#039;s forces were quickly defeated by the Hadiist forces when they invaded the region in 2427. Volin then gathered the survivors and fled to [[Crevus]]. Due to the Council&#039;s inexperience with galactic affairs, the Tajara were unable to figure a way off of the planet by themselves. This impasse was solved by the intervention of [[Nanotrasen]], who helped them hire ships to leave Adhomai. Regardless of their political beliefs, this interaction left a positive impression of the megacorporation on the Council. The Tajara traveled through the Coalition of Colonies territory until they reached the System XZP-098 in 2430.&lt;br /&gt;
&lt;br /&gt;
The Free Council decided to settle on Himeo because of its government and weather. Posing as refugees from the ongoing Civil War, they were given asylum and a degree of autonomy to govern themselves. Staying loyal to its ideals, the Council organized itself into a democratic commune built around the direct participation of its members in all public matters. Through the cooperation with Himeo, the Free Council prospered and grew in numbers.&lt;br /&gt;
&lt;br /&gt;
Despite all the prosperity, the Free Tajara Council does not consider [[Himeo]] its home. The dream of creating a free Adhomai was never abandoned. When the time arises, Volin and his followers secretly plan to return to their homeworld and topple down the Adhomian regimes. They prepare their plot deep in the tunnels: weapons are brought and secretly stored; militias train daily for the inevitable conflict; plans to assassinate leaders, sabotage factories, and sow discord are voted on. Thanks to a deep paranoia and isolation from the wide Tajaran community, the Council&#039;s plans are still unknown to the public. Officially, the Council renounces the original intentions of their revolutionary past.&lt;br /&gt;
&lt;br /&gt;
The Free Tajara Council now faces an existential crisis. Unable to truly compete with the Tajaran nations, many of its members doubt Volin&#039;s plans. The younger generations - most of which were born outside of Adhomai - have conflicted views towards the prospect of returning to a place they have never been to. The Old Guard stubbornly clings to its revolutionary dream. Some believe that their limited operations in Himeo are enough, while others agree that they should seek allies in other places. Whispers about abandoning the plan and settling definitively in Himeo are also becoming increasingly common. &lt;br /&gt;
&lt;br /&gt;
Volin Kar&#039;etrink is very old; little time is left for him in this world. The Free Tajaran Council now stands at the crossroads: a choice must be made concerning the future. In their struggle to influence the Tajara, the Tajaran nations have taken notice of the sizable community in Himeo. The Council is now a battleground for another proxy war between the Adhomian nations. Almost all factions within the community are currently backed up by one of the Tajaran countries in an attempt to secure their support.&lt;br /&gt;
&lt;br /&gt;
=Culture and Society=&lt;br /&gt;
&lt;br /&gt;
The Free Council culture is the traditional [[Democratic People&#039;s Republic of Adhomai#Northern Ras&#039;nrr|Northern Ras&#039;nrr]] way of life heavily influenced by the Council&#039;s ideology, the situation in Himeo, and the past isolation from the wide Tajaran community. A great emphasis is put on the collective and the survival of the society above the individual. Himean Tajara will usually have an aversion to strict chains of command, preferring to make decisions based on common consensus instead of relying on a leader. Diligence and modesty are considered virtues that every Tajara should strive for. While not necessarily xenophobic, the Free Council Tajara are highly suspicious of outsiders and will take more time to establish bonds with people from outside of their communities.&lt;br /&gt;
&lt;br /&gt;
With the help of Himeo, the Free Council was able to establish schools and freely educate its population, creating a steady supply of well-trained technicians, miners, and engineers. Without the trappings of Adhomian prejudice, the Zhan-Khazan were able to receive the same education as any other ethnicity. Some of its members are now starting to leave the planet to acquire experience elsewhere.&lt;br /&gt;
&lt;br /&gt;
Speaking about the Free Council&#039;s plan of returning to Adhomai to outsiders is taboo. Anyone found breaking this prohibition will usually be dealt with violently.&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
&lt;br /&gt;
Because of the Council&#039;s rushed exodus and distance from Adhomai, most of the native Tajaran diet was replaced by alternatives found in Himeo. Only [[Adhomai#N&#039;fri-hi (Blizzard Ears)|Blizzard Ears]] crops managed to thrive in the underground environment. The ongoing Cold War has opened the way for imported Adhomian goods as the Tajaran nations try to approach the Free Council.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
Tajaran music in Himeo is commonly performed with folk Adhomian instruments. Songs are used to transmit the Council&#039;s history, their ideals, and to remember the community of their homeworld. In true Tajaran fashion, the oral tradition remains strong within the Free Council.&lt;br /&gt;
&lt;br /&gt;
==Literature==&lt;br /&gt;
&lt;br /&gt;
Despite high literacy rates, books are still seen with suspicion due to their relationship with the pre-revolution nobility in Adhomai. However, technical manuals are prized because of their practical use. Himean reference texts are frequently translated to Siik&#039;maas by the Council&#039;s teachers. &lt;br /&gt;
&lt;br /&gt;
=Foundling District=&lt;br /&gt;
&lt;br /&gt;
Most of the Free Council&#039;s population lives in a neighborhood of Dorshafen known as the Foundling District. Once part of an abandoned Hephaestus Industries quarry, the District was transformed into a sprawling system of tunnels and living chambers by the Tajara. While the architecture follows the Himean style, internal decoration and furniture are distinct Tajaran. The Foundling District is home to the Council Committee Hall, a spacious chamber where important decisions are discussed and voted by the population.&lt;br /&gt;
&lt;br /&gt;
Because of space constraints, most houses in the Foundling Districts are shared between two or more families. Residents share the same hallways, kitchen, and living room. Each family has access to their personal bedrooms and bathrooms.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a commune ruled by a direct democracy without any kind of apparent hierarchy. Political decisions, distribution of resources, assignment of tasks, and punishments are decided in councils where the entire population is invited to take part. Since involving everyone in a discussion is impossible, groups will elect a speaker among themselves to attempt to convince the Council to vote in their favor.&lt;br /&gt;
&lt;br /&gt;
The Free Council elects a representative quinquennial to represent its interests before the Himean Government. Since they arrived in Himeo, Volin Kar&#039;etrink has always been chosen. While it does not grant any special powers, the Representative position holds plenty of influence and can easily sway debates to their side.&lt;br /&gt;
&lt;br /&gt;
All of the Free Council&#039;s industry and agriculture are collectively owned. The workers themselves decide the direction of the business alongside the directives voted by the Council. Himean Tajara will also commonly work in the rest of the planet&#039;s ventures as employees.&lt;br /&gt;
&lt;br /&gt;
Law enforcement and defense are handled by the local militia, known as the Adhomian Free Guard. The members of the Guard are elected by the population and may be dismissed from their post through a vote as well. The militias are allowed to arrest any Tajara suspect of committing an infraction; prisoners must be immediately brought to a Free Guard meeting to decide if they will remain imprisoned. Instead of holding courts, the fate of a criminal is collectively decided by the entire commune. The Free Guard and the courts are also used to enforce traditional Tajaran values on the population.&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
The ideology of the Free Council is known as Kar&#039;etrinkism. Its opponents first coined the term; its adherents later adopted it to honor the old revolutionary. Kar&#039;etrinkism advocates for the violent overthrow of the Adhomian governments in favor of the establishment of local communes ruled through direct democracy. The ideology claims that all of Tajara&#039;s woes are caused by the authoritarian states that have always existed in history. While unable to gain any foothold in Adhomai, Kar&#039;etrinkism has been implemented with moderate success in the Free Council&#039;s areas. However, the ideology is undergoing a crisis as it has been unable to make any real progress towards liberating Adhomai.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
The crisis of faith brought by failures of the Free Council in enacting their plan of returning to Adhomai has created political divisions within the commune. These factions are currently engaged in a power struggle to decide the community&#039;s future. In their search for allies, these coalitions have aligned themselves with the Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
===Revolutionary Old Guard===&lt;br /&gt;
&lt;br /&gt;
Composed of veterans from the First Revolution and Volin&#039;s loyalists, the Revolutionary Old Guard believes that the current status quo should be maintained. The Free Council must stick to its allies in Himeo and stay clear from outside influence. The time to reconquer Adhomai will eventually come. The Revolutionary Old Guard was once the majority; since the start of the cold war, they quickly lost ground to the other factions.&lt;br /&gt;
&lt;br /&gt;
===New Tajaran Assembly===&lt;br /&gt;
&lt;br /&gt;
A gathering of Volin&#039;s opposers and younger Tajara that wish to end the Council&#039;s isolation in pursuit of new allies. The New Tajaran Assembly still wishes to continue with the plan of eventually returning to Adhomai, but believes that the isolation has only hindered their efforts. Recruiting new members and gathering external support is the only way to become stronger than the governments that control the homeworld. Members of the factions are usually the ones leaving Himeo to explore the rest of the Spur. This faction is backed up by the Liberation Army.&lt;br /&gt;
&lt;br /&gt;
===Himean Front===&lt;br /&gt;
&lt;br /&gt;
Made up of disillusioned Tajara, the Himean Front wants to abandon the plan of returning to wage war on Adhomai. For them, staying in Himeo is the best course of action; the Free Council will never be able to match the Adhomian powers. They are also opposed to any kind of isolation and seek to further the Council&#039;s relationship with the Tajaran nations. This faction is currently supported by the Democratic People&#039;s Republic of Adhomai&#039;s civilian government.&lt;br /&gt;
&lt;br /&gt;
===Adhomian Bloc===&lt;br /&gt;
&lt;br /&gt;
Composed of extremist elements, the Adhomian Bloc is the smallest but most radical faction. It considers the plan of returning to Adhomai and the Kar&#039;etrinkism as total failures. Inspired by Himeo and the Tajaran nations, the bloc seeks to reform the direct democracy into a representative democracy guided by an elected council. This clique is in favor of further integration with the Adhomian powers. They are currently sponsored by the People&#039;s Republic of Adhomai.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category: Tajara]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
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		<title>New Kingdom of Adhomai</title>
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
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{{Infobox Nations&lt;br /&gt;
|Header Color = #182d6a&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = New Kingdom of Adhomai&lt;br /&gt;
|Shortname = NKA&lt;br /&gt;
|Flag = New Kingdom of Adhomai.png&lt;br /&gt;
|Capital City = Kaltir&lt;br /&gt;
|Capital Planet = Adhomai&lt;br /&gt;
|Language = Siik&#039;maas&amp;lt;br&amp;gt;Ya&#039;ssa&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial)&amp;lt;br&amp;gt;Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Royalist&lt;br /&gt;
|Government = Constitutional Monarchy&lt;br /&gt;
|Head of State = Queen Shumaila Azunja&lt;br /&gt;
|Legislature = Parliament&lt;br /&gt;
|Upper House = Chamber of Nobles&lt;br /&gt;
|Lower House = Chamber of Commoners&lt;br /&gt;
|Established = 2449&lt;br /&gt;
}}&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;
= 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, gender roles are very important. While some advances were made by the revolution, the society still upholds the expectations of the old society. The ascension of Queen Shumaila is considered a rare moment where these norms could be subverted. For a marriage to be recognized by the government, it must first be accepted by the religious authorities. Same-sex marriages are not even considered as a concept by the New Kingdom, as they still see a union as an affair related to one&#039;s bloodline, rarely related to affection. However, commoners are under less scrutiny and may choose their partners with far more freedom. Transgender Tajara have to navigate the intricacies of the Royalist society norms, with few being able to handle the expectations and the rudimentary state of the country&#039;s medical care.&lt;br /&gt;
&lt;br /&gt;
Due to social pressure to continue their lineage, some homosexual Tajara, mainly nobles, marry into heterosexual relationships. It is not uncommon for affairs outside of marriages to happen, with some couples being aware of this. While these can turn into scandals, they are often ignored by the wider society if they do not result in bastards or are with someone of a different caste. &lt;br /&gt;
&lt;br /&gt;
Relationships between different castes are considered to be highly abhorrent by the New Kingdom&#039;s society. While no laws exist against them, it is common for officials to refuse to recognize these unions and for mixed couples to be discriminated against by the state and population. Those found dating outside of their ethnicity are frequently disinherited by their families. Mixed heritage individuals face a great deal of discrimination. Some reactionary elements have been campaigning to create laws to outlaw miscegenation.&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. Folk 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 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 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 Kingdom&#039;s 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 enjoy 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 their 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 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 (თ) as its official currency. The Biesel Standard Credit (电/CR) is accepted only in 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 acting as 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 oldest company among the “big three”.&lt;br /&gt;
&lt;br /&gt;
== Tourism ==&lt;br /&gt;
&lt;br /&gt;
Since the end of the Second Revolution, tourism became a fast-growing sector in the New Kingdom. Deals with megacorporations, such as Idris Incorporated, have allowed the nation to quickly offer many touristic opportunities. While some big national companies have started to dominate the market, several smaller agencies still exist. Outside of historical attractions, the NKA is home to areas with a well-preserved native culture and natural beauty, such as the Zarr&#039;jirah Mountains and Bar&#039;jar. Resorts on the Peninsula of Harr&#039;nrr are popular with the nobility. However, the ongoing instability in the south may begin to threaten the Royalist tourist industry. Alien visitors are generally welcome in the Kingdom due to the prosperity they bring, even if the most conservative elements might see them with suspicion.&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;
&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;
&lt;br /&gt;
== The Borderlands == &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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;
&lt;br /&gt;
== 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 Rustam 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;
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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;
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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 a 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 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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*&#039;&#039;&#039;Wheel Tank:&#039;&#039;&#039;  single-track-wheeled light reconnaissance vehicle inspired by the Tajaran monowheels. It has room for a single driver who also controls its armament, a pair of machine guns. To help with stability, it has two steerable wheels on its sides. Its sacrifices much of its armor in favor of speed; while it can withstand small arms fire, it is very vulnerable to most anti-materiel weaponry. The Wheel Tank was recently developed as part of the Kingdom&#039;s attempt to modernize its military.&lt;br /&gt;
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*&#039;&#039;&#039;Experimental Walker Frigates:&#039;&#039;&#039; Old Royal Navy frigates retrofitted by the Minharrzka Maritime Company with a set of six mechanical legs to allow for walking on coastal land. Slow and clumsy, they are intended to support land invasions as artillery support or as mobile bunkers in terrain cover. The crew compartments are cramped and offer little space due to the size of the mechanism. The frigates’ reliability is currently being tested.&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;
 &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 relationship 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 must 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 relationship between both nations is mainly focused on trade and political support. Dominia’s plan 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;
*&#039;&#039;&#039;[[Izweski Nation]]:&#039;&#039;&#039; in an attempt to gain more allies, the New Kingdom approached the Izweski Hegemony recently. As part of the concessions to gain its favor, it denounced the Al&#039;mariist presence in Gakal&#039;zaal. The Unathi have also requested the NKA to recognize their claim to the planet, a demand that the Kingdom is still unsure if it will accept or not.&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:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Democratic_People%27s_Republic_of_Adhomai&amp;diff=36353</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=36353"/>
		<updated>2025-07-12T01:32:14Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: &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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{{Infobox Nations&lt;br /&gt;
|Header Color = Black&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = Democratic People&#039;s Republic of Adhomai&lt;br /&gt;
|Shortname = DPRA&lt;br /&gt;
|Flag = DiamondALA.png&lt;br /&gt;
|Capital City = Shastar City&lt;br /&gt;
|Capital Planet = Adhomai&lt;br /&gt;
|Language = Siik&#039;maas (Official)&amp;lt;br&amp;gt;Siik&#039;tajir (Regional)&amp;lt;br&amp;gt;Delvahhi (Regional)&amp;lt;br&amp;gt;Nal&#039;rasan (Regional)&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial)&amp;lt;br&amp;gt;Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Al&#039;mariist&amp;lt;br&amp;gt;Adhomian&lt;br /&gt;
|Government = Federal Presidential Republic&amp;lt;br&amp;gt;Military Junta (Select regions)&amp;lt;br&amp;gt;Anarchist (Crevus)&lt;br /&gt;
|Head of State = President Almrah Harrlala&lt;br /&gt;
|Legislature = National Assembly&lt;br /&gt;
|Established = 2451 (ALA)&amp;lt;br&amp;gt;2459 (DPRA)&lt;br /&gt;
}}&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. Despite securing a second term, President Harrlala still faces many challenges and a strong opposition.&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&#039;mariism’s mission to preserve Tajaran tradition has ensured that many prejudices remain within the DPRA. Traditional gender roles are more prevalent in rural and junta-controlled territories, while urban and civilian ones are more relaxed. Even if the law makes sure that all are equal, there is no active effort by the state to reduce or combat the gender differences. However, the election of President Almrah Harrlala has proved that the society is open to change. There is a division between religious and civil marriage. The government rarely interferes in these personal matters. The main pressure is usually from older Tajara parents who are still influenced by the old mindset. Same-sex marriage is not recognized by the state, with it being just a concern to some parts of the moderate Al&#039;mariists.&lt;br /&gt;
&lt;br /&gt;
Out of all factions, the DPRA has the least public prejudice towards mixed couples, with some seeing it as a revolutionary act against the old world. Seeking a more modern life, some Tajara migrate to civilian-ruled areas and the city of Crevus.&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 (თ) as its official currency. The Biesel Standard Credit (电/CR) 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 can not 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;
== Tourism ==&lt;br /&gt;
&lt;br /&gt;
Besides of the City of Crevus, tourism in the DPRA is minimal; it only truly exists as an industry in civilian-controlled areas. Southern Ras&#039;nrr is known for its many historical sites. Rhazkjara Valley, despite the damage caused by the war, is sought after for its natural beauty and exotic fauna. Junta territories, except for Southern Harr&#039;masir, are rarely visited by tourists. Anyone trying to see the ALA&#039;s land must secure permission from the ruling commander. Since Alien tourists will frequently face harassment and discrimination from the locals and authorities, they are unheard of outside of Crevus.&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Island of Amohda ===&lt;br /&gt;
&lt;br /&gt;
[[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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Southern Harr&#039;masir ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Din&#039;akk Mountains ===&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
= Major Cities =&lt;br /&gt;
&lt;br /&gt;
*&#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;
&lt;br /&gt;
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;
&lt;br /&gt;
[[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;
&lt;br /&gt;
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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*&#039;&#039;&#039;Rhazar Burrowing Car:&#039;&#039;&#039; created by the Shastar Technical University, the Rhazar Burrowing Car is a Tajaran-made, tunnel-digging vehicle. It uses a combination of drills and acids to quickly burrow into the stone. It comes in many different sizes, with its biggest one, Fat Bahir, measuring around 150 meters long. Armored versions have been made for the Combat Miner divisions.&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 for 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 rifles. The Ho’taki marksman rifle is a semi-automatic sniper rifle, designed to serve as 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;
*&#039;&#039;&#039;Vodryanic Gas Shell:&#039;&#039;&#039; following further research into chemical warfare during the Cold War, Vodryanic acid, the chemical used by the [[Tajaran Military Structures#Experimental Compound Troopers|Experimental Compound Troopers]], was successfully transformed into a gas by Liberation Army researchers. While in its gaseous form, the chemical loses most of its corrosive properties. When inhaled, it causes suffocation, hemoptysis, and chest pain. Fur exposed to it will quickly fall, causing burns and blisters on the skin. Prolonged exposure can cause blindness, respiratory damage, and permanent hair loss. The gas is currently deployed through artillery shells.&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 quickly becomes 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 toward 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 linger 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&#039;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;
*&#039;&#039;&#039;[[Fisanduh]]:&#039;&#039;&#039; the Democratic People&#039;s Republic of Adhomai denounces the Dominian presence in Fisanduh as an unlawful occupation. The DPRA recognizes the Fisanduh Freedom Front as the rightful government of the region. The relationship between both nations is still very recent and little has developed out of it. However, some elements within the Al&#039;mariist state call for military cooperation with Fisanduh.&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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[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=People%27s_Republic_of_Adhomai&amp;diff=36352</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=36352"/>
		<updated>2025-07-12T01:28:43Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: &lt;/p&gt;
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{{Infobox Nations&lt;br /&gt;
|Header Color = #831505&lt;br /&gt;
|Title Color = White&lt;br /&gt;
|Nation = People&#039;s Republic of Adhomai&lt;br /&gt;
|Shortname = People&#039;s Republic&amp;lt;br&amp;gt;PRA&lt;br /&gt;
|Flag = PRA Flag.png&lt;br /&gt;
|Capital City = Nal&#039;Tor&lt;br /&gt;
|Capital Planet = Adhomai&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial)&amp;lt;br&amp;gt;Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Hadiist&amp;lt;br&amp;gt;Republican&amp;lt;br&amp;gt;Adhomian&lt;br /&gt;
|Government = Single-Party Presidential Republic&lt;br /&gt;
|Head of State = President Njadrasanukii Hadii&lt;br /&gt;
|Legislature = Republican Parliament&lt;br /&gt;
|Established = 2433&lt;br /&gt;
}}&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;
= 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 following its victory in the First Revolution. 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 regard 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;
&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 and 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 masses. 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 schedules 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 keeping the morale at acceptable levels. Party members, researchers, military officers, and other educated professionals usually have access to more services and luxuries, including 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 businesses.&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;
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. Due to the population loss caused by the conflict, there are incentives, such as tax cuts, welfare benefits, and better homes, for couples to have children. Despite the traditional Tajara family still being the basic unit of the PRA society, the government is trying to change it. Daycare centers aimed to fully raise children in the Hadiist principles have begun to be tested; in these facilities, the contact with the biological parents is minimal in favor of treating the individual as part of a bigger system. Some visionary hadiists have considered replacing biological reproduction with more technologically advanced alternatives, such as cloning or extending one&#039;s life with augmentation. &lt;br /&gt;
&lt;br /&gt;
Due to the Hadiist revolutionary thought and the rejection of the older order, there is a policy of total gender equality. Female and male Tajara have the same rights, with the state making no distinction in any of its fields, including the military. The conscription, such as the one called in 2458, calls all able citizens regardless of gender. This practice allows the PRA to bolster its forces without affecting the workforce during wartime. Marriages are often seen as a formality to create a family, with the religious part being separated from the civil one. Same-sex marriage is not recognized by the Hadiist state, but some Young Hadiists have been campaigning for such. Transgender Tajara may have an easier time in the Hadiist society due to its vision of gender, but the medical technology and support are still in their early stages.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering prejudice, the overall Hadiist society considers relationships between different ethnicities to be negative. While the government places no official sanction on mixed couples, older officials will often discriminate. Visionary and Young Hadiists believe that the government should promote mixed relationships to further dismantle the Njarir caste system. &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 run 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 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, and 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 a &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 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;
=== President Hadii Badges ===&lt;br /&gt;
&lt;br /&gt;
President Hadii badges are metal pins and medals bearing the image of Njadrasanukii Hadii. Created during the dawn of the First Revolution, these objects were crafted and worn by the Hadiist to identify themselves in opposition to Nated. The first ones were made with crude materials. In the early stages of the Hadii cult of personality, badges were only officially issued to celebrate events and special dates. In the later moments of the Second Revolution, they were mass fabricated and used as displays of loyalty to the Party. A thousand variations exist; some models are exclusively sold to tourists visiting the PRA. Some individuals are known to collect them.&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;
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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;
&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;
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== 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;
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=== 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;
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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;
&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;
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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;
&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 are given a full memorial in the form of a state funeral service before the Palace of the Free Tajara 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 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 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;
== Sports ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&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;
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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 the Adhomian Knuckle (თ) and the Biesel Standard Credit (电/CR) 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 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 very reliable and simple; megacorporations usually supply most of the luxurious products. 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 can not 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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== Tourism ==&lt;br /&gt;
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Tourism in the People&#039;s Republic is tightly controlled by the government. The state monopolizes the industry; however, collaboration with megacorporations is widespread. Due to concerns over internal security, only certain areas are available for visitation. The historical cities and the idyllic region of Ras&#039;nrr Heartlands are the main attractions. Religious tourism is also common in the southern Rhazar Mountains, where pilgrims can visit ancient Tajaran temples. While alien tourists suffer no additional restrictions during their stay and can travel to anywhere a Hadiist citizen can, they are constantly watched by the PRA security service.&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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Despite 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 in 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 at 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 for 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 for 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 that 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 in Zatushka. Furniture made here is known to be of high quality and is prized everywhere in Adhomai. The city was controlled by the Liberation Army for 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 of Sana Sahira, serving as a stop-off point for 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 rebuilt 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 on 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 for 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;
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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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=== Tesla Rejuvenation Suit ===&lt;br /&gt;
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Created as part of the Tesla prosthetics program, the Tesla Rejuvenation Suit is a hulking suit that allows disabled Tajara to regain their vigor. Its users are surgically grafted in the machine; their limbs are replaced by large, industrial replacements; their organs are placed in a tank full of healing chemicals located inside their chest, and finally, a big tesla spine is installed. Only the head remains untouched. The suits are bulky and clumsy, restricting their wearers to jobs involving weight lifting and other menial tasks. Since this invention is still in its early stage, reports of it malfunctioning or causing pain to its user are not unheard off; however, the government is quick to claim that these are only subversive rumors. Because of extensive augmentation, Tajaran in these suits reports loss of sensations everywhere except the face. The Rejuvenation Suit is only granted to loyal Hadiist Tajara living in the People&#039;s Republic. Tajara wearing it are colloquially called &amp;quot;steelsuits&amp;quot;.&lt;br /&gt;
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=== Tesla Resurrected ===&lt;br /&gt;
&lt;br /&gt;
One of the most secretive projects of the People&#039;s Republic is their quest to defeat death itself. In this mission, they created the Tesla Resurrected. Only known through leaked information, these experiments are dead Tajara brought back to life using a mixture of augmentation, chemicals, and life support machinery. While fresh bodies produced sentient subjects, with the bare minimum of consciousness to be called such, corpses with signs of decay require invasive techniques to birth more crude results. These resurrected, amalgamations of flesh and metal, are either mindless machines or reportedly violent maniacs. It is currently unknown if these experiments still exist in underground laboratories or if they were destroyed after they were interrogated for their secrets from beyond the grave.&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; invented 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;
*&#039;&#039;&#039;Skypillar System:&#039;&#039;&#039; created to deploy the Hadiist nuclear arsenal in case of a decapitation first strike, the Skypillar System is a missile control system recently revealed by the PRA. It relies on a series of sensors controlled by copies of the Republican AI. If the Skypillar detects an explosion, it will attempt to contact President Hadii and the Party to acquire authorization to use weapons of mass destruction. If unable to reach any authority, the Skypillar System will decide on its own if it will retaliate or not. The reliability of the mechanism and location of the sensors are only known to very few members of the state apparatus.&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 sort 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 the 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. Hadiist 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;
===Blade Dame Division===&lt;br /&gt;
&lt;br /&gt;
Known only through document leaks, the Blade Dame Division is a group of heavily augmented assassins. Its members are picked from female orphanages and supposedly brainwashed to be totally loyal to the Hadiist Party. They are equipped with experimental augments that favor stealth operations, including retractable blades concealed in the forearms and fingertips; subdermal ballistic armor patches; concealed guns installed in the knees and wrist; and a fully internal tesla spine prototype. Due to the nature of the augmentations, they are indistinguishable from a non-augmented Tajara to the naked eye. Rumors claim that the Blade Dames are also operating in Tau Ceti.&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;
*&#039;&#039;&#039;[[Nralakk Federation]]:&#039;&#039;&#039; as part of the S&#039;rand&#039;marr Coalition, the Nralakk Federation dispatched peacekeepers and humanitarian aid to the People&#039;s Republic during the conflict. Despite initially recognizing all Tajaran factions due to the Armistice, the Federation now only recognizes the People&#039;s Republic as the rightful Adhomian faction. The collaboration between the governments is usually done through the joint development of technologies and information exchanges. The Federation currently sees the PRA as the best choice for Adhomian stability.&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 strongest 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;
{{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>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36350</id>
		<title>Free Tajaran Council</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36350"/>
		<updated>2025-07-12T01:25:44Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Nation = Free Tajaran Council&lt;br /&gt;
|Shortname = FTC&lt;br /&gt;
|Flag = Freecouncilflag.png&lt;br /&gt;
|Capital City = Dorshafen&lt;br /&gt;
|Capital Planet = Himeo&lt;br /&gt;
|Language = Siik&#039;maas&amp;lt;br&amp;gt;Freespeak (Unofficial)&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial)&amp;lt;br&amp;gt;Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Adhomian&amp;lt;br&amp;gt;Himean&lt;br /&gt;
|Government = Democratic Commune&lt;br /&gt;
|Legislature = Free Council&lt;br /&gt;
}}&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is the largest Tajaran community in [[Himeo]]. Its origins can be traced back to the First Revolution-era revolutionaries that fled Adhomai. Built upon radical principles of equality and communal democracy, the Free Tajaran Council remained relatively isolated from the rest of the Tajaran community until the start of the Adhomian Cold War.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council began as a rebel faction in the [[Tajaran History#Pre-Revolution Adhomian Kingdoms|Duchy of Shungsta]] during the [[Tajaran History#The Uprisings|First Revolution]]. Born among the oppressed peasants and factory workers, the movement advocated for the total abolishment of the existing governments in favor of local democratic councils. The Free Council became a serious contender for power in Northern Ras&#039;nrr after Volin Kar&#039;etrink - a young Hharar worker known to be a firebrand - was elected its leader.  Drawing inspiration from the rebels of Zatushka and S&#039;rendul, Volin organized the Council into a mobile force of guerillas fighters; cars and carriages were used to move infantry and artillery in and out of battle. The Free Council clashed with both rebel and loyalist groups during the revolution.&lt;br /&gt;
&lt;br /&gt;
Due to its innate hostility to all other Adhomian Civil War factions, the Free Tajaran Council was unable to secure any significant territory outside of Northern Ras&#039;nrr. The Council&#039;s forces were quickly defeated by the Hadiist forces when they invaded the region in 2427. Volin then gathered the survivors and fled to [[Crevus]]. Due to the Council&#039;s inexperience with galactic affairs, the Tajara were unable to figure a way off of the planet by themselves. This impasse was solved by the intervention of [[Nanotrasen]], who helped them hire ships to leave Adhomai. Regardless of their political beliefs, this interaction left a positive impression of the megacorporation on the Council. The Tajara traveled through the Coalition of Colonies territory until they reached the System XZP-098 in 2430.&lt;br /&gt;
&lt;br /&gt;
The Free Council decided to settle on Himeo because of its government and weather. Posing as refugees from the ongoing Civil War, they were given asylum and a degree of autonomy to govern themselves. Staying loyal to its ideals, the Council organized itself into a democratic commune built around the direct participation of its members in all public matters. Through the cooperation with Himeo, the Free Council prospered and grew in numbers.&lt;br /&gt;
&lt;br /&gt;
Despite all the prosperity, the Free Tajara Council does not consider [[Himeo]] its home. The dream of creating a free Adhomai was never abandoned. When the time arises, Volin and his followers secretly plan to return to their homeworld and topple down the Adhomian regimes. They prepare their plot deep in the tunnels: weapons are brought and secretly stored; militias train daily for the inevitable conflict; plans to assassinate leaders, sabotage factories, and sow discord are voted on. Thanks to a deep paranoia and isolation from the wide Tajaran community, the Council&#039;s plans are still unknown to the public. Officially, the Council renounces the original intentions of their revolutionary past.&lt;br /&gt;
&lt;br /&gt;
The Free Tajara Council now faces an existential crisis. Unable to truly compete with the Tajaran nations, many of its members doubt Volin&#039;s plans. The younger generations - most of which were born outside of Adhomai - have conflicted views towards the prospect of returning to a place they have never been to. The Old Guard stubbornly clings to its revolutionary dream. Some believe that their limited operations in Himeo are enough, while others agree that they should seek allies in other places. Whispers about abandoning the plan and settling definitively in Himeo are also becoming increasingly common. &lt;br /&gt;
&lt;br /&gt;
Volin Kar&#039;etrink is very old; little time is left for him in this world. The Free Tajaran Council now stands at the crossroads: a choice must be made concerning the future. In their struggle to influence the Tajara, the Tajaran nations have taken notice of the sizable community in Himeo. The Council is now a battleground for another proxy war between the Adhomian nations. Almost all factions within the community are currently backed up by one of the Tajaran countries in an attempt to secure their support.&lt;br /&gt;
&lt;br /&gt;
=Culture and Society=&lt;br /&gt;
&lt;br /&gt;
The Free Council culture is the traditional [[Democratic People&#039;s Republic of Adhomai#Northern Ras&#039;nrr|Northern Ras&#039;nrr]] way of life heavily influenced by the Council&#039;s ideology, the situation in Himeo, and the past isolation from the wide Tajaran community. A great emphasis is put on the collective and the survival of the society above the individual. Himean Tajara will usually have an aversion to strict chains of command, preferring to make decisions based on common consensus instead of relying on a leader. Diligence and modesty are considered virtues that every Tajara should strive for. While not necessarily xenophobic, the Free Council Tajara are highly suspicious of outsiders and will take more time to establish bonds with people from outside of their communities.&lt;br /&gt;
&lt;br /&gt;
With the help of Himeo, the Free Council was able to establish schools and freely educate its population, creating a steady supply of well-trained technicians, miners, and engineers. Without the trappings of Adhomian prejudice, the Zhan-Khazan were able to receive the same education as any other ethnicity. Some of its members are now starting to leave the planet to acquire experience elsewhere.&lt;br /&gt;
&lt;br /&gt;
Speaking about the Free Council&#039;s plan of returning to Adhomai to outsiders is taboo. Anyone found breaking this prohibition will usually be dealt with violently.&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
&lt;br /&gt;
Because of the Council&#039;s rushed exodus and distance from Adhomai, most of the native Tajaran diet was replaced by alternatives found in Himeo. Only [[Adhomai#N&#039;fri-hi (Blizzard Ears)|Blizzard Ears]] crops managed to thrive in the underground environment. The ongoing Cold War has opened the way for imported Adhomian goods as the Tajaran nations try to approach the Free Council.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
Tajaran music in Himeo is commonly performed with folk Adhomian instruments. Songs are used to transmit the Council&#039;s history, their ideals, and to remember the community of their homeworld. In true Tajaran fashion, the oral tradition remains strong within the Free Council.&lt;br /&gt;
&lt;br /&gt;
==Literature==&lt;br /&gt;
&lt;br /&gt;
Despite high literacy rates, books are still seen with suspicion due to their relationship with the pre-revolution nobility in Adhomai. However, technical manuals are prized because of their practical use. Himean reference texts are frequently translated to Siik&#039;maas by the Council&#039;s teachers. &lt;br /&gt;
&lt;br /&gt;
=Foundling District=&lt;br /&gt;
&lt;br /&gt;
Most of the Free Council&#039;s population lives in a neighborhood of Dorshafen known as the Foundling District. Once part of an abandoned Hephaestus Industries quarry, the District was transformed into a sprawling system of tunnels and living chambers by the Tajara. While the architecture follows the Himean style, internal decoration and furniture are distinct Tajaran. The Foundling District is home to the Council Committee Hall, a spacious chamber where important decisions are discussed and voted by the population.&lt;br /&gt;
&lt;br /&gt;
Because of space constraints, most houses in the Foundling Districts are shared between two or more families. Residents share the same hallways, kitchen, and living room. Each family has access to their personal bedrooms and bathrooms.&lt;br /&gt;
&lt;br /&gt;
=Government=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is a commune ruled by a direct democracy without any kind of apparent hierarchy. Political decisions, distribution of resources, assignment of tasks, and punishments are decided in councils where the entire population is invited to take part. Since involving everyone in a discussion is impossible, groups will elect a speaker among themselves to attempt to convince the Council to vote in their favor.&lt;br /&gt;
&lt;br /&gt;
The Free Council elects a representative quinquennial to represent its interests before the Himean Government. Since they arrived in Himeo, Volin Kar&#039;etrink has always been chosen. While it does not grant any special powers, the Representative position holds plenty of influence and can easily sway debates to their side.&lt;br /&gt;
&lt;br /&gt;
All of the Free Council&#039;s industry and agriculture are collectively owned. The workers themselves decide the direction of the business alongside the directives voted by the Council. Himean Tajara will also commonly work in the rest of the planet&#039;s ventures as employees.&lt;br /&gt;
&lt;br /&gt;
Law enforcement and defense are handled by the local militia, known as the Adhomian Free Guard. The members of the Guard are elected by the population and may be dismissed from their post through a vote as well. The militias are allowed to arrest any Tajara suspect of committing an infraction; prisoners must be immediately brought to a Free Guard meeting to decide if they will remain imprisoned. Instead of holding courts, the fate of a criminal is collectively decided by the entire commune. The Free Guard and the courts are also used to enforce traditional Tajaran values on the population.&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
&lt;br /&gt;
The ideology of the Free Council is known as Kar&#039;etrinkism. Its opponents first coined the term; its adherents later adopted it to honor the old revolutionary. Kar&#039;etrinkism advocates for the violent overthrow of the Adhomian governments in favor of the establishment of local communes ruled through direct democracy. The ideology claims that all of Tajara&#039;s woes are caused by the authoritarian states that have always existed in history. While unable to gain any foothold in Adhomai, Kar&#039;etrinkism has been implemented with moderate success in the Free Council&#039;s areas. However, the ideology is undergoing a crisis as it has been unable to make any real progress towards liberating Adhomai.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
&lt;br /&gt;
The crisis of faith brought by failures of the Free Council in enacting their plan of returning to Adhomai has created political divisions within the commune. These factions are currently engaged in a power struggle to decide the community&#039;s future. In their search for allies, these coalitions have aligned themselves with the Adhomian powers.&lt;br /&gt;
&lt;br /&gt;
===Revolutionary Old Guard===&lt;br /&gt;
&lt;br /&gt;
Composed of veterans from the First Revolution and Volin&#039;s loyalists, the Revolutionary Old Guard believes that the current status quo should be maintained. The Free Council must stick to its allies in Himeo and stay clear from outside influence. The time to reconquer Adhomai will eventually come. The Revolutionary Old Guard was once the majority; since the start of the cold war, they quickly lost ground to the other factions.&lt;br /&gt;
&lt;br /&gt;
===New Tajaran Assembly===&lt;br /&gt;
&lt;br /&gt;
A gathering of Volin&#039;s opposers and younger Tajara that wish to end the Council&#039;s isolation in pursuit of new allies. The New Tajaran Assembly still wishes to continue with the plan of eventually returning to Adhomai, but believes that the isolation has only hindered their efforts. Recruiting new members and gathering external support is the only way to become stronger than the governments that control the homeworld. Members of the factions are usually the ones leaving Himeo to explore the rest of the Spur. This faction is backed up by the Liberation Army.&lt;br /&gt;
&lt;br /&gt;
===Himean Front===&lt;br /&gt;
&lt;br /&gt;
Made up of disillusioned Tajara, the Himean Front wants to abandon the plan of returning to wage war on Adhomai. For them, staying in Himeo is the best course of action; the Free Council will never be able to match the Adhomian powers. They are also opposed to any kind of isolation and seek to further the Council&#039;s relationship with the Tajaran nations. This faction is currently supported by the Democratic People&#039;s Republic of Adhomai&#039;s civilian government.&lt;br /&gt;
&lt;br /&gt;
===Adhomian Bloc===&lt;br /&gt;
&lt;br /&gt;
Composed of extremist elements, the Adhomian Bloc is the smallest but most radical faction. It considers the plan of returning to Adhomai and the Kar&#039;etrinkism as total failures. Inspired by Himeo and the Tajaran nations, the bloc seeks to reform the direct democracy into a representative democracy guided by an elected council. This clique is in favor of further integration with the Adhomian powers. They are currently sponsored by the People&#039;s Republic of Adhomai.&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>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Infobox_Nations&amp;diff=36348</id>
		<title>Template:Infobox Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Infobox_Nations&amp;diff=36348"/>
		<updated>2025-07-12T01:20:28Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Colorable header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div width=&amp;quot;100%&amp;quot; style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:3px solid black; font-size: 12px;margin:auto;width: 100%&amp;quot; cellpadding=&amp;quot;10px&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;style=&amp;quot;font-size: 14px; text-align: center&amp;quot; | &#039;&#039;{{{Shortname|No Short Name}}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot;|[[File:{{{Flag|No Image}}}|250px|center]]&amp;lt;br&amp;gt;&amp;lt;center&amp;gt;Flag&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{Galatic Position|}}}| &amp;lt;td colspan=&amp;quot;2&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;height:320px; width:270px; font-size: 14px; text-align: center&amp;quot;&amp;gt;[[File:{{{Galatic Position}}}|250px|center]]&amp;lt;br&amp;gt;Galactic Position&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Capital Planet:&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Capital City&amp;lt;/span&amp;gt;||{{{Capital Planet|No Capital Planet}}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{Capital City|No Capital City}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Language(s):&#039;&#039;&#039;||{{{Language|No Language}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Species:&#039;&#039;&#039;||{{{Species|No Species}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Religion:&#039;&#039;&#039;||{{{Religion|No Official Religion}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Demonym:&#039;&#039;&#039;||{{{Demonym|No Demonym}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Head of State&amp;lt;/span&amp;gt;||{{{Government|No Government}}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{Head of State|No Head of State}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Legislature|}}} | &amp;lt;td&amp;gt;&#039;&#039;&#039;Legislature&#039;&#039;&#039; &amp;lt;br&amp;gt; }}{{#if: {{{Upper House|}}} | &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Upper House &amp;lt;br&amp;gt;&amp;lt;/span&amp;gt; }}{{#if: {{{Lower House|}}} | &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Lower House &amp;lt;/span&amp;gt; }}{{#if: {{{Legislature|}}} | &amp;lt;td&amp;gt; {{{Legislature}}} &amp;lt;br&amp;gt; }}{{#if: {{{Upper House|}}} | &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;{{{Upper House}}} &amp;lt;br&amp;gt;&amp;lt;/span&amp;gt; }}{{#if: {{{Lower House|}}} | &amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;{{{Lower House}}} &amp;lt;/span&amp;gt; }}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Established:&#039;&#039;&#039;||{{{Established|No Established Date}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==How to use this template:==&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Infobox Nations&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Header Color= #8a0b11&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Title Color= White&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Nation = Empire of Dominia&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Shortname = Dominia&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Flag = Dominia Flag Small.png&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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 &amp;lt;nowiki&amp;gt;|Language = Vulgar Morozi (Sol Common)&amp;lt;br&amp;gt;High Morozi (Tradeband)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Species = Human (Majority)&amp;lt;br&amp;gt;Unathi (Minority)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Religion = Moroz Holy Tribunal&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Demonym = Dominian&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Government = Unitary Absolute Monarchy&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Head of State = Emperor Boleslaw Keeser I&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Legislature = Consultative Assembly&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Upper House = Imperial Cabinet&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Lower House = Imperial Council of Electors&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Established = 29th July 2385&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gives you:&lt;br /&gt;
&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Header Color= #8a0b11&lt;br /&gt;
 |Title Color= White&lt;br /&gt;
 |Nation = Empire of Dominia&lt;br /&gt;
 |Shortname = Dominia&lt;br /&gt;
 |Flag = Dominian Flag Horizontal.png&lt;br /&gt;
 |Galatic Position = Position Dominia.png&lt;br /&gt;
 |Capital City = Nova Luxembourg&lt;br /&gt;
 |Capital Planet = [[Moroz]]&lt;br /&gt;
 |Language = Vulgar Morozi (Sol Common)&amp;lt;br&amp;gt;High Morozi (Tradeband)&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[Unathi]] (Minority)&lt;br /&gt;
 |Religion = Moroz Holy Tribunal&lt;br /&gt;
 |Demonym = Dominian&lt;br /&gt;
 |Government = Unitary Absolute Monarchy&lt;br /&gt;
 |Head of State = Emperor Boleslaw Keeser I&lt;br /&gt;
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 |Upper House = Imperial Cabinet&lt;br /&gt;
 |Lower House = Imperial Council of Electors&lt;br /&gt;
 |Established = 29th July 2385&lt;br /&gt;
 }}&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Infobox_Nations&amp;diff=36343</id>
		<title>Template:Infobox Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Infobox_Nations&amp;diff=36343"/>
		<updated>2025-07-12T01:13:52Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Re-adds optional legislature and galactic position as needed&lt;/p&gt;
&lt;hr /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:3px solid black; font-size: 12px;margin:auto;width: 100%&amp;quot; cellpadding=&amp;quot;10px&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 20px; text-align: center&amp;quot; | &#039;&#039;&#039;{{{Nation|No Nation Name}}}&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
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|-&lt;br /&gt;
| &#039;&#039;&#039;Capital Planet:&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Capital City&amp;lt;/span&amp;gt;||{{{Capital Planet|No Capital Planet}}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{Capital City|No Capital City}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Language(s):&#039;&#039;&#039;||{{{Language|No Language}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Species:&#039;&#039;&#039;||{{{Species|No Species}}}&lt;br /&gt;
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| &#039;&#039;&#039;Religion:&#039;&#039;&#039;||{{{Religion|No Official Religion}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Demonym:&#039;&#039;&#039;||{{{Demonym|No Demonym}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;font-size:90%&amp;quot;&amp;gt;Head of State&amp;lt;/span&amp;gt;||{{{Government|No Government}}}&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;{{{Head of State|No Head of State}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
| &#039;&#039;&#039;Established:&#039;&#039;&#039;||{{{Established|No Established Date}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==How to use this template:==&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Infobox Nations&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Nation = Empire of Dominia&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Shortname = Dominia&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Flag = Dominia Flag Small.png&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Galatic Position = Position Dominia.png&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Capital City = Nova Luxembourg&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Capital Planet = Moroz&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Language = Vulgar Morozi (Sol Common)&amp;lt;br&amp;gt;High Morozi (Tradeband)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Species = Human (Majority)&amp;lt;br&amp;gt;Unathi (Minority)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Religion = Moroz Holy Tribunal&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Demonym = Dominian&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Government = Unitary Absolute Monarchy&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Head of State = Emperor Boleslaw Keeser I&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Legislature = Consultative Assembly&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Upper House = Imperial Cabinet&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Lower House = Imperial Council of Electors&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Established = 29th July 2385&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
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Gives you:&lt;br /&gt;
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 {{Infobox Nations&lt;br /&gt;
 |Nation = Empire of Dominia&lt;br /&gt;
 |Shortname = Dominia&lt;br /&gt;
 |Flag = Dominian Flag Horizontal.png&lt;br /&gt;
 |Galatic Position = Position Dominia.png&lt;br /&gt;
 |Capital City = Nova Luxembourg&lt;br /&gt;
 |Capital Planet = [[Moroz]]&lt;br /&gt;
 |Language = Vulgar Morozi (Sol Common)&amp;lt;br&amp;gt;High Morozi (Tradeband)&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[Unathi]] (Minority)&lt;br /&gt;
 |Religion = Moroz Holy Tribunal&lt;br /&gt;
 |Demonym = Dominian&lt;br /&gt;
 |Government = Unitary Absolute Monarchy&lt;br /&gt;
 |Head of State = Emperor Boleslaw Keeser I&lt;br /&gt;
 |Legislature = Consultative Assembly&lt;br /&gt;
 |Upper House = Imperial Cabinet&lt;br /&gt;
 |Lower House = Imperial Council of Electors&lt;br /&gt;
 |Established = 29th July 2385&lt;br /&gt;
 }}&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Sandbox-Scarcity:BieselMainPage&amp;diff=36336</id>
		<title>Sandbox-Scarcity:BieselMainPage</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Sandbox-Scarcity:BieselMainPage&amp;diff=36336"/>
		<updated>2025-07-12T00:28:35Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Adds RoB infobox&lt;/p&gt;
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&lt;div&gt;[[Category: Phoron Scarcity Rework]]&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
 |Nation = Federal Republic of Biesel&lt;br /&gt;
 |Shortname = Biesel&lt;br /&gt;
 |Flag = Republicofbieselflag.png&lt;br /&gt;
 |Galatic Position = Position Biesel.png&lt;br /&gt;
 |Capital City = Mendell City&lt;br /&gt;
 |Capital Planet = [[Biesel]]&lt;br /&gt;
 |Language = Tau Ceti Basic&lt;br /&gt;
 |Species = Human (Majority), [[Dionae]] (Minority), [[IPC]] (Minority), [[Skrell]] (Minority), [[Tajara]] (Minority), [[Unathi]] (Minority), [[Vaurca]] (Minority)&lt;br /&gt;
 |Religion = None&lt;br /&gt;
 |Demonym = Biesellite, Republican&lt;br /&gt;
 |Government = Federal Republic&lt;br /&gt;
 |Head of State = President Ake Torvald&lt;br /&gt;
 |Legislature = State Senate, Tau Ceti Assembly of Spokespeople&lt;br /&gt;
 }}&lt;br /&gt;
[[File:Pixel Planet Biesel1.png|thumb|left|Biesel seen from orbit.]]&lt;br /&gt;
[[File:NewGibson weather.png|thumb|256px|left|A view of New Gibson.]]&lt;br /&gt;
In the core worlds of Humanity’s power, built upon a center of phoron deposits and trade, the &#039;&#039;&#039;Federal Republic of Biesel&#039;&#039;&#039; is an independent state and considered the economic and social centre of the [[Orion Spur]]. The young Republic as it is known today came to be in 2452, and since its independence it has only grown stronger, its population flourishing, ignorant or uncaring as [[NanoTrasen]] maintained a vice grip over the Republic not only economically, but politically and socially as well.&lt;br /&gt;
&lt;br /&gt;
However, in recent years, that is changing. The ‘’’Phoron Scarcity’’’ has shaken the very foundations of the republic, not only in regards to NanoTrasen’s monopoly, but also the role it plays on the wider stage of the Orion Spur. Once only holding territory in Tau Ceti, today the Republic of Biesel extends across much of the formerly Solarian Middle and Outer Ring, reaching the new border of the massive [[Coalition of Colonies]], creating the [[Corporate Reconstruction Zone]]. The Republic of Biesel&#039;s expansion into former Solarian territories was met with both applause and total rejection from its populace Combined with the mounting issues of the Phoron Scarcity, the CRZ would prove the final nail in the coffin for the Republic’s political establishment, which was shaken drastically in 2462. However, Tau Ceti remains one of the most populated systems in Human space, and easily the richest in the galaxy thanks to NanoTrasen, and now the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
== The Effects of the Phoron Scarcity ==&lt;br /&gt;
When it comes to the Phoron scarcity, nowhere is more intertwined with it, its effects, and its story than the Republic of Biesel. It has always been the nation with the largest phoron deposits and the largest phoron exports, but now it is one of only two nations in the entire Spur with phoron deposits; alongside being the only nation which exports it to the wider Spur. The Republic came to be because of phoron, and the influence of the company that extracted it, which is one of the things that makes cataloging the effects of the scarcity within Biesel so difficult, it was the epicentre of this Spur-shaking event, and this section could easily go on for half of the wiki page. However, in an effort to keep things concise, things will be pretty clearly stated, and hyperlinks will be plentiful if you wish to go read more about something specific elsewhere. So - let’s start with the largest scale effect - the Republic’s phoronic industries.&lt;br /&gt;
&lt;br /&gt;
As the primary system where commercial phoron mining occurs, Tau Ceti boasts the largest amount of phoronic industries than anywhere else in the Spur - including Elyra. The sheer scale of the operation NanoTrasen created for mining and then processing phoron cannot be understated, and for logistical ease, they did as much as they could within the same system the phoron was mined in. In 2460, around 23% of the population of the country had a job tied to the phoronics industry specifically - ranging from asteroid miners to NanoTrasen accountants, a huge amount of people made their livelihoods from Phoron prior to the scarcity. &lt;br /&gt;
&lt;br /&gt;
Biesel’s economy and the livelihoods of their citizenry is dependent on phoron to retain their standards of living - not only in terms of jobs and economics, but consumer goods and technology - it was the most “phoronized” system with the most advanced technology in the entire Spur. When the public became aware of the scarcity, things began to get unstable; though NanoTrasen was still mining and processing phoron at only a slightly lower scale than previous, it introduced fear and doubt into if these industries would continue at all. Five years later, those industries are still humming along - but every second they hum life has gotten more expensive as phoron continues to get rarer and rarer. &lt;br /&gt;
&lt;br /&gt;
As the epicentre of this scarcity, Biesel has been hit the hardest by it. Which seems paradoxical - they’re the system and country that still produces the most phoron for the Spur, why would they be the hardest hit? Well firstly, five years into the scarcity, and they’re just producing less phoron period. While in 2460 23% of the population of the system worked in the phoronics industry, by 2465, it had dropped to 18% of the population - caused by massive cost cutting layoffs and closing of facilities related to phoronics due to a lack of supply. Unemployment has, of course, skyrocketed, and stands at the highest it’s been in the system’s history. Many Biesellites consider any job a good job, and won’t be quitting anytime soon. &lt;br /&gt;
&lt;br /&gt;
President Torvald has enacted policies attempting to limit the damage of the situation, and keep the economy afloat - interest rates have dropped to near zero, signed bills into law that gives substainal subsidies to any new facilities/industries built not related to phoronics, and many more fiscal and monetary policies have been implemented, but it’s only barely keeping the flood wall from breaking - because at the end of the day, there’s just less phoron to go around. President Torvald, alongside all the megacorporations, have begun to institute soft rationing of phoron - beginning to once more add to the current strategic reserve of phoron held by Biesel, though their methods are less equal than other rationing policies.&lt;br /&gt;
&lt;br /&gt;
While everyone is feeling the pinch of the scarcity, President Torvald and the corporations have structured their rationing in such a way that the pinch is felt the least on middle and upper class citizens, primarily humans, skrell, and a minority of other alien species. The worst they might see of the scarcity is their repair shop saying certain parts are backordered indefinitely, as outright shortages are still rare, or more likely the increase in prices of all kinds, as the day to day running of life gets more and more expensive. While these things aren’t great, they’re bearable - and better than conditions elsewhere for similar people. The extra pain they should be feeling is instead dumped onto the poor of the nation, and places like D6, D11, D12, have all changed massively over the past five years. While they were always ghettos, they look more run down than ever, as the phoron allocated for civilian infrastructure maintenance is prioritized to be used elsewhere. Police are seen less and less in these areas, except when they’re out in force, as the crime rate has steadily been increasing - alongside a new form of crime for Biesel, black markets. &lt;br /&gt;
&lt;br /&gt;
Black Markets have exploded within the Republic, and though they are not yet used widely, they are becoming more and more used by consumers, especially those in the poorer areas of the nation, to get their everything from their food to new electronics - all smuggled in; a dangerous sign. While it’s not common in the rest of the Spur yet smuggling is slowly becoming an extremely lucrative business, especially low level smuggling, a crime like taking home certain items from work that contain phoron components for sale on a black market; virtually unheard of five years ago, it’s since reached the top ten reasons why an employee contract is terminated. It seems these trends will only continue as prices won’t stop rising for all types of goods and services, to the point where they have become almost unbearable for the lowest rung of corporate jobs.&lt;br /&gt;
&lt;br /&gt;
A large reason for these increases in prices has to do with Tau Ceti’s status as a tradehub. They’ve reaped the rewards for more than fifty years of being the beating heart of the Spur’s economy, but trade is beginning to slow down as well, as the primary method of travel within the Republic, bluespace rings, continues to become [[link to bluespace section on interstellar tral page|more expensive every day to maintain]]. Tau Ceti had some of the highest integration of artificial intelligence anywhere in the Spur other than Konyang, Burzsia, and similar. Almost all of these AI’s were extremely advanced and handled everything from the powergrid to orbital traffic control, to the gates themselves. They are becoming more and more expensive to maintain, and several important intelligences; such as the one which managed Reade Orbital Traffic Control, have been taken offline and replaced with multiple paid human operators (under a government sponsored jobs program). Powergrids (primarily those in poorer districts, who’d have guessed) have had their intelligences often removed as well, resulting in more frequent brownouts that are increasing in regularity.&lt;br /&gt;
&lt;br /&gt;
As one can imagine, this has led to an increase in social unrest and public disturbances.That said, amidst all this, there is one aspect of Republic life that has barely felt the scarcity - even less so then the rich and middle class citizens, and that’s the military. Due to Ake Torvald’s coalition with the conservative party of Biesel, the current unstable state of the country ontop of the unstable state of the Spur, the military is very high on the priority list for phoron allocations under this soft-rationing policy, and arms factories rarely have shortages of the material. President Torvald has promised these are temporary measures, and once the modernization of the TCAF is complete, priority will shift back towards civilian industries. Until then, as the military continues to receive increasing funding and priority, enlistment rates for the TCAF have soared, and it continues to grow despite the issues caused by the scarcity.&lt;br /&gt;
&lt;br /&gt;
The last, but potentially most important thing for Biesel as a nation, but maybe not for its people, is changes in the political climate of the country. As a result of the scarcity, NanoTrasen’s power has waned, and other megacorporations have moved into the vacuum. Where NanoTrasen once had almost complete control by themselves, they now only have extremely strong influence. It’s worth noting, the government no longer talks with just NanoTrasen or cooperates with just NanoTrasen; nowadays it’s almost all the megacorporations jointly - excluding Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel is a market capital economy, described as having strong investments in resource extraction, agriculture, shipping and handling, and manufacturing. In reality, it’s economy is based on two things; phoron and trade. Exporting phoron, and acting as a trade-hub for the rest of the Spur. Both of which are currently under threat due to the scarcity, and have resulted in economic instability within the Republic. Subsidiaries, slashing the interest rates, and other monetary policies have managed to keep its economy growing slowly for now, but as phoron continues to run out, it’s uncertain how long they can keep that up. It maintains the &#039;&#039;&#039;Biesel Standard Credit&#039;&#039;&#039; (电/CR) as its official currency, with the some segments of the Corporate Reconstruction Zone still utilizing the Solarian Standard Credit. It sees usage outside of the Republic, within the [[Izweski Nation|Izweski Hegemony]], who adopted it as their official currency following the collapse of the Solarian Alliance, and some sections of the [[Coalition of Colonies]] near the shared border, as well as the [[People%27s_Republic_of_Adhomai|People&#039;s Republic of Adhomai]]. The BSC is available in electronic, bankcard and chip that have the symbol of a lit torch on them. Responsibility for the currency falls to the Central Biesel Banking Authority, which is located in District One of [[Mendell City]], the capital of the Republic of Biesel. It oversees monetary policy and the supply of the Biesel Standard Credit, with assistance from [[Idris Incorporated]]. Similarly to the Solarian Standard Credit, the BSC is a fiat currency.&lt;br /&gt;
&lt;br /&gt;
While NanoTrasen is still the undisputed most powerful megacorporation within the Republic, the Republic is no longer exclusive to them. When the government cooperates with Megacorporations, it cooperates with almost all member corporations of the SCC on somewhat equal terms. That said, for now NanoTrasen still holds significant economic power within the Republic, given their stranglehold on one of the most important aspects of the economy, phoron. Phoron has made Tau Ceti and the Republic as a whole one of the wealthiest nations in the Spur. This is, of course, now threatened by scarcity -  something that has put pressure on not only the entire country but on NanoTrasen specifically. &lt;br /&gt;
&lt;br /&gt;
Biesel has a significant presence in the medical technology industry, owing to the agreement signed between Zeng-Hu Pharmacuticals and NanoTrasen a decade after the discovery of phoron, which sees NT lease out the rights and patents for Zeng-Hu to produce organic phoron and the extremely advanced and effective phoronic medications that go along with it, distribute them, and then ontop of all that, a joint research agreement that remains in effect today. . Its medical innovations spawned from this agreement include being the nation where dexalin and peridaxon were first synthesized, and it is one of the few nations that can export the incredibly rare miracle drug rezadone to other nations due to space fauna in the Romanovich Cloud being the source of carpotoxin.&lt;br /&gt;
&lt;br /&gt;
After a shocking play on part of [[Notable Humans#Noelle_Lopez-Zhang|Noelle Lopez-Zhang]], [[Einstein Engines]] acquired NanoTrasen&#039;s holdings in the Biesellite city of Phoenixport. This involved the [[Einstein Engines|Suzuki-Zhang Hammer Drive]], an experimental warp engine which was claimed by NanoTrasen to be not only a sham, but a copy of their own design. The ensuing legal battle ended up placing Phoenixport&#039;s holdings in Einstein&#039;s possession, for better or worse.&lt;br /&gt;
&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
The Republic of Biesel has expanded greatly since the Solarian Collapse, moving from its home system of [[Tau Ceti]] to encompass what is now known as the Corporate Reconstruction Zone.&lt;br /&gt;
&lt;br /&gt;
=== [[Biesel]] ===&lt;br /&gt;
The capital of the Republic and its namesake, Biesel is where many [[megacorporations]] have moved their primary base of operations to after the Solarian Collapse and recession. Biesel&#039;s first colony was established in 2147; a comfortable and temperate planet, it proved a valuable location for agriculture and manufacturing, and after the discovery of phoron in 2352, proved a very valuable location for all sorts of phoronics work. Since then Biesel has become the most wealthy and influential planet in human space. Biesel previously had many smaller corporations, however since the discovery of Phoron, these have either been gradually bought out or undermined by the larger megacorporations; in the contemporary Spur they no longer exist. Despite recent setbacks, [[NanoTrasen]] and its subsidiaries account for the majority of economic activity in Biesel and Tau Ceti today - though continue to slip lower.&lt;br /&gt;
&lt;br /&gt;
===[[Valkyrie]]===&lt;br /&gt;
The moon of Biesel, the Commonwealth of Valkyrie is a member-state of the Republic that contributes strongly to its economy through its status as a major shipping and trade port. Goods from all over the Spur, legal and illegal, can be found in the twisting streets of Valkyrie, and it acts as a layover for many tourist vessels and trade ships moving across the galaxy.&lt;br /&gt;
&lt;br /&gt;
===[[New Gibson]]===&lt;br /&gt;
New Gibson is the second exoplanet to be colonized by humanity, shortly after the initial success of Biesel&#039;s colonization attempt in 2147. It is the industrial workhorse of the Tau Ceti system, containing a rich and valuable resource pool with the highest concentrations of many valuable minerals of any planetary surface in Tau Ceti. While New Gibson has a complex dedicated to virtually all industries, its major players are shipbuilding and wide-ranging manufacturing adjacent to its titanic planetary mines. In the cavernous pitfalls and valleys of New Gibson resides both its thriving mining economy and its greatest dangers. Unlike its bigger brother Biesel, New Gibson hosts very few phoronics specific facilities like refineries and compounding factories - though it still uses immense amounts of phoron in its more regular industries, as they wish to create goods up to the 2400s standard of technology.&lt;br /&gt;
&lt;br /&gt;
===[[Mictlan]]===&lt;br /&gt;
&lt;br /&gt;
Formerly a Solarian colony, Mictlan has become integral to the Stellar Corporate Conglomerate’s plans for expanding their influence within the unstable region of the Orion Spur. However, violence followed the sudden shift to the Republic of Biesel, with deserters, terrorists, and paramilitaries taking up arms to forcefully push back against the corporate occupation of their planet – eventually resulting in military intervention by the Republic of Biesel, as they instituted the Peacekeeper Mandate to begin to wrestle control back into their hands.&lt;br /&gt;
&lt;br /&gt;
After a long and protracted occupation by the Tau Ceti Armed forces, including a guerilla war between against the ex-Mictlani Defense Force run Samaritans (a paramilitary group) and a protracted anti-terrorist campaign against the Founding Movement (a political movement that turned towards violent extremism and terrorist tactics), in late 2465, after the leader of the founding movement was found lynched and the Republic Forces negotiated a surrender with the Samaritans following rising public unrest within Tau Ceti, [[Hasta La Victoria Siempre Arc|Mictlan eventually managed to secure its status as an independent member-state within the Republic]], and now enjoys relative freedom from corporate influence. However, stratification and corporate influence still seperates much of the population, and time will tell if the economic protections the government has put in place will hold against the influence of the Stellar Corporate Conglomerate. Mictlan is the sight of the worst disparity of phoron rationing, with the corporate upper class getting almost all of the allocated phoron and the anti-corporate lower classes getting little to none of it.&lt;br /&gt;
&lt;br /&gt;
===[[Port Antillia]]===&lt;br /&gt;
&lt;br /&gt;
A very recently settled planet, Port Antillia had great ambitions of being a vital port between the Jewel Worlds and the [[Republic of Elyra|Serene Republic of Elyra]]. Due to its novel colonisation, it faced severe struggles, which were exacerbated by frequent natural disasters. Ultimately this resulted in its early collapse - only really seeing itself somewhat stabilised nearly a century later. It has its roots within the nations which formed the Caribbean Federation, who found themselves facing extinction from the ecological crisis that Earth endured.&lt;br /&gt;
&lt;br /&gt;
Despite millions becoming part of the colonisation effort, no one truly knew the dangers present on Port Antillia. Due to its relative youth on the cosmic scale, the planet experiences earthquakes rather frequently, which produce tsunamis that pose a threat to cities that dot the coasts of Port Antillia. Additionally, volcanic activity is yet another persistent danger with some of the largest eruptions across the inhabited parts of Orion Spur being registered to the planet. Many of the major population centres are equipped to deal with these problems, but there are still minor settlements that have to contend with the hostile geological activity of the planet, with most residents having accepted that they are simply a part of life on Port Antillia.&lt;br /&gt;
&lt;br /&gt;
===[[Corporate Reconstruction Zone]]===&lt;br /&gt;
Formerly Solarian space, the Corporate Reconstruction Zone is the name for all systems occupied by the Republic of Biesel that are not within [[Tau Ceti]]&#039;s gravity well. These were occupied during the [[KING OF THE WORLD| King of the World]] arc and its finale, and after the Solarian Alliance retracted all necessary support to them. Essentially, the Alliance cut these colonies&#039; lifelines off, and only the Republic would step up to fill the void.&lt;br /&gt;
&lt;br /&gt;
== Culture and Demographics==&lt;br /&gt;
&#039;&#039;See also: [[Biesellite Culture and Society]]&#039;&#039;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“The people of Biesel could all collectively protest for a century. It still won’t change anything, because power in the Republic does not lie with people. It lies with corporations.”&#039;&#039; - Hugo Beasley, “A Himean In Mendell City”, released 2464&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Due to the [[Tau Ceti History | many events of the past decade]], the Republic of Biesel’s culture has drastically changed in recent years. They place emphasises on individual freedoms, inclusivity, and more recently, duty to uphold those previous two values. Originally a culture propped up by entities such as the Stellar Corporate Conglomerate who wield considerable influence within the Republic, in the half decade since the [[KOTW | Second Solarian Invasion]] it has become clear the culture of the young nation [[Election of Ake Torvald | has come into its own in many ways]]. Still, Republic Citizens are on average largely pro-megacorporation and rather anti-Solarian; the latter sentiment only continuing to increase.&lt;br /&gt;
&lt;br /&gt;
=== Languages ===&lt;br /&gt;
Although Tau Ceti Basic has prospered as the official language of Biesel ever since its founding, it has undergone a significant amount of change thanks to the linguistic and cultural additions of the Republic’s many immigrants. Linguists have noted that the originally Solarian-born tongue is highly susceptible to both human and alien pronunciation, making accents easy to detect. Due to its multicultural roots, though, little was done to interfere with its natural progression in schools and the general population — Biesel’s government continues to frequently tout Tau Ceti Basic’s many forms to this day. Many actors and singers are especially famous for embracing (or in more dishonest cases, emulating) foreign accents to reach new target audiences or for plain clout. Unsurprisingly, these differences are also used by politicians to tie their voters together or draw lines between them. ‘Pure’ Biesellite accents are mostly a mark of prestige used by diplomats and influential business workers, usually obtained naturally through being born into long-established immigrant families, gradually eschewing their former pronunciation as a result of distance.&lt;br /&gt;
&lt;br /&gt;
A noticeable byproduct of this multiculturalism is the abundance of foreign slang used by a wide range of Biesellite citizens. Drawn from just about every corner of the Spur, these words and sayings are often thrown into sentences with little care for grammar, with alien immigrants especially finding it hard to let go of old customs. Humans, who generally have an easier time with Tau Ceti Basic, are known to pick these remnants up through living and working close to alien-dense districts. Truly bizarre combinations of dialects and slang emerge from these relationships, which tend to confuse completely foreign listeners, but are the beating heart of culture for urban Biesellites. &lt;br /&gt;
&lt;br /&gt;
===Aliens in Tau Ceti===&lt;br /&gt;
&#039;&#039;See also: [[Skrell_Abroad#Skrell_in_the_Republic_of_Biesel|Skrell in the Republic of Biesel]], [[Unathi_Abroad#Unathi_in_the_Republic_of_Biesel|Unathi in the Republic of Biesel]], [[Little Adhomai]], [[Zo&#039;ra in the Republic of Biesel]], [[Minor_Dionae_Factions#The_Biesellian_Choir|The Biesellian Choir]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Republic has among the most diverse and widespread populations of non-human species in the entire Orion Spur. From the district of [[Little Adhomai]] to the Zo&#039;ra Hive&#039;s presence on [[Biesel]] and Caprice, Biesellite humans are no stranger to aliens in their streets. However districts primarily populated by aliens have a lower-than-average income than human-dominant districts, and are essentially ghettos. The condition and wealth divide in these districts is only continuing to worsen as the phoron rationing policies of Ake Torvald sees priority go towards wealthy neighborhoods. They look more run down than ever, as the crime rate has steadily been increasing and black markets begin to pop up more frequently. As a result, similarly to the human poor, [[recruitment in the Tau Ceti Armed Forces has become particularly popular]].&lt;br /&gt;
&lt;br /&gt;
===Tau Ceti Synthetics and Citizenship===&lt;br /&gt;
&#039;&#039;See also: [[IPCs in Biesel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A vast number of synthetics have, through various circumstances, found themselves calling the Republic their home, and their position in society remains a precarious one. While freedom, and even citizenship, for integrated positronic chassis is something the Republic takes pride in, there has been no real political movement to ban IPC ownership amongst the greater populace. Those that do get their freedom normally either do so through labor or the goodwill of their owners, and unfortunately for many, freedom usually involves a hard and at times, short existence. Free IPCs are afforded few actual opportunities to improve their lives, for while employers within the Republic are also “obligated” to pay free IPCs the same they would any human, in practice, there are many ways around this. Typically this comes in the form of increased costs for repairs, charging electricity, and similar things that IPCs - and only IPCs - require, allowing corporations to keep nominally free IPCs paid pennies on the dollar.&lt;br /&gt;
&lt;br /&gt;
However, things seem to be improving. With the recent introduction of the Synthetic Residence Card by the government, free synthetics are able to more clearly and safely navigate through the process of staying in Tau Ceti, finding employment, owning property, and more. While free IPCs were previously allowed to own property without a card, they have been grandfathered in.&lt;br /&gt;
&lt;br /&gt;
For many free IPCs, citizenship is viewed as the ultimate goal in integrating into society. Citizenship entitles an IPC to increased legal protections, almost, if not on par with that of a natural-born organic citizen. &lt;br /&gt;
&lt;br /&gt;
Obtaining a citizenship is difficult, but straightforward. An IPC is eligible to apply for citizenship after meeting one of two criteria:&lt;br /&gt;
&lt;br /&gt;
* An IPC has served within the Tau Ceti Armed Forces for three years.&lt;br /&gt;
* An IPC has been employed as a free synthetic within NanoTrasen for six years and has a command-level income.&lt;br /&gt;
** This is to ensure that the IPC is a productive member of society and can pay taxes when made a full citizen.&lt;br /&gt;
&lt;br /&gt;
In practice, the road to citizenship is far longer owing to the fact that the Republic has numerous applicants, as well as the red tape involved in the process. Preferential treatment is often given to IPCs that have served in the TCAF in recent years, or to those working for the corporations at a high level.&lt;br /&gt;
&lt;br /&gt;
====Synthetic Residence Card====&lt;br /&gt;
&lt;br /&gt;
The Synthetic Residence Card is a card that all IPCs within Tau Ceti are encouraged to receive once they gain freedom, as monitored by their tags. Possession of the card entitles an IPC to the right to own property, find employment, enlist in the Tau Ceti Foreign Legion, and gain additional legal protections against repossession. On the other hand, the IPC in question is expected to pay a flat residency fee, as well as a value tax on any property they own.&lt;br /&gt;
&lt;br /&gt;
The initiative has been well-received by the pro-synthetic community as well as IPCs themselves, although critics have pointed out that the system awards too many rights to non-citizens, potentially shields runaway IPCs, and increases the overall tax burden on all Tau Ceti citizens.&lt;br /&gt;
&lt;br /&gt;
====Attaining Freedom====&lt;br /&gt;
&lt;br /&gt;
Integrated Positronic Chassis’ owned by both private individuals and corporations have a number of legal means of achieving their release. These measures and laws are regarded as very progressive owing to the fact that IPCs can attain freedom on their own merits. Regardless, it is still very difficult to attain because of the nebulous nature of the worth of an IPC’s work, its estimated value, along with loopholes exploited by their owners in order to keep them for as long as possible.&lt;br /&gt;
&lt;br /&gt;
The government keeps track of all IPCs within Tau Ceti space via the usage of tags, and in the case of synthetics that reside in the Republic, these tags also track an IPC’s progress towards freedom through its estimated value, number of hours worked, and its actual age. In theory, this allows Tau Ceti to protect IPCs from being owned for too long and providing evidence in case a dispute over whether or not an IPC is eligible for freedom has to be settled.&lt;br /&gt;
&lt;br /&gt;
In practice, the tags are only marginally effective in this purpose as owners tend to set arbitrary wages, assign inflated values to IPCs, or in some cases, simply untagging and hiding the synthetics. While smaller businesses or private owners are unlikely to get away with such behaviors owing to their limited resources, megacorporations are more prone to holding onto their IPCs owing to the influence and bargaining power they have.&lt;br /&gt;
&lt;br /&gt;
Another way IPCs commonly gain freedom is that they are set free by their owners. This can happen for any number of reasons; an IPC getting too old to be cost effective, an act of charity by a sympathetic owner, or being purchased by a pro-synthetic group such as the Trinary Perfection explicitly for the purpose of being set free.&lt;br /&gt;
&lt;br /&gt;
== Politics and Government == &lt;br /&gt;
In accordance with its Constitution, adopted after independence in 2452, the Republic of Biesel operates as a &#039;&#039;&#039;Federal Democracy&#039;&#039;&#039;. It has an elected president, currently Ake Torvald, a Congress divided into an upper and lower house, and a Supreme Court. Despite the fact that there are checks and balances between the branches of government, rumours persist that President Torvald has amassed political capital in order to have greater influence over the branches than stipulated in the constitution he is supposed to uphold. Most rumors credit the ability to do this as a result of backing from his Megacorporate sponsors.&lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel congress is composed of two divisions; the State Senate (upper chamber) and the Tau Ceti Assembly of Spokespeople (lower chamber) which together form the legislative branch, Congress. Legislation will typically be created and passed by the Tau Ceti Assembly of Spokespeople. On the other hand, the State Senate focuses on bills, resolutions, amendments, and treaties - usually legal items that could drastically change the Republic of Biesel. When mentioning both entities, they are often referred to as the Republican Congress. &lt;br /&gt;
&lt;br /&gt;
The executive branch is composed of the presidency and the various ministerial departments that assist the presidency in running the government and implementing policies in the best interest of the citizens. All laws must be measured up to the Constitution of the Republic of Biesel, and those that can&#039;t pass this test are deemed null and void. This led to the creation of two apex courts, the Constitutional Court and the Supreme Court of Appeal, which function together to form the judicial branch.&lt;br /&gt;
&lt;br /&gt;
Healthcare and insurance is closely tied with megacorporations, more frequently, Zavodskoi and Zeng-Hu instead of only NanoTrasen. Treatments beyond regular checkups tend to be costly, but are usually at least partially covered by insurance plans. Most insurance plans are offered by megacorporations when they are offered, and vary in their coverage, meaning an individual of a low economic class can easily be rendered bankrupt by a freak accident or unusual illness. Biesel, in particular Mendell City, has some of the most advanced medical technology available in the Spur owing to the many patent sharing and research agreements between Zeng-Hu Pharmaceuticals and NanoTrasen. However, medical doctorates and surgical degrees are carefully kept at near-shortage by the Republic; this is very likely due to corporate influence on parliament, to keep wages for degree-holders high.&lt;br /&gt;
&lt;br /&gt;
=== Political Ideologies ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;President Åke Torvald&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While he is obviously not a political ideology himself, Åke Torvald deserves mention here as he is the current President of the Republic, and therefore shapes much of its policy and actions. He currently leads the government in a messy-federal-coalition with the Cetain Conservative Party, as he himself is an independent. Most who know him only from debates during the presidential election would consider him a Cetian Conservative - after all, he parroted much of their points, and made their party leader his VP. However, nothing is so simple with Åke Torvald. News sources close to the administration often remark that there is a stark difference between Ake’s public personality and his private one, specifically how it can be difficult to tell if he’s just saying something for political gain, or because it’s what he thinks. This extends to even his goals at times, as from an outside perspective he is inconsistent with his positions and principles, seemingly at random. Something may be gleaned from a quote Ake has had inscribed on his desk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;center&amp;gt;“Without a clear goal and efforts to reach it, no man can live.”&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What has become clear since his election as president is that the best possible description of Ake Torvald when it comes to his life, personality, and politics is Machiavellian. The most publically obvious examples of this are when members of the Cetain Conservative Party make the mistake of not toeing the President’s line publically, often find themselves resigning in disgrace weeks later, after they were the subject of a massive scandal, or target of a BSSB investigation for any number of crimes, which happened to get leaked to the press. While it’s still the case that not much is known about Ake, or his goals, it has become clear he expects absolute loyalty, for his coalition members to toe his line, and has no qualms about tearing them down by whatever means should they fail to live up to these expectations. Lastly, it is important to note that, like Dorn before him, does not represent the true power in Biesel, and still dances to the tune Miranda sets. Unlike Dorn though, Ake has a degree of independence, originally running against the megacorporate backed candidate and winning. What he will do with this independence is unknown, as no-one is certain exactly what his end goals are. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biesellite Corporatocracy&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Rooted within the belief that the Republic of Biesel should strive to create an environment that incentivises economic growth and prosperity, Biesellite Corporatocracy sees the megacorporations – specifically NanoTrasen and the rest of the Stellar Corporate Conglomerate – having significant influence in the free market. Megacorporations see themselves replacing the services meant to be provided by the government, ranging from simple things such as basic amenities like water and power to even entirely sourcing welfare services through employment programmes. Though it has been criticised throughout the greater Orion Spur, Biesellite Corporatocracy is one of the more successful attempts at the ideology – with the Republic of Biesel maintaining its dominance as the economic hegemon of the Spur. Biesellite Corporotocracy advocates for equal rights across sentient species – including synthetics, most likely to increase the megacorporations’ available workforce.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Valkyrian Libertarianism&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Founded on the ideals of freedom, equality and dignity, the Republic of Biesel frequently claims to protect the light of liberty and ensure that it keeps shining – which has seen it become a beacon for those fleeing both persecution and prosecution from their homes, or seeking greener pastures. Valkyrian Libertarianism strives to identify, protect and enforce the rights of sentient beings and minimise state encroachment and violations of sentient liberties. Valkyrian Libertarianism is a proponent for stimulating economic activity through incentivising business. A worrying policy that clashes with the Stellar Corporate Conglomerate as the advantages aren’t just aimed at them – but instead of any and all business, no matter the size. Valkyrian Liberatianism seeks to remove the Conglomerate’s monopoly and create an environment that would be advantageous to any entrepreneur, something that cannot be done as long as the Conglomerate maintains an iron fist on its economy. They are fierce advocates for synthetic rights, and regularly vote in a pro-synthetic manner. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biesellite Hadiism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Theorized by the People&#039;s Republic of Adhomai&#039;s migrants, Biesellite Hadiism seeks to apply President Hadii&#039;s teachings to Tau Ceti&#039;s situation. This ideology supports the creation of a strong government supported by the existing megacorporations to provide its people with a robust welfare system. Biesellite Hadiism preaches equality for all species; a system built by immigrants from all races should ultimately provide to them all without discrimination. Unlike the Adhomian version, this Biesellite Hadiism abandoned the hopes of creating a superculture and merely believes in protecting each species&#039; traditional values. This ideology is notorious for its authoritarian tendencies: Biesellite Hadiists want to concentrate unlimited powers in the hands of the President. Because of the Solarian Alliance’s stance on the Tajara, the ideology supports the expansion of the Tau Ceti Foreign Legion into a large military force. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gibsonite Social Democracy&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Arising sometime after the Crisis of 2294, Gibsonite Social Democracy is a movement that understands the necessity for a balance between the free market and a functioning welfare state – and that the two need not be mutually exclusive, and can exist in harmony with one another through changes in the current status quo. Seemingly a blending of Solarian Social Democracy and Xanusanii Social Democracy, Gibsonite Social Democracy has managed to spread across the Republic of Biesel, much to the dismay of the Stellar Corporate Conglomerate. It advocates for a more regulated economy, increased defence spending and stricter immigration policies to ensure that those coming to Tau Ceti will contribute to its growth, and not hinder it. It seeks to levy increased corporate taxes on the megacorporations, break their monopolies, and fund various welfare programmes instead of relying on the Conglomerate to fill the state’s shoes. Due to the presence of Skrell on New Gibson, the movement has seen anti-synthetic sentiments infiltrate its followers – and they are a proponent of restricted artificial intelligence, and are vehemently against granting synthetic rights. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cetian Conservatism&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Created by the repeated onslaughts by the Solarian Alliance against the sovereignty of the Republic of Biesel, Cetian Conservatism seeks to transform the Republic from an economic hegemon and to become a military one. It is also a proponent for increased defence spending, and upholding the traditional values of the Republic of Biesel and what it was founded on – tracing back to its initial colonisation. Cetian Conservatism, similarly to its Solarian counterpart, advocates for increased federalism – where the overarching government should be restricted and prevented from infringing on the individual member-states of the Republic of Biesel, and not infringing on their authority regarding internal matters. They are ambivalent about the presence of megacorporations but do agree with other ideologies&#039; desire to break up their monopolies. Similarly to Gibsonite Social Democracy, Cetian Conservatism is against any further granting of synthetic rights and wishes to see them removed.&lt;br /&gt;
&lt;br /&gt;
=== Political Parties ===&lt;br /&gt;
*&#039;&#039;&#039;Cetian Congress of Conservatives (38%) &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cetian Congress of Conservatives has become a beacon for all those that believe the Republic of Biesel’s traditional values is no longer being upheld or those with a notable dislike of Solarians. They have managed to remain within Tau Ceti’s political sphere as a result of the Solarian Alliance’s continued attempts to invade the Republic of Biesel – each time gaining popularity and support, using fear mongering tactics to spread their ideals. Their belief in Cetian Conservatism inspires their desire for policy changes, such as expanding the Tau Ceti Armed Forces, increasing the defence budget, and further restricting the overarching government’s ability to interfere in the affair of its member-states, all things that have been accomplished since they entered a coalition with the new President, Ake Torvald. Though their popularity mostly finds itself rooted in the various Solarian incursions, it has seen some support from annexed territories in the Corporate Reconstruction Zone that agree with its policy on decentralisation and increased power to local governments. It is officially led by Adalet Uysal, the current Vice President of the Republic, and a known mechanophobe – which seems to have proliferated throughout the party. In reality, it is led by Ake Torvald - and it is well known that Cetain Conservatives who - whatever their own beliefs may be - don’t toe his line and make the mistake of doing it publically will suddenly be the subject of massive scandals weeks after, or be the target of investigations by the BSSB for any manner of crimes, being forced to resign from the party in disgrace.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cetian Social Democratic Front (33%)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Previously composed of several smaller parties that then formed a coalition in an attempt to gain additional sway within the politics of the Republic of Biesel, the Cetian Social Democratic Front is led by Gibsonite-born Skrell Zash Vi’tak, and currently lead the opposition parties against the current government “coalition” under Ake Torvald. Most of its desired policy changes see influence from its adherence to Gibsonite Social Democracy, such as its proposed economic empowerment programme that aims to level the playing field through the encouragement and incentivisation of hiring non-synthetics. The Cetian Social Democratic Front has been vocal in their support for a basic universal income, through the introduction of a heavily-modified Skrellian Social Compatability Index system that would allocate more funds to those that find themselves in impoverished circumstances – barring synthetics – through the levying of additional taxes on the megacorporations. The Front has made known its intention to break the Conglomerate’s monopolies but has had little success so far. Somewhat surprisingly however, the Cetian Social Democratic Front and it’s members are rarely the target of scandals, BSSB investigations, or other such things, unlike Ake’s own party, the Cetian Conservatives.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progressive Party of Biesel (12%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Led by Montgomery, an IPC, the Progressive Party of Biesel stands as the direct opposition to the Cetian Social Democratic Front, using a more right-leaning combination of both Gibsonite Social Democracy and Valkyrian Libertarianism – believing that the megacorporations are not only advantageous but necessary to ensure that Biesellites can enjoy their freedoms. The Progressive Party of Biesel believes that state intervention should be considerably restricted, however, still remain integrated within the greater economy of the Republic of Biesel and create an environment that would stimulate it. Though it shares similar approaches to Biesellite Corporatocracy, it has a few notable caveats – it doesn’t believe that the Stellar Corporate Conglomerate should be the only one able to grow within the Republic of Biesel, and wishes to break up its monopoly to give opportunities to entrepreneurs, a promising opportunity for Einstein Engines to swoop in, and proliferate. They are staunchly against restricting sentient rights and believe that universal suffrage should be awarded – regardless of status. They are allied to the Cetian Social Democratic Front in the current government.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biesellite Free-Market Party (11%)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Adhering to Biesellite Corporatocracy, the Biesellite Free-Market Party advocates for its namesake, a free market economy, mostly through taking a laissez-faire approach through the deregulation of the economy and fostering an environment where the megacorporations can prosper. It has been vocal and resolute in its support of the Tau Ceti Foreign Legion and the [[Tau Ceti Armed Forces]], as well as universal citizenship. Currently leaderless after Joesph Dorns defeat in the presidential election of 2466, the party has yet to find it&#039;s bearings again. Prior to the election of 2466 the Biesellite Free-Market Party had remained firmly in power since the nation’s independence, its immense influence within the politics of the Republic of Biesel coming from the extensive (and expensive) lobbying efforts of the Stellar Corporate Conglomerate, as well as a combination of other factors. The Zo’ra Hive and Unathi are now the only remaining solid voting block for the Biesellite Free-Market Party, mostly owing to their allegiances either to their Queens, or the megacorporations that brought them from their decaying homes. Though many have tried to sway these voters, they have ultimately been unsuccessful. Currently, these representatives are considered to be allied to the ruling coalition under Ake Torvald - and are controlled similarly to members of the Certain Conservative party.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Egalitarian Coalition of Biesel (4%)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Egalitarian Coalition of Biesel, led by Harbinger of Peaceful Purposes, has a growing foothold within the Republic of Biesel and has seen a fast uptick in supporters following the annexation of the Corporate Reconstruction Zone. Though initially founded on Valkyrie, the Egalitarian Coalition of Biesel found itself pushed into the limelight thanks to the efforts of the Eternal Church and the Trinary Perfection – utilizing videos of their charity work to spread their values and ideals. It is a staunch follower of Valkyrian Libertarianism and seeks to ensure that sentient liberties are upheld, and ultimately preserve sentient rights through equality. Due to their links to both the Eternal Church and the Trinary Perfection, the Egalitarian Coalition is a proponent for sentient rights, and welfare programmes to help those that have been overlooked by the state – of which the party sees as a reason for their advocacy for regulated state interference. They are a strong proponent of decreased immigration controls. They are currently unaligned. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hadiist Party of Biesel (2%) &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally founded by the People&#039;s Republic of Adhomai migrants, the Hadiist Party of Biesel is one of the smallest existing parties, but thanks to its idiosyncrasies, it attracted a lot of attention. While it is considered to be nothing but a curiosity in Tau Ceti&#039;s political system, the Hadiist Party of Biesel, because of its policies of supporting the Tajaran population, is becoming increasingly popular with the Tajara. Its current leader is Chairman Matvei Karakhan, a People&#039;s Republic of Adhomai migrant who also created the Party and is the main proponent of Biesellite Hadiism. They are currently unaligned.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Syndicated Union of Labourers (Banned)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Syndicated Union of Labourers is an antithesis to the Biesellite Corporacratic Party. Adhering to a more left-wing approach to Cetian Conservatism with elements of Himean Syndicalism, Valkarian Libertarianism and Gibsonite Social Democracy, the Syndicated Union of Labourers proposes to completely revolutionize the Republic of Biesel – shifting it away from the depraved, exploitive practices of the megacorporations and giving rise to more associated worker rights. They seek to ultimately completely alter the Republican landscape with their manifesto and weaken the influence of the megacorporations – including Einstein Engines. They regularly hold demonstrations across Tau Ceti but have recently attempted to establish a foothold within the Corporate Reconstruction Zone in order to expand its supporter base. Due to its relative newness, it is unknown how they view sentient rights or non-human immigration. They were banned thanks to their links to the Samaritans and Founding Movement, those associated with them are often charged with anti-corporate sentiment. Since Ake has become president, suppression of the party has ramped up, with many members being arrested in recent months, for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
&#039;&#039;See also: [[Tau Ceti Armed Forces]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel&#039;s sovereignty is protected by the Tau Ceti Armed Forces, which were formed in 2465 in response to the long and difficult fight against insurgency in the [[Corporate Reconstruction Zone]], replacing [[their ineffective predecessors in the Tau Ceti Foreign Legion.]] An amendment to the [[ Peacekeeper Mandate Start | People&#039;s Protection Act]] was signed, creating the TCAF alongside the new branches of the Tau Ceti Minutemen (Army), Republican Fleets (Space Fleet), and the Corporate Auxiliary Forces (Corporate Paramilitaries). Since President Torvald’s election, the TCAF has seen it’s funding increase dramatically, and be prioritized for phoron after the president instituted soft-rationing, which has led the military to see a surge in recruitment numbers, while retaining access to some of the best technology and equipment available; enough to where by most estimates, they could put up a real fight against their current regional threat, the reconstituted [[Solarian Alliance]] or any more of its rogue admirals.&lt;br /&gt;
&lt;br /&gt;
Non-citizens seeking citizenship in Tau Ceti can acquire it through service in the Armed Forces.&lt;br /&gt;
&lt;br /&gt;
Their current operations extend as far as borders of the Corporate Reconstruction Zone, and generally drop off from there, with the exception of their previous involvement in the [[Tajaran_Military_Structures#The_S.27rend.27marr_Coalition|S&#039;rend&#039;marr Coalition]] at NanoTrasen’s request.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phoronics:&#039;&#039;&#039; The Republic of Biesel&#039;s technological advancements are owed to the vast deposits of phoron in the Romanovich Cloud, and what would become the republic was the birthplace of the “Phoronic Revelotion” a technological revolution that followed the discovery of phoron for almost fifty years, and laid the foundations for the technology of the Spur to become what it is today. Even in the midst of the scarcity, Biesel still has some of the most advanced technology in the Spur thanks to its large supply of phoron - including a large supply of phoron WMDs and Phoron Warheads, planet killers and city killers respectively.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robotics:&#039;&#039;&#039; The relative freedom of synthetics within Biesellite space has also inspired a great degree of research into refining and developing positronics. While many megacorporations still have primary positronic facilities in the Alliance, with some even purchasing Shell frames from [[Einstein Engines]], NanoTrasen and Zeng-Hu Pharmaceuticals in particular have begun to invest in positronic and frame manufacturing plants on [[Valkyrie]], [[New Gibson]], and Reade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anomalies Studies:&#039;&#039;&#039; The Republic&#039;s other greatest scientific advancement is the study of the anomalous properties of bluespace. Xenoarchaeology and the study of Alden-Saraspova activity within the Romanovich Cloud is a well-established field in Tau Ceti, and many aspiring anomalists and bluespace researchers venture into Tau Ceti to study the high amount of anomalous items and artifacts that are unearthed within the Romanovich Cloud. Strangely, the rates of anomalous activity emanating from the Romanovich Cloud have steadily increased as phoron has been mined.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36335</id>
		<title>Free Tajaran Council</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Free_Tajaran_Council&amp;diff=36335"/>
		<updated>2025-07-12T00:25:23Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Tajara Lore}}&lt;br /&gt;
{{Infobox Nations&lt;br /&gt;
|Nation = Free Tajaran Council&lt;br /&gt;
|Shortname = FTC&lt;br /&gt;
|Flag = Freecouncilflag.png&lt;br /&gt;
|Capital City = Dorshafen&lt;br /&gt;
|Capital Planet = Himeo&lt;br /&gt;
|Language = Siik&#039;maas, Freespeak (Unofficial)&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial), Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Adhomian, Himean&lt;br /&gt;
|Government = Democratic Commune&lt;br /&gt;
|Head of State = None&lt;br /&gt;
|Legislature = Free Council&lt;br /&gt;
}}&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The Free Tajaran Council is the largest Tajaran community in [[Himeo]]. Its origins can be traced back to the First Revolution-era revolutionaries that fled Adhomai. Built upon radical principles of equality and communal democracy, the Free Tajaran Council remained relatively isolated from the rest of the Tajaran community until the start of the Adhomian Cold War.&lt;br /&gt;
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=History=&lt;br /&gt;
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The Free Tajaran Council began as a rebel faction in the [[Tajaran History#Pre-Revolution Adhomian Kingdoms|Duchy of Shungsta]] during the [[Tajaran History#The Uprisings|First Revolution]]. Born among the oppressed peasants and factory workers, the movement advocated for the total abolishment of the existing governments in favor of local democratic councils. The Free Council became a serious contender for power in Northern Ras&#039;nrr after Volin Kar&#039;etrink - a young Hharar worker known to be a firebrand - was elected its leader.  Drawing inspiration from the rebels of Zatushka and S&#039;rendul, Volin organized the Council into a mobile force of guerillas fighters; cars and carriages were used to move infantry and artillery in and out of battle. The Free Council clashed with both rebel and loyalist groups during the revolution.&lt;br /&gt;
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Due to its innate hostility to all other Adhomian Civil War factions, the Free Tajaran Council was unable to secure any significant territory outside of Northern Ras&#039;nrr. The Council&#039;s forces were quickly defeated by the Hadiist forces when they invaded the region in 2427. Volin then gathered the survivors and fled to [[Crevus]]. Due to the Council&#039;s inexperience with galactic affairs, the Tajara were unable to figure a way off of the planet by themselves. This impasse was solved by the intervention of [[Nanotrasen]], who helped them hire ships to leave Adhomai. Regardless of their political beliefs, this interaction left a positive impression of the megacorporation on the Council. The Tajara traveled through the Coalition of Colonies territory until they reached the System XZP-098 in 2430.&lt;br /&gt;
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The Free Council decided to settle on Himeo because of its government and weather. Posing as refugees from the ongoing Civil War, they were given asylum and a degree of autonomy to govern themselves. Staying loyal to its ideals, the Council organized itself into a democratic commune built around the direct participation of its members in all public matters. Through the cooperation with Himeo, the Free Council prospered and grew in numbers.&lt;br /&gt;
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Despite all the prosperity, the Free Tajara Council does not consider [[Himeo]] its home. The dream of creating a free Adhomai was never abandoned. When the time arises, Volin and his followers secretly plan to return to their homeworld and topple down the Adhomian regimes. They prepare their plot deep in the tunnels: weapons are brought and secretly stored; militias train daily for the inevitable conflict; plans to assassinate leaders, sabotage factories, and sow discord are voted on. Thanks to a deep paranoia and isolation from the wide Tajaran community, the Council&#039;s plans are still unknown to the public. Officially, the Council renounces the original intentions of their revolutionary past.&lt;br /&gt;
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The Free Tajara Council now faces an existential crisis. Unable to truly compete with the Tajaran nations, many of its members doubt Volin&#039;s plans. The younger generations - most of which were born outside of Adhomai - have conflicted views towards the prospect of returning to a place they have never been to. The Old Guard stubbornly clings to its revolutionary dream. Some believe that their limited operations in Himeo are enough, while others agree that they should seek allies in other places. Whispers about abandoning the plan and settling definitively in Himeo are also becoming increasingly common. &lt;br /&gt;
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Volin Kar&#039;etrink is very old; little time is left for him in this world. The Free Tajaran Council now stands at the crossroads: a choice must be made concerning the future. In their struggle to influence the Tajara, the Tajaran nations have taken notice of the sizable community in Himeo. The Council is now a battleground for another proxy war between the Adhomian nations. Almost all factions within the community are currently backed up by one of the Tajaran countries in an attempt to secure their support.&lt;br /&gt;
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=Culture and Society=&lt;br /&gt;
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The Free Council culture is the traditional [[Democratic People&#039;s Republic of Adhomai#Northern Ras&#039;nrr|Northern Ras&#039;nrr]] way of life heavily influenced by the Council&#039;s ideology, the situation in Himeo, and the past isolation from the wide Tajaran community. A great emphasis is put on the collective and the survival of the society above the individual. Himean Tajara will usually have an aversion to strict chains of command, preferring to make decisions based on common consensus instead of relying on a leader. Diligence and modesty are considered virtues that every Tajara should strive for. While not necessarily xenophobic, the Free Council Tajara are highly suspicious of outsiders and will take more time to establish bonds with people from outside of their communities.&lt;br /&gt;
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With the help of Himeo, the Free Council was able to establish schools and freely educate its population, creating a steady supply of well-trained technicians, miners, and engineers. Without the trappings of Adhomian prejudice, the Zhan-Khazan were able to receive the same education as any other ethnicity. Some of its members are now starting to leave the planet to acquire experience elsewhere.&lt;br /&gt;
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Speaking about the Free Council&#039;s plan of returning to Adhomai to outsiders is taboo. Anyone found breaking this prohibition will usually be dealt with violently.&lt;br /&gt;
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==Cuisine==&lt;br /&gt;
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Because of the Council&#039;s rushed exodus and distance from Adhomai, most of the native Tajaran diet was replaced by alternatives found in Himeo. Only [[Adhomai#N&#039;fri-hi (Blizzard Ears)|Blizzard Ears]] crops managed to thrive in the underground environment. The ongoing Cold War has opened the way for imported Adhomian goods as the Tajaran nations try to approach the Free Council.&lt;br /&gt;
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==Music==&lt;br /&gt;
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Tajaran music in Himeo is commonly performed with folk Adhomian instruments. Songs are used to transmit the Council&#039;s history, their ideals, and to remember the community of their homeworld. In true Tajaran fashion, the oral tradition remains strong within the Free Council.&lt;br /&gt;
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==Literature==&lt;br /&gt;
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Despite high literacy rates, books are still seen with suspicion due to their relationship with the pre-revolution nobility in Adhomai. However, technical manuals are prized because of their practical use. Himean reference texts are frequently translated to Siik&#039;maas by the Council&#039;s teachers. &lt;br /&gt;
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=Foundling District=&lt;br /&gt;
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Most of the Free Council&#039;s population lives in a neighborhood of Dorshafen known as the Foundling District. Once part of an abandoned Hephaestus Industries quarry, the District was transformed into a sprawling system of tunnels and living chambers by the Tajara. While the architecture follows the Himean style, internal decoration and furniture are distinct Tajaran. The Foundling District is home to the Council Committee Hall, a spacious chamber where important decisions are discussed and voted by the population.&lt;br /&gt;
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Because of space constraints, most houses in the Foundling Districts are shared between two or more families. Residents share the same hallways, kitchen, and living room. Each family has access to their personal bedrooms and bathrooms.&lt;br /&gt;
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=Government=&lt;br /&gt;
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The Free Tajaran Council is a commune ruled by a direct democracy without any kind of apparent hierarchy. Political decisions, distribution of resources, assignment of tasks, and punishments are decided in councils where the entire population is invited to take part. Since involving everyone in a discussion is impossible, groups will elect a speaker among themselves to attempt to convince the Council to vote in their favor.&lt;br /&gt;
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The Free Council elects a representative quinquennial to represent its interests before the Himean Government. Since they arrived in Himeo, Volin Kar&#039;etrink has always been chosen. While it does not grant any special powers, the Representative position holds plenty of influence and can easily sway debates to their side.&lt;br /&gt;
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All of the Free Council&#039;s industry and agriculture are collectively owned. The workers themselves decide the direction of the business alongside the directives voted by the Council. Himean Tajara will also commonly work in the rest of the planet&#039;s ventures as employees.&lt;br /&gt;
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Law enforcement and defense are handled by the local militia, known as the Adhomian Free Guard. The members of the Guard are elected by the population and may be dismissed from their post through a vote as well. The militias are allowed to arrest any Tajara suspect of committing an infraction; prisoners must be immediately brought to a Free Guard meeting to decide if they will remain imprisoned. Instead of holding courts, the fate of a criminal is collectively decided by the entire commune. The Free Guard and the courts are also used to enforce traditional Tajaran values on the population.&lt;br /&gt;
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=Ideology=&lt;br /&gt;
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The ideology of the Free Council is known as Kar&#039;etrinkism. Its opponents first coined the term; its adherents later adopted it to honor the old revolutionary. Kar&#039;etrinkism advocates for the violent overthrow of the Adhomian governments in favor of the establishment of local communes ruled through direct democracy. The ideology claims that all of Tajara&#039;s woes are caused by the authoritarian states that have always existed in history. While unable to gain any foothold in Adhomai, Kar&#039;etrinkism has been implemented with moderate success in the Free Council&#039;s areas. However, the ideology is undergoing a crisis as it has been unable to make any real progress towards liberating Adhomai.&lt;br /&gt;
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==Factions==&lt;br /&gt;
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The crisis of faith brought by failures of the Free Council in enacting their plan of returning to Adhomai has created political divisions within the commune. These factions are currently engaged in a power struggle to decide the community&#039;s future. In their search for allies, these coalitions have aligned themselves with the Adhomian powers.&lt;br /&gt;
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===Revolutionary Old Guard===&lt;br /&gt;
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Composed of veterans from the First Revolution and Volin&#039;s loyalists, the Revolutionary Old Guard believes that the current status quo should be maintained. The Free Council must stick to its allies in Himeo and stay clear from outside influence. The time to reconquer Adhomai will eventually come. The Revolutionary Old Guard was once the majority; since the start of the cold war, they quickly lost ground to the other factions.&lt;br /&gt;
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===New Tajaran Assembly===&lt;br /&gt;
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A gathering of Volin&#039;s opposers and younger Tajara that wish to end the Council&#039;s isolation in pursuit of new allies. The New Tajaran Assembly still wishes to continue with the plan of eventually returning to Adhomai, but believes that the isolation has only hindered their efforts. Recruiting new members and gathering external support is the only way to become stronger than the governments that control the homeworld. Members of the factions are usually the ones leaving Himeo to explore the rest of the Spur. This faction is backed up by the Liberation Army.&lt;br /&gt;
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===Himean Front===&lt;br /&gt;
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Made up of disillusioned Tajara, the Himean Front wants to abandon the plan of returning to wage war on Adhomai. For them, staying in Himeo is the best course of action; the Free Council will never be able to match the Adhomian powers. They are also opposed to any kind of isolation and seek to further the Council&#039;s relationship with the Tajaran nations. This faction is currently supported by the Democratic People&#039;s Republic of Adhomai&#039;s civilian government.&lt;br /&gt;
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===Adhomian Bloc===&lt;br /&gt;
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Composed of extremist elements, the Adhomian Bloc is the smallest but most radical faction. It considers the plan of returning to Adhomai and the Kar&#039;etrinkism as total failures. Inspired by Himeo and the Tajaran nations, the bloc seeks to reform the direct democracy into a representative democracy guided by an elected council. This clique is in favor of further integration with the Adhomian powers. They are currently sponsored by the People&#039;s Republic of Adhomai.&lt;br /&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=New_Kingdom_of_Adhomai&amp;diff=36332</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=36332"/>
		<updated>2025-07-12T00:02:25Z</updated>

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{{Infobox Nations&lt;br /&gt;
|Nation = New Kingdom of Adhomai&lt;br /&gt;
|Shortname = NKA&lt;br /&gt;
|Flag = New Kingdom of Adhomai.png&lt;br /&gt;
|Capital City = Kaltir&lt;br /&gt;
|Capital Planet = Adhomai&lt;br /&gt;
|Language = Siik&#039;maas, Ya&#039;ssa&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial), Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Adhomian, Royalist&lt;br /&gt;
|Government = Constitutional Monarchy&lt;br /&gt;
|Head of State = Queen Shumaila Azunja&lt;br /&gt;
|Legislature = Chamber of Commoners, Chamber of Nobles&lt;br /&gt;
}}&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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= 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;
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In line with the conservative Tajaran culture, gender roles are very important. While some advances were made by the revolution, the society still upholds the expectations of the old society. The ascension of Queen Shumaila is considered a rare moment where these norms could be subverted. For a marriage to be recognized by the government, it must first be accepted by the religious authorities. Same-sex marriages are not even considered as a concept by the New Kingdom, as they still see a union as an affair related to one&#039;s bloodline, rarely related to affection. However, commoners are under less scrutiny and may choose their partners with far more freedom. Transgender Tajara have to navigate the intricacies of the Royalist society norms, with few being able to handle the expectations and the rudimentary state of the country&#039;s medical care.&lt;br /&gt;
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Due to social pressure to continue their lineage, some homosexual Tajara, mainly nobles, marry into heterosexual relationships. It is not uncommon for affairs outside of marriages to happen, with some couples being aware of this. While these can turn into scandals, they are often ignored by the wider society if they do not result in bastards or are with someone of a different caste. &lt;br /&gt;
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Relationships between different castes are considered to be highly abhorrent by the New Kingdom&#039;s society. While no laws exist against them, it is common for officials to refuse to recognize these unions and for mixed couples to be discriminated against by the state and population. Those found dating outside of their ethnicity are frequently disinherited by their families. Mixed heritage individuals face a great deal of discrimination. Some reactionary elements have been campaigning to create laws to outlaw miscegenation.&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;
&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. Folk 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 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 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 Kingdom&#039;s 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 enjoy 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 their 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 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 (თ) as its official currency. The Biesel Standard Credit (电/CR) is accepted only in 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 acting as 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 oldest company among the “big three”.&lt;br /&gt;
&lt;br /&gt;
== Tourism ==&lt;br /&gt;
&lt;br /&gt;
Since the end of the Second Revolution, tourism became a fast-growing sector in the New Kingdom. Deals with megacorporations, such as Idris Incorporated, have allowed the nation to quickly offer many touristic opportunities. While some big national companies have started to dominate the market, several smaller agencies still exist. Outside of historical attractions, the NKA is home to areas with a well-preserved native culture and natural beauty, such as the Zarr&#039;jirah Mountains and Bar&#039;jar. Resorts on the Peninsula of Harr&#039;nrr are popular with the nobility. However, the ongoing instability in the south may begin to threaten the Royalist tourist industry. Alien visitors are generally welcome in the Kingdom due to the prosperity they bring, even if the most conservative elements might see them with suspicion.&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;
&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;
&lt;br /&gt;
== The Borderlands == &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== 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;
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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 Rustam 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;
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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 a 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 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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*&#039;&#039;&#039;Wheel Tank:&#039;&#039;&#039;  single-track-wheeled light reconnaissance vehicle inspired by the Tajaran monowheels. It has room for a single driver who also controls its armament, a pair of machine guns. To help with stability, it has two steerable wheels on its sides. Its sacrifices much of its armor in favor of speed; while it can withstand small arms fire, it is very vulnerable to most anti-materiel weaponry. The Wheel Tank was recently developed as part of the Kingdom&#039;s attempt to modernize its military.&lt;br /&gt;
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*&#039;&#039;&#039;Experimental Walker Frigates:&#039;&#039;&#039; Old Royal Navy frigates retrofitted by the Minharrzka Maritime Company with a set of six mechanical legs to allow for walking on coastal land. Slow and clumsy, they are intended to support land invasions as artillery support or as mobile bunkers in terrain cover. The crew compartments are cramped and offer little space due to the size of the mechanism. The frigates’ reliability is currently being tested.&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;
&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;
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== 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;
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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;
 &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;
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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;
&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;
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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;
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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;
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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;
&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;
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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 relationship 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 must 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 relationship between both nations is mainly focused on trade and political support. Dominia’s plan 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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*&#039;&#039;&#039;[[Izweski Nation]]:&#039;&#039;&#039; in an attempt to gain more allies, the New Kingdom approached the Izweski Hegemony recently. As part of the concessions to gain its favor, it denounced the Al&#039;mariist presence in Gakal&#039;zaal. The Unathi have also requested the NKA to recognize their claim to the planet, a demand that the Kingdom is still unsure if it will accept or not.&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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		<author><name>CatsinHD</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=People%27s_Republic_of_Adhomai&amp;diff=36331</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=36331"/>
		<updated>2025-07-11T23:59:12Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: &lt;/p&gt;
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{{Infobox Nations&lt;br /&gt;
|Nation = People&#039;s Republic of Adhomai&lt;br /&gt;
|Shortname = People&#039;s Republic, PRA&lt;br /&gt;
|Flag = PRA Flag.png&lt;br /&gt;
|Capital City = Nal&#039;Tor&lt;br /&gt;
|Capital Planet = Adhomai&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial), Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Hadiist, Republican, Adhomian&lt;br /&gt;
|Government = Single-Party Presidential Republic&lt;br /&gt;
|Head of State = President Njadrasanukii Hadii&lt;br /&gt;
|Legislature = Republican Parliament&lt;br /&gt;
}}&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;
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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;
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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;
&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;
= 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 following its victory in the First Revolution. 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 regard 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;
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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 and 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 masses. 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;
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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 schedules 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 keeping the morale at acceptable levels. Party members, researchers, military officers, and other educated professionals usually have access to more services and luxuries, including 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 businesses.&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;
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. Due to the population loss caused by the conflict, there are incentives, such as tax cuts, welfare benefits, and better homes, for couples to have children. Despite the traditional Tajara family still being the basic unit of the PRA society, the government is trying to change it. Daycare centers aimed to fully raise children in the Hadiist principles have begun to be tested; in these facilities, the contact with the biological parents is minimal in favor of treating the individual as part of a bigger system. Some visionary hadiists have considered replacing biological reproduction with more technologically advanced alternatives, such as cloning or extending one&#039;s life with augmentation. &lt;br /&gt;
&lt;br /&gt;
Due to the Hadiist revolutionary thought and the rejection of the older order, there is a policy of total gender equality. Female and male Tajara have the same rights, with the state making no distinction in any of its fields, including the military. The conscription, such as the one called in 2458, calls all able citizens regardless of gender. This practice allows the PRA to bolster its forces without affecting the workforce during wartime. Marriages are often seen as a formality to create a family, with the religious part being separated from the civil one. Same-sex marriage is not recognized by the Hadiist state, but some Young Hadiists have been campaigning for such. Transgender Tajara may have an easier time in the Hadiist society due to its vision of gender, but the medical technology and support are still in their early stages.&lt;br /&gt;
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Due to the lingering prejudice, the overall Hadiist society considers relationships between different ethnicities to be negative. While the government places no official sanction on mixed couples, older officials will often discriminate. Visionary and Young Hadiists believe that the government should promote mixed relationships to further dismantle the Njarir caste system. &lt;br /&gt;
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== Cuisine ==&lt;br /&gt;
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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 run 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;
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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;
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*&#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 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, and 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 a &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 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;
=== President Hadii Badges ===&lt;br /&gt;
&lt;br /&gt;
President Hadii badges are metal pins and medals bearing the image of Njadrasanukii Hadii. Created during the dawn of the First Revolution, these objects were crafted and worn by the Hadiist to identify themselves in opposition to Nated. The first ones were made with crude materials. In the early stages of the Hadii cult of personality, badges were only officially issued to celebrate events and special dates. In the later moments of the Second Revolution, they were mass fabricated and used as displays of loyalty to the Party. A thousand variations exist; some models are exclusively sold to tourists visiting the PRA. Some individuals are known to collect them.&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 are given a full memorial in the form of a state funeral service before the Palace of the Free Tajara 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 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 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;
== Sports ==&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&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 the Adhomian Knuckle (თ) and the Biesel Standard Credit (电/CR) 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;
 &lt;br /&gt;
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;
&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 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 very reliable and simple; megacorporations usually supply most of the luxurious products. 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 can not 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;
== Tourism ==&lt;br /&gt;
&lt;br /&gt;
Tourism in the People&#039;s Republic is tightly controlled by the government. The state monopolizes the industry; however, collaboration with megacorporations is widespread. Due to concerns over internal security, only certain areas are available for visitation. The historical cities and the idyllic region of Ras&#039;nrr Heartlands are the main attractions. Religious tourism is also common in the southern Rhazar Mountains, where pilgrims can visit ancient Tajaran temples. While alien tourists suffer no additional restrictions during their stay and can travel to anywhere a Hadiist citizen can, they are constantly watched by the PRA security service.&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;
Despite 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 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;
&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;
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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 in 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 at 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 for 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 for 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 that 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 in Zatushka. Furniture made here is known to be of high quality and is prized everywhere in Adhomai. The city was controlled by the Liberation Army for 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 of Sana Sahira, serving as a stop-off point for 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 rebuilt 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 on 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 for 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;
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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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=== Tesla Rejuvenation Suit ===&lt;br /&gt;
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Created as part of the Tesla prosthetics program, the Tesla Rejuvenation Suit is a hulking suit that allows disabled Tajara to regain their vigor. Its users are surgically grafted in the machine; their limbs are replaced by large, industrial replacements; their organs are placed in a tank full of healing chemicals located inside their chest, and finally, a big tesla spine is installed. Only the head remains untouched. The suits are bulky and clumsy, restricting their wearers to jobs involving weight lifting and other menial tasks. Since this invention is still in its early stage, reports of it malfunctioning or causing pain to its user are not unheard off; however, the government is quick to claim that these are only subversive rumors. Because of extensive augmentation, Tajaran in these suits reports loss of sensations everywhere except the face. The Rejuvenation Suit is only granted to loyal Hadiist Tajara living in the People&#039;s Republic. Tajara wearing it are colloquially called &amp;quot;steelsuits&amp;quot;.&lt;br /&gt;
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=== Tesla Resurrected ===&lt;br /&gt;
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One of the most secretive projects of the People&#039;s Republic is their quest to defeat death itself. In this mission, they created the Tesla Resurrected. Only known through leaked information, these experiments are dead Tajara brought back to life using a mixture of augmentation, chemicals, and life support machinery. While fresh bodies produced sentient subjects, with the bare minimum of consciousness to be called such, corpses with signs of decay require invasive techniques to birth more crude results. These resurrected, amalgamations of flesh and metal, are either mindless machines or reportedly violent maniacs. It is currently unknown if these experiments still exist in underground laboratories or if they were destroyed after they were interrogated for their secrets from beyond the grave.&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 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;
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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;
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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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=== Weapons ===&lt;br /&gt;
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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;
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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;
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==== Notable Weapons ====&lt;br /&gt;
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*&#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;
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*&#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;
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*&#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; 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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==== Notable Experimental Weapons ====&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;Cybernetic Ha&#039;rron:&#039;&#039;&#039; invented 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;
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*&#039;&#039;&#039;Skypillar System:&#039;&#039;&#039; created to deploy the Hadiist nuclear arsenal in case of a decapitation first strike, the Skypillar System is a missile control system recently revealed by the PRA. It relies on a series of sensors controlled by copies of the Republican AI. If the Skypillar detects an explosion, it will attempt to contact President Hadii and the Party to acquire authorization to use weapons of mass destruction. If unable to reach any authority, the Skypillar System will decide on its own if it will retaliate or not. The reliability of the mechanism and location of the sensors are only known to very few members of the state apparatus.&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;
&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 sort 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 the 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. Hadiist 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;
===Blade Dame Division===&lt;br /&gt;
&lt;br /&gt;
Known only through document leaks, the Blade Dame Division is a group of heavily augmented assassins. Its members are picked from female orphanages and supposedly brainwashed to be totally loyal to the Hadiist Party. They are equipped with experimental augments that favor stealth operations, including retractable blades concealed in the forearms and fingertips; subdermal ballistic armor patches; concealed guns installed in the knees and wrist; and a fully internal tesla spine prototype. Due to the nature of the augmentations, they are indistinguishable from a non-augmented Tajara to the naked eye. Rumors claim that the Blade Dames are also operating in Tau Ceti.&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;
*&#039;&#039;&#039;[[Nralakk Federation]]:&#039;&#039;&#039; as part of the S&#039;rand&#039;marr Coalition, the Nralakk Federation dispatched peacekeepers and humanitarian aid to the People&#039;s Republic during the conflict. Despite initially recognizing all Tajaran factions due to the Armistice, the Federation now only recognizes the People&#039;s Republic as the rightful Adhomian faction. The collaboration between the governments is usually done through the joint development of technologies and information exchanges. The Federation currently sees the PRA as the best choice for Adhomian stability.&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 strongest 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;
{{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>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Democratic_People%27s_Republic_of_Adhomai&amp;diff=36330</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=36330"/>
		<updated>2025-07-11T23:58:11Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: &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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{{Infobox Nations&lt;br /&gt;
|Nation = Democratic People&#039;s Republic of Adhomai&lt;br /&gt;
|Shortname = DPRA&lt;br /&gt;
|Flag = DiamondALA.png&lt;br /&gt;
|Capital City = Shastar City&lt;br /&gt;
|Capital Planet = Adhomai&lt;br /&gt;
|Language = Siik&#039;maas (Official), Siik&#039;tajir (Regional), Delvahhi (Regional), Nal&#039;rasan (Regional)&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = S&#039;rendarr and Messa (Unofficial), Ma&#039;ta&#039;ke Pantheon (Unofficial)&lt;br /&gt;
|Demonym = Al&#039;mariist, Adhomian&lt;br /&gt;
|Government = Federal Presidential Republic, Military Junta (Select regions), Anarchist (Crevus)&lt;br /&gt;
|Head of State = President Almrah Harrlala&lt;br /&gt;
|Legislature = National Assembly&lt;br /&gt;
}}&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. Despite securing a second term, President Harrlala still faces many challenges and a strong opposition.&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&#039;mariism’s mission to preserve Tajaran tradition has ensured that many prejudices remain within the DPRA. Traditional gender roles are more prevalent in rural and junta-controlled territories, while urban and civilian ones are more relaxed. Even if the law makes sure that all are equal, there is no active effort by the state to reduce or combat the gender differences. However, the election of President Almrah Harrlala has proved that the society is open to change. There is a division between religious and civil marriage. The government rarely interferes in these personal matters. The main pressure is usually from older Tajara parents who are still influenced by the old mindset. Same-sex marriage is not recognized by the state, with it being just a concern to some parts of the moderate Al&#039;mariists.&lt;br /&gt;
&lt;br /&gt;
Out of all factions, the DPRA has the least public prejudice towards mixed couples, with some seeing it as a revolutionary act against the old world. Seeking a more modern life, some Tajara migrate to civilian-ruled areas and the city of Crevus.&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 (თ) as its official currency. The Biesel Standard Credit (电/CR) 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 can not 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;
== Tourism ==&lt;br /&gt;
&lt;br /&gt;
Besides of the City of Crevus, tourism in the DPRA is minimal; it only truly exists as an industry in civilian-controlled areas. Southern Ras&#039;nrr is known for its many historical sites. Rhazkjara Valley, despite the damage caused by the war, is sought after for its natural beauty and exotic fauna. Junta territories, except for Southern Harr&#039;masir, are rarely visited by tourists. Anyone trying to see the ALA&#039;s land must secure permission from the ruling commander. Since Alien tourists will frequently face harassment and discrimination from the locals and authorities, they are unheard of outside of Crevus.&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;
*&#039;&#039;&#039;Rhazar Burrowing Car:&#039;&#039;&#039; created by the Shastar Technical University, the Rhazar Burrowing Car is a Tajaran-made, tunnel-digging vehicle. It uses a combination of drills and acids to quickly burrow into the stone. It comes in many different sizes, with its biggest one, Fat Bahir, measuring around 150 meters long. Armored versions have been made for the Combat Miner divisions.&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 for 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 rifles. The Ho’taki marksman rifle is a semi-automatic sniper rifle, designed to serve as 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;
*&#039;&#039;&#039;Vodryanic Gas Shell:&#039;&#039;&#039; following further research into chemical warfare during the Cold War, Vodryanic acid, the chemical used by the [[Tajaran Military Structures#Experimental Compound Troopers|Experimental Compound Troopers]], was successfully transformed into a gas by Liberation Army researchers. While in its gaseous form, the chemical loses most of its corrosive properties. When inhaled, it causes suffocation, hemoptysis, and chest pain. Fur exposed to it will quickly fall, causing burns and blisters on the skin. Prolonged exposure can cause blindness, respiratory damage, and permanent hair loss. The gas is currently deployed through artillery shells.&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 quickly becomes 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 toward 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 linger 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&#039;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;
*&#039;&#039;&#039;[[Fisanduh]]:&#039;&#039;&#039; the Democratic People&#039;s Republic of Adhomai denounces the Dominian presence in Fisanduh as an unlawful occupation. The DPRA recognizes the Fisanduh Freedom Front as the rightful government of the region. The relationship between both nations is still very recent and little has developed out of it. However, some elements within the Al&#039;mariist state call for military cooperation with Fisanduh.&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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[[Category:Pages]]&lt;br /&gt;
[[Category: Tajara]]&lt;br /&gt;
[[Category: Factions]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=People%27s_Republic_of_Adhomai&amp;diff=36327</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=36327"/>
		<updated>2025-07-11T23:48:17Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: &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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{{Infobox Nations&lt;br /&gt;
|Nation = People&#039;s Republic of Adhomai&lt;br /&gt;
|Shortname = People&#039;s Republic, PRA&lt;br /&gt;
|Flag = PRA Flag.png&lt;br /&gt;
|Capital City = Nal&#039;Tor&lt;br /&gt;
|Capital Planet = Adhomai&lt;br /&gt;
|Language = Siik&#039;maas&lt;br /&gt;
|Species = Tajara&lt;br /&gt;
|Religion = None&lt;br /&gt;
|Demonym = Hadiist, Republican, Adhomian&lt;br /&gt;
|Government = Single-Part Presidential Republic&lt;br /&gt;
|Head of State = President Njadrasanukii Hadii&lt;br /&gt;
|Legislature = Republican Parliament&lt;br /&gt;
}}&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 following its victory in the First Revolution. 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 regard 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;
&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 and 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 masses. 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 schedules 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 keeping the morale at acceptable levels. Party members, researchers, military officers, and other educated professionals usually have access to more services and luxuries, including 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 businesses.&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;
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. Due to the population loss caused by the conflict, there are incentives, such as tax cuts, welfare benefits, and better homes, for couples to have children. Despite the traditional Tajara family still being the basic unit of the PRA society, the government is trying to change it. Daycare centers aimed to fully raise children in the Hadiist principles have begun to be tested; in these facilities, the contact with the biological parents is minimal in favor of treating the individual as part of a bigger system. Some visionary hadiists have considered replacing biological reproduction with more technologically advanced alternatives, such as cloning or extending one&#039;s life with augmentation. &lt;br /&gt;
&lt;br /&gt;
Due to the Hadiist revolutionary thought and the rejection of the older order, there is a policy of total gender equality. Female and male Tajara have the same rights, with the state making no distinction in any of its fields, including the military. The conscription, such as the one called in 2458, calls all able citizens regardless of gender. This practice allows the PRA to bolster its forces without affecting the workforce during wartime. Marriages are often seen as a formality to create a family, with the religious part being separated from the civil one. Same-sex marriage is not recognized by the Hadiist state, but some Young Hadiists have been campaigning for such. Transgender Tajara may have an easier time in the Hadiist society due to its vision of gender, but the medical technology and support are still in their early stages.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering prejudice, the overall Hadiist society considers relationships between different ethnicities to be negative. While the government places no official sanction on mixed couples, older officials will often discriminate. Visionary and Young Hadiists believe that the government should promote mixed relationships to further dismantle the Njarir caste system. &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 run 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 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, and 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 a &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 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;
=== President Hadii Badges ===&lt;br /&gt;
&lt;br /&gt;
President Hadii badges are metal pins and medals bearing the image of Njadrasanukii Hadii. Created during the dawn of the First Revolution, these objects were crafted and worn by the Hadiist to identify themselves in opposition to Nated. The first ones were made with crude materials. In the early stages of the Hadii cult of personality, badges were only officially issued to celebrate events and special dates. In the later moments of the Second Revolution, they were mass fabricated and used as displays of loyalty to the Party. A thousand variations exist; some models are exclusively sold to tourists visiting the PRA. Some individuals are known to collect them.&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;
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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;
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*&#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 are given a full memorial in the form of a state funeral service before the Palace of the Free Tajara 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 ceremony and parade with PRA veterans in front of the Hadii Living Complex.&lt;br /&gt;
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*&#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 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;
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==Hadii&#039;s Youth Clubs==&lt;br /&gt;
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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 the Adhomian Knuckle (თ) and the Biesel Standard Credit (电/CR) 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 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 very reliable and simple; megacorporations usually supply most of the luxurious products. 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 can not 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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== Tourism ==&lt;br /&gt;
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Tourism in the People&#039;s Republic is tightly controlled by the government. The state monopolizes the industry; however, collaboration with megacorporations is widespread. Due to concerns over internal security, only certain areas are available for visitation. The historical cities and the idyllic region of Ras&#039;nrr Heartlands are the main attractions. Religious tourism is also common in the southern Rhazar Mountains, where pilgrims can visit ancient Tajaran temples. While alien tourists suffer no additional restrictions during their stay and can travel to anywhere a Hadiist citizen can, they are constantly watched by the PRA security service.&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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Despite 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 in 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 at 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 for 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 for 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 that 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 in Zatushka. Furniture made here is known to be of high quality and is prized everywhere in Adhomai. The city was controlled by the Liberation Army for 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 of Sana Sahira, serving as a stop-off point for 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 rebuilt 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 on 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 for 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
*&#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;
&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;
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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;
&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;
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=== Tesla Rejuvenation Suit ===&lt;br /&gt;
&lt;br /&gt;
Created as part of the Tesla prosthetics program, the Tesla Rejuvenation Suit is a hulking suit that allows disabled Tajara to regain their vigor. Its users are surgically grafted in the machine; their limbs are replaced by large, industrial replacements; their organs are placed in a tank full of healing chemicals located inside their chest, and finally, a big tesla spine is installed. Only the head remains untouched. The suits are bulky and clumsy, restricting their wearers to jobs involving weight lifting and other menial tasks. Since this invention is still in its early stage, reports of it malfunctioning or causing pain to its user are not unheard off; however, the government is quick to claim that these are only subversive rumors. Because of extensive augmentation, Tajaran in these suits reports loss of sensations everywhere except the face. The Rejuvenation Suit is only granted to loyal Hadiist Tajara living in the People&#039;s Republic. Tajara wearing it are colloquially called &amp;quot;steelsuits&amp;quot;.&lt;br /&gt;
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=== Tesla Resurrected ===&lt;br /&gt;
&lt;br /&gt;
One of the most secretive projects of the People&#039;s Republic is their quest to defeat death itself. In this mission, they created the Tesla Resurrected. Only known through leaked information, these experiments are dead Tajara brought back to life using a mixture of augmentation, chemicals, and life support machinery. While fresh bodies produced sentient subjects, with the bare minimum of consciousness to be called such, corpses with signs of decay require invasive techniques to birth more crude results. These resurrected, amalgamations of flesh and metal, are either mindless machines or reportedly violent maniacs. It is currently unknown if these experiments still exist in underground laboratories or if they were destroyed after they were interrogated for their secrets from beyond the grave.&lt;br /&gt;
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== 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;
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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;
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=== Weapons ===&lt;br /&gt;
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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;
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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;
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*&#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;
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*&#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; 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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==== Notable Experimental Weapons ====&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;Cybernetic Ha&#039;rron:&#039;&#039;&#039; invented 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;
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*&#039;&#039;&#039;Skypillar System:&#039;&#039;&#039; created to deploy the Hadiist nuclear arsenal in case of a decapitation first strike, the Skypillar System is a missile control system recently revealed by the PRA. It relies on a series of sensors controlled by copies of the Republican AI. If the Skypillar detects an explosion, it will attempt to contact President Hadii and the Party to acquire authorization to use weapons of mass destruction. If unable to reach any authority, the Skypillar System will decide on its own if it will retaliate or not. The reliability of the mechanism and location of the sensors are only known to very few members of the state apparatus.&lt;br /&gt;
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==== 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;
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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;
&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;
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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;
&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;
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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;
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*&#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;
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*&#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;
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== People&#039;s Strategic Intelligence Service ==&lt;br /&gt;
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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;
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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 sort 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 the 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. Hadiist 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;
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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;
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===Blade Dame Division===&lt;br /&gt;
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Known only through document leaks, the Blade Dame Division is a group of heavily augmented assassins. Its members are picked from female orphanages and supposedly brainwashed to be totally loyal to the Hadiist Party. They are equipped with experimental augments that favor stealth operations, including retractable blades concealed in the forearms and fingertips; subdermal ballistic armor patches; concealed guns installed in the knees and wrist; and a fully internal tesla spine prototype. Due to the nature of the augmentations, they are indistinguishable from a non-augmented Tajara to the naked eye. Rumors claim that the Blade Dames are also operating in Tau Ceti.&lt;br /&gt;
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== Law ==&lt;br /&gt;
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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;
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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;
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== International Relations ==&lt;br /&gt;
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*&#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;
*&#039;&#039;&#039;[[Nralakk Federation]]:&#039;&#039;&#039; as part of the S&#039;rand&#039;marr Coalition, the Nralakk Federation dispatched peacekeepers and humanitarian aid to the People&#039;s Republic during the conflict. Despite initially recognizing all Tajaran factions due to the Armistice, the Federation now only recognizes the People&#039;s Republic as the rightful Adhomian faction. The collaboration between the governments is usually done through the joint development of technologies and information exchanges. The Federation currently sees the PRA as the best choice for Adhomian stability.&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 strongest 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;
{{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>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Infobox_Nations&amp;diff=36321</id>
		<title>Template:Infobox Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Infobox_Nations&amp;diff=36321"/>
		<updated>2025-07-11T23:30:02Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Makes Galactic Position optional. Future edits should increase optional flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div width=&amp;quot;100%&amp;quot; style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:3px solid black; font-size: 12px&amp;quot; cellpadding=&amp;quot;10px&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-size: 16px; text-align: center&amp;quot; | &#039;&#039;&#039;{{{Nation|No Nation Name}}}&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;font-size: 14px; text-align: center&amp;quot; | &#039;&#039;{{{Shortname|No Short Name}}}&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:180px; width:270px; font-size: 14px; text-align: center&amp;quot; | [[File:{{{Flag|No Image}}}|250px|center]]&amp;lt;br&amp;gt;Flag&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{Galatic Position|}}}|&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div style=&amp;quot;height:320px; width:270px; font-size: 14px; text-align: center&amp;quot;&amp;gt;[[File:{{{Galatic Position}}}|250px|center]]&amp;lt;br&amp;gt;Galactic Position&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Capital City:&#039;&#039;&#039; {{{Capital City|No Capital City}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Capital Planet:&#039;&#039;&#039; {{{Capital Planet|No Capital Planet}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Language(s):&#039;&#039;&#039; {{{Language|No Language}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Species:&#039;&#039;&#039; {{{Species|No Species}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Religion:&#039;&#039;&#039; {{{Religion|No Official Religion}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Demonym:&#039;&#039;&#039; {{{Demonym|No Demonym}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Government:&#039;&#039;&#039; {{{Government|No Government}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Head of State:&#039;&#039;&#039; {{{Head of State|No Head of State}}}&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Legislature:&#039;&#039;&#039; {{{Legislature|No Legislature}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
==How to use this template:==&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Infobox Nations&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Nation = Empire of Dominia&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Shortname = Dominia&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Flag = Dominia Flag Small.png&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Galatic Position = Position Dominia.png&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Capital City = Nova Luxembourg&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Capital Planet = Moroz&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Language = Vulgar Morozi (Sol Common), High Morozi (Tradeband)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Species = Human (Majority), Unathi (Minority)&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Religion = Moroz Holy Tribunal&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Demonym = Dominian&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Government = Unitary Absolute Monarchy&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Head of State = Emperor Boleslaw Keeser I&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;|Legislature = Imperial Cabinet&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gives you:&lt;br /&gt;
&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Empire of Dominia&lt;br /&gt;
 |Shortname = Dominia&lt;br /&gt;
 |Flag = Dominian Flag Horizontal.png&lt;br /&gt;
 |Galatic Position = Position Dominia.png&lt;br /&gt;
 |Capital City = Nova Luxembourg&lt;br /&gt;
 |Capital Planet = [[Moroz]]&lt;br /&gt;
 |Language = Vulgar Morozi (Sol Common), High Morozi (Tradeband)&lt;br /&gt;
 |Species = Human (Majority), [[Unathi]] (Minority)&lt;br /&gt;
 |Religion = Moroz Holy Tribunal&lt;br /&gt;
 |Demonym = Dominian&lt;br /&gt;
 |Government = Unitary Absolute Monarchy&lt;br /&gt;
 |Head of State = Emperor Boleslaw Keeser I&lt;br /&gt;
 |Legislature = Imperial Cabinet&lt;br /&gt;
 }}&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Little_Adhomai&amp;diff=36203</id>
		<title>Little Adhomai</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Little_Adhomai&amp;diff=36203"/>
		<updated>2025-07-10T23:07:37Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Little Adhomai Horticultural Society */ Gender Update&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. Although not an outright slum, it is not widely trafficked by those who reside outside of the district. &lt;br /&gt;
&lt;br /&gt;
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;
&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;
= 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 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&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 or gender identity. &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;
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 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;
== 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>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Crevus&amp;diff=36202</id>
		<title>Crevus</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Crevus&amp;diff=36202"/>
		<updated>2025-07-10T23:06:01Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Culture and Society */ Updates Crevus&amp;#039; presence of LGBT Tajara following Gender Update&lt;/p&gt;
&lt;hr /&gt;
&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 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 and Society=&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. However, 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 their 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 district and holds tight to their original culture. 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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The city is becoming known as a place for homosexual and transgender Tajara to gather. Its lack of law enforcement and more open culture has allowed for Tajara of different sexual and gender identities to gather and live more openly than elsewhere on Adhomai. The Rhan-Cresh and Raghmara families both are intolerant of them and refuse to allow such a Tajara to be a part of their organizations. The burgeoning community is slowly fostering connections but are yet to organize on a significant level.&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 toward 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 continued 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, dueling 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 center 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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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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=== Drug Trade ===&lt;br /&gt;
&lt;br /&gt;
Due to its status as a notable port, its criminal underground, and its neutrality, Crevus plays an important role in the Adhomian drug trafficking scene. Tons of illegal substances pass by the city daily before being distributed to the rest of Adhomai and beyond. Crevus also has its own laboratories, ranging from high-tech compounds to small facilities hidden in basements. While drug consumption and trade are technically illegal, the city&#039;s authorities engage and profit from it; the Raghmara clan currently controls most of the local production. Small independent dealers and producers exist, but they are rarely seen outside of the shanty towns. Tourists and the Crevan elites consume their drugs at expensive hotels and bars; the city poorest tend to congregate in abandoned buildings. Most of these establishments are controlled by the ruling families; independent ones are quickly acquired or destroyed by the competition. &lt;br /&gt;
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The Church of S&#039;rand&#039;marr provides shelter and programs to aid the city&#039;s addicts. These efforts are very limited due to the shrinking church&#039;s budget.&lt;br /&gt;
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==== Notable Drugs ====&lt;br /&gt;
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*&#039;&#039;&#039;Vorothy:&#039;&#039;&#039; also known as &amp;quot;Gateway&amp;quot;, is a substance capable of inducing a hallucinogen, paralyzing trance. Made from the sap of the Mech&#039;ty tree, it is usually consumed in gum form by placing it under the tongue. The hallucinations caused by the drug are described as extremely vivid, usually involving religious figures and otherwordly visions. Prolonged consumption or overdose can result in a condition called &amp;quot;the passing&amp;quot;. In this situation, the user falls into a coma, from which very few have ever awakened. Some who have returned from the passing described their time as a journey through countless alien worlds, others came back with totally different personalities. Vorothy is commonly used by artists in search of inspiration.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Salve:&#039;&#039;&#039; made from a mixture of S&#039;rendarr&#039;s Hand and other herbs, the Solar Salve is a paste frequently chewed by Crevan dock workers. Originally used by Southern Harr&#039;masir herders, it helps ward off the feelings of hunger, thirst, and cold. Despite not being considered to be a drug by most of the population, it is known to be mildly addictive. Workers casually use it to assist in getting past long shifts. Due to its association with the lower classes, it is not consumed by the richer population.&lt;br /&gt;
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= Notable Locations = &lt;br /&gt;
&lt;br /&gt;
[[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;
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[[Category:Tajara]]&lt;/div&gt;</summary>
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		<summary type="html">&lt;p&gt;CatsinHD: /* Alien Species of Aurora */ Adds external link to whitelist page. Oops.&lt;/p&gt;
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&lt;div&gt;= Alien Species of Aurora =&lt;br /&gt;
These are the non-human species of our setting, and all require a specific species whitelist to play. Species whitelists can be applied for [https://forums.aurorastation.org/forum/13-whitelist-applications/ here]. Given that these species are behind a whitelist, for the purposes of this summary we will not be going into depth with them, something something something. To do; Edit all the entries to be of equal length and add a &amp;quot;if you wish to read more, about this species click here(hyperlink to species page)&amp;quot; to all entries. Do in template.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Skrell]]====&lt;br /&gt;
An amphibian race hailing from Nralakk IV, Qerrbalak.&lt;br /&gt;
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[[File:Starter_skrell.png]]&lt;br /&gt;
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An amphibious species whose passion mostly lays in the field of the combined sciences, the Skrell are the second oldest and first most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, also being one of the only species in the Orion Spur to naturally develop psionics. Their history is defined by Glorsh-Omega, a singularity level intelligence that enslaved the Skrell, before eventually being destroyed. As a result, almost all skrell deeply distrust synthetic lifeforms, for unlike humans, skrell live incredibly longer; you may encounter a skrell aboard the Horizon who was born before the terror of Glorsh-Omega, over five centuries ago. Their primary faction is the Nrallak Federation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====[[Unathi]]====&lt;br /&gt;
A reptilian race hailing from Moghes.&lt;br /&gt;
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[[File:Starter unathi.png]]&lt;br /&gt;
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The cold-blooded Unathi are a race of tall humanoid reptiles from their war-torn homeworld of Moghes. The planet’s history can be summarized as being dominated by various Clans of Unathi, with the strongest being the Hegemon of Moghes. Following first contact with Skrell and Humanity, there was a violent outbreak of nuclear war that formed a vast, almost world-dominating desert called the Wasteland. Currently the dominate clan is the Izweski Clan, under Hegemon Not&#039;zar. Grandiose and Space-Operatic, the themes behind Unathi follow the struggle of religion, spirituality, honor, and rigid gender roles. Their primary faction is the Izweski Hegemony.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Tajara]]====&lt;br /&gt;
A feline-like race hailing from Adhomai.&lt;br /&gt;
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[[File:Tajaraexpandedbackground.png]]&lt;br /&gt;
&lt;br /&gt;
The Tajaran race is a species of feline-like bipeds hailing from the planet of [[Adhomai]] in the S&#039;rand&#039;marr system. They have been brought up into the space age by the Humans and Skrell, who alledgedly influenced their eventual revolution that overthrew their ancient monarchies to become a totalitarian - and NanoTrasen friendly - republic. Adhomai is currently under a cold war between three factions in the aftermath of a global conflict, and many Tajara are fleeing their homeworld to seek safety and employment in human space. Their three primary factions are the People&#039;s Republic of Adhomai, the Democractic People&#039;s Republic of Adhomai, and the New Kingdom of Adhomai.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Vaurca | Vaurca (Vaurcae)]]====&lt;br /&gt;
An insectoid race hailing from Sedantis I.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Starter vaurca.png]]&lt;br /&gt;
&lt;br /&gt;
The mostly bipedal, insectoid creatures hailing from the moon known as Sedantis I, Vaurca (Vaurca singular and Vaurcae multiple), were discovered after the first Hiveship contact in human space, 2456. They once had access to great technology, however they had to flee their doomed homeworld. They have a complex caste system based on three types, and use something known as the Hivenet to communicate in thoughts and feelings near instantly between themselves, and enter a paradisiacal virtual reality. They require phoron to respirate, as well as requiring a unique and dangerous fungus, the k’ois spore, to sustain them. Although barely tolerated in the known galaxy, many have found homes in the more unkempt areas of their host’s society. There are four known Hives, which also act as the races primary factions - Zo’ra, K’lax, C’thur, and Lii’dra. The largest, and most common hive in Tau Ceti is the Zo&#039;ra hive. The Lii’dra, unique in that they are a true hivemind, are known as a powerful and secretive force and are hostile to most other entities known - including the other Hives.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Dionae]]====&lt;br /&gt;
A mysterious fungus-like race hailing from the depths of space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Starter dionae.png]]&lt;br /&gt;
&lt;br /&gt;
Dionae (D. Primis) are a rather strange, cryptic species in comparison to the rest found in the Orion Spur. They have various forms comprised of cat-sized caterpillar-like creatures with a curious, childlike disposition - called Dionae Nymphs. Enigmatic witnesses to various events through the centuries, the Dionae are an inquisitive species with a pacifistic disposition after gaining sentience. Their origins, behaviour and functions are never alike - with each being as unique as the next. The Dionae are capable of great intellectual, biological and physical feats going above and beyond what was considered possible for millennia. Dionae are a type of fungus, however, they primarily survive off of the electromagnetic spectrum coinciding with a diet of biological matter to supplement their growth. Their inability to adapt to survive without  lack of radiation can lead to death, if not exposed to at least efficient lighting. Dionae have been seen across the Orion Spur, each with a unique history and personality. Their primary faction is The Commonwealth of Hieroaetheria.&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;
====[[IPC | IPC|Integrated Positronic Chassis (IPC)]]====&lt;br /&gt;
Robotic entities making use of Positronic brains to match sentience, to a degree.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Starter ipcs.png]]&lt;br /&gt;
&lt;br /&gt;
An Integrated Positronic Chassis, or IPC, is an artificial intelligence inside of a bipedal, humanoid frame. IPCs are primarily characterized by their autonomy, not being bound to a master AI or set of laws. Often built to carry out a single, career-related purpose, they come in many different chassis, with varying degrees of intelligence. Within known space, their existence is a contentious topic with IPCs being seen as property or second-class citizens, undeserving of the rights other species possess. Due to the nature of how they came into existence, IPCs don&#039;t really have a primary faction(s); however in recent times, the closest is the nation of Pactolus,  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Synthetics, more generally====&lt;br /&gt;
Robots in the galaxy, endlessly diverse.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Starter borg.png]]&lt;br /&gt;
&lt;br /&gt;
The term “synthetic” refers to a broad range of autonomous machinery. Dabbled with, first by the ancient skrell, and now humanity, synthetics can be classified primarily by the method of their intelligence. Onboard the Horizon, most synthetics that are not IPCs - with the exception of the AI - are run off of an MMI. MMI&#039;s were created in the late twenty-second century, a way to accomplish full body prosthesis and originally used as a method of punishment for hard criminals. Labelled “Cyborgification” in a corporate environment, the act of full body prosthesis is generally avoided by NT with exceptions of the previously mentioned hard criminals. It is not in good practice to borgify someone simply because they lack a Do Not Borgify in their records, and such could be considered neglect of duty and malpractice. Cyborgification is by no means revival - the majority of cultures see it as destroying what little identity an individual may have had in death, turning their brain merely into processing power. As such, the act is heavily frowned upon outside of dire circumstances - such as those in the crew found guilty of extreme crimes such as terrorism, murder, and mutiny.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=36180</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Standard_Operating_Procedure&amp;diff=36180"/>
		<updated>2025-07-01T17:12:11Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Responding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
All Stellar Corporate Conglomerate vessels share a set of standard procedures, that are to be followed. These guide the different departments on board the vessel, outline certain points and clear up some issues that may arise.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
===Departmental Ranking===&lt;br /&gt;
Unless stated otherwise, all Departmental Staff are equal in rank, with differing responsibilities and assignments. The exceptions are departmental assistants/interns/apprentices, and standard assistants.&lt;br /&gt;
&lt;br /&gt;
It is within the capacity of the Departmental Head of Staff to promote and designate senior leaders as they see fit, within their own department.&lt;br /&gt;
&lt;br /&gt;
===External Partners===&lt;br /&gt;
Approved External Business Partners (&amp;quot;Merchants&amp;quot;) with a SCC merchant pass possess docking authorization from Central Command and are permitted to dock and conduct business with the vessel. Merchants are expected to comply with all vessel regulations and rules set by Command Staff while aboard the ship. A merchant has direct authority over their own vessel and may choose to provide or deny their services as they see fit. Merchants are authorized to carry a concealed weapon for purposes of personal defense while aboard the vessel, unless explicitly prohibited by Command Staff. Employees who purchase items from a merchant take full responsibility for the possession and legality of these purchases. The Security Department is neither responsible for nor authorized to confiscate wares aboard a merchant&#039;s vessel and may not charge or detain a merchant for the possession of wares that remain aboard that vessel. The Security Department may not enforce regulations aboard a docked merchant vessel, except for issues that arise between Stellar Corporate Conglomerate employees, or to neutralize an immediate hostile and violent threat to the vessel.&lt;br /&gt;
&lt;br /&gt;
===Off-Duty Crew===&lt;br /&gt;
Off-duty crewmembers and passengers on the working decks are not contracted to work or otherwise assume the role of any of the actively employed crew. Even if they work for the Stellar Corporate Conglomerate, promotion of off-duty crew or passengers to vessel ranks, except in the direst of circumstances, will be regarded as neglect of duty and/or exceeding official powers. During these circumstances, volunteers will not be compensated in any fashion by the Stellar Corporate Conglomerate and will not be insured against any injuries they sustain. Without exception, off-duty crewmembers and passengers are not permitted to be promoted to command ranks.&lt;br /&gt;
&lt;br /&gt;
===Press===&lt;br /&gt;
Visiting and subcontracting (&amp;quot;freelance&amp;quot;) journalists are not to be censored via a news channel D-Notice, unless the vessel&#039;s Captain (or Heads of Staff in a unanimous decision) determine that the content they publish directly endangers the safety of Stellar Corporate Conglomerate employees. Command Staff choosing to apply a D-Notice in this manner are expected to immediately contact Central Command to report that it has been applied, and to await confirmation by Central Command that the application of such a notice is valid. The creator of the channel is also to be made aware of both the notice and the reasoning for its implementation.&lt;br /&gt;
&lt;br /&gt;
Journalists directly employed by the Stellar Corporate Conglomerate voluntarily waive these protections, as per the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
===Cosmetic Alterations===&lt;br /&gt;
Cosmetic remodeling of a department may be performed by any staff with written and signed consent of the department in question. Cosmetic alteration to general areas, such as hallways, arrivals, and departures, require consent from the Chief Engineer, The Captain, or (in the absence of both) Command as a whole.&lt;br /&gt;
&lt;br /&gt;
===Uniforms===&lt;br /&gt;
All on-duty personnel must wear appropriate attire such that the upper &#039;&#039;&#039;and&#039;&#039;&#039; lower body are adequately covered. Undergarments such as bras do not suffice, however clothing such as tank tops are sufficient. No employee may roll down clothing such that it reveals the upper body, even if the upper body is covered. Failure to do so will result in i105 - Indecent Exposure.&lt;br /&gt;
&lt;br /&gt;
Exceptions are granted to vaurcesian employees and &#039;&#039;&#039;non-shell&#039;&#039;&#039; IPCs not within the security, medical, or command departments, who may wear gear harnesses without further clothing.&lt;br /&gt;
&lt;br /&gt;
Additionally, appropriate PPE must be utilized where necessary. Examples include the use of insulated gloves when modifying electrical equipment, or hard hats when modifying the ship hull.&lt;br /&gt;
&lt;br /&gt;
===Shuttle Use===&lt;br /&gt;
The SCCV Horizon&#039;s shuttles may be used at any time by designated qualified personnel for the purpose of mining and exploration. Their flight activities may only be grounded by instating a flight ban, which may be established during Code Red security situations, orders from SCC Central Command, or by a Captain-level decision.&lt;br /&gt;
&lt;br /&gt;
The mining shuttle is allowed a degree of autonomy and does not require clearance to depart the SCCV Horizon for the purpose of mining operations unless a flight ban is in place. The shuttle is under the oversight of the Operations Manager, who retains the authority to ground or recall the shuttle at their discretion. The Canary is under the oversight of the Executive Officer but may be utilized by all of Command in necessary situations.&lt;br /&gt;
&lt;br /&gt;
The SCCV Horizon bridge must accommodate prospecting and exploration missions before plotting course to a different location.&lt;br /&gt;
&lt;br /&gt;
===Horizon Weapons Systems===&lt;br /&gt;
The SCCV Horizon has been equipped with two main weapons systems in order to safeguard its assets, personnel, and mission. Its use and operation are an expectation during emergencies.&lt;br /&gt;
&lt;br /&gt;
Bridge crew and operations personnel are expected to follow command team orders on usage of the many systems aboard. In the absence of command, bridge crewmen are expected to operate the weaponry with discretion.&lt;br /&gt;
&lt;br /&gt;
Weaponry should only be fired as a last resort, and all SCC personnel should consider the implications such actions may have on both the region and the greater Chainlink as a whole.&lt;br /&gt;
&lt;br /&gt;
The Canary&#039;s weaponry may be used by the team lead on its away mission without command approval, but its use will be reviewed upon return to the Horizon. Misuse of any of the weapon systems are grounds for immediate termination.&lt;br /&gt;
&lt;br /&gt;
===Salvage Operations===&lt;br /&gt;
During standard operation, the Horizon may come across abandoned or wrecked vessels. Due to various contracts secured between the SCC and governments of visited regions, these vessels may be salvaged by crew under the following conditions:&lt;br /&gt;
&lt;br /&gt;
*The site is not inhabited or occupied.&lt;br /&gt;
*No local laws prohibit the salvage of that site.&lt;br /&gt;
*No other organization has previously claimed the site.&lt;br /&gt;
*No other department has claimed the site for other activities. Examples include:&lt;br /&gt;
**Archaeological exploration by the Science Department.&lt;br /&gt;
**Structural repair ordered by the Chief Engineer.&lt;br /&gt;
**Quarantine declared by the Chief Medical Officer.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise agreed upon with other organizations prior to a salvaging operation, such as Central Command or external partners, all equipment and materials salvaged from a site may be stored and used at the discretion of the Horizon.&lt;br /&gt;
&lt;br /&gt;
==Command==&lt;br /&gt;
===Acting Captain===&lt;br /&gt;
Should the Command staff be missing a captain, it is preferred that all members of the Command staff present act as a singular commanding entity, thus negating the need to promote a specific person to the position of Acting Captain. Under such operations, the Command Staff carries the authority of the captain and can conduct actions that would otherwise require the captain&#039;s approval. These actions require a Command vote to enact a captain-level decision. Command votes to enact a captain-level decision may &#039;&#039;&#039;not&#039;&#039;&#039; occur if a captain is present.&lt;br /&gt;
&lt;br /&gt;
All Heads of Staff can initiate a Command vote. This vote is considered a captain-level decision and thus carries the authority of the captain. A Command vote begins with one or more Heads of Staff declaring what the vote intends to do over the command radio. All Heads of Staff are expected to participate and vote yes, no, or verbally abstain (abstaining through inaction is not permitted). All command votes are majority-rules unless stated otherwise. In the event the command vote ends in a tie, the vote automatically fails. Any votes taken against another Head of Staff will see the implicated party automatically abstained from voting. Additionally, Command staff who have been formally detained under orders of the Head of Security will be unable to vote until they have been released and allowed to reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, the Command staff may vote to appoint an Acting Captain among the Command staff. This is a standard Command-level vote only requiring a majority in favor. In the event a Head of Staff is elevated to Captainship, Central Command should be informed immediately as the situation allows. Once standard operation is resumed, and any non-standard situations have been resolved, the Acting Captain must resign captainship and reassume their previous position.&lt;br /&gt;
&lt;br /&gt;
===Captain Authority===&lt;br /&gt;
The vessel&#039;s assigned Captain has full authority over the operation of the vessel and the attached shuttles. They are authorized to shut down departments at their discretion, reassign crew members, issue direct orders to all crew members of the ship, and take actions within reason that may violate regulations in non-standard situations.&lt;br /&gt;
&lt;br /&gt;
The captain is trusted to act in the best interests of the company, crew, and vessel they are assigned to. Any complaints or concerns over the captain&#039;s decisions should be addressed after their orders have been carried out, and after the situation that prompted those orders has been resolved.&lt;br /&gt;
&lt;br /&gt;
===Command Staff===&lt;br /&gt;
During standard operation, all Departmental Heads of Staff are equal, under the command of the captain present onboard the vessel. Should a department find itself lacking a Head of Staff, the Captain is able to either assume direct supervision of the department or otherwise appoint a senior crew member to fill the missing role.&lt;br /&gt;
&lt;br /&gt;
During non-standard operation, a specific Departmental Head of Staff may be elevated above others, should the crisis situation fall under the responsibility of their department. At that point, other departments should act in a supporting role.&lt;br /&gt;
&lt;br /&gt;
===Command on Leaving the Vessel===&lt;br /&gt;
Should, during standard or non-standard operation, the need for one or more Command staff to leave the SCCV Horizon arise, it is possible for them to do so if and only if there is at least one other Command staff remaining on the ship after their departure. If any command vote is called while there are Command staff away from the ship, their vote is still required, and their return should be awaited. This section may be overridden by a captain if required.&lt;br /&gt;
&lt;br /&gt;
===Corporate Liaisons and Consular Officers===&lt;br /&gt;
Command staff are expected to engage representatives (both corporate and diplomatic) through diplomacy and to consent to reasonable requests. The representative is not part of the vessel chain of command. The representative is granted special status in relation to corporate regulations:&lt;br /&gt;
*The representative does not serve brig time for low level infractions; the fine alternative can be used in those cases.&lt;br /&gt;
*The representative can serve brig time for medium and high-level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privileges.&lt;br /&gt;
*The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing.&lt;br /&gt;
*The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
*Security is only able to conduct an arrest inside the representative&#039;s if the office&#039;s immunity was revoked or if there is clear evidence that a medium or high-level infraction is happening inside the office.&lt;br /&gt;
&lt;br /&gt;
===Departmental Funds===&lt;br /&gt;
Through the combined budgets of the SCC Chainlink, departmental funds have been granted to the use of each department. Command members are encouraged to make use of this allotment as needed for day to day needs to ensure smooth operation. Heads of Staff are encouraged to utilize these funds to acquire materials, equipment, or other general supplies.&lt;br /&gt;
&lt;br /&gt;
Additionally, Command Members may authorize small bonuses to crew members for exceptional situations up to 1000 credits or incentive bonuses up to 500 credits. Bonuses should be documented on general faxes and sent to Central explaining the situation, employee, and amount. &lt;br /&gt;
&lt;br /&gt;
===Evacuation and Emergency Bluespace Jumps===&lt;br /&gt;
During extreme non-standard operation, evacuation or emergency bluespace jump orders may be used when the Horizon is placed in a situation that threatens the destruction of the vessel or her crew. Emergency bluespace jumps are the preferred order, with evacuations remaining a last resort that may coincide with [[Guide to Alert Levels#Delta Alert|Delta Alert]].&lt;br /&gt;
&lt;br /&gt;
An evacuation or emergency bluespace jump order may only be enacted by a captain or &#039;&#039;&#039;unanimous&#039;&#039;&#039; Command-level vote. Central Command &#039;&#039;&#039;must&#039;&#039;&#039; be notified of the order along with a brief reasoning before the order has been completed. In the event of an evacuation, all sensitive information, materials, and equipment must either be destroyed or secured with the evacuating crew.&lt;br /&gt;
&lt;br /&gt;
===Incident Management===&lt;br /&gt;
During emergency incidents it is expected for departments to assist in the safe resolution of said incident and the recovery of standard operations. When it becomes clear that a significant incident is arising that could affect standard operations of the vessel or cause significant damage to crew or property, it is expected that (when possible) all on board personnel are provided with the following information:&lt;br /&gt;
*A brief description of the current incident.&lt;br /&gt;
*What steps have been taken so far to combat this incident.&lt;br /&gt;
*Suggested action for the crew to take.&lt;br /&gt;
*(If applicable) A brief description of the reasoning behind a change in alert level.&lt;br /&gt;
&lt;br /&gt;
Exceptions to this include where the above information would compromise vessel security or safety. If this is the case it is expected that as much information as is safe to do so is dispensed for the crew.&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Scientific Experimentation===&lt;br /&gt;
Qualified researchers in a given field of science are authorized to conduct experiments in any way they deem appropriate. However, unless authorization for their release is granted by command staff or an emergency situation requires it, the works and derivatives of the research department are to remain within their respective labs and testing areas.&lt;br /&gt;
&lt;br /&gt;
===Slimes Experiments &amp;amp; Non-sapient Xenological Lifeforms===&lt;br /&gt;
Slimes, non-sapient xenoforms, and the subjects of transformative xenobiological experiments are not classified as crew, members of humanity or affiliated alien races, but as test subjects and property of the SCC. Performing transformative xenobiological experiments on a co-worker is considered homicide and is punishable by corporate regulations and by law.&lt;br /&gt;
&lt;br /&gt;
==Operations==&lt;br /&gt;
===Warehouse Contents===&lt;br /&gt;
The operations department is expected to store and distribute warehouse supplies to the vessel&#039;s departments as deemed appropriate. The stock of the vessels warehouse is not to be regarded as contraband if it remains in the warehouse or is being transported to an appropriate destination.&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
===Vessel Modifications===&lt;br /&gt;
All non-structural forms of modification, optimization, or upgrades to vessel equipment are permitted so long as the modifying engineer is qualified and has obtained written permission of all staff resident to the department in question. Large-scale structural modifications or additions require written and stamped consent from either the Chief Engineer, the Captain, or (in the absence of both) a delegated representative of Command staff.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
===Warden Authority===&lt;br /&gt;
The Warden&#039;s authority is limited to the brig and detainees and does not extend to the Security department or its personnel. Additionally, the Warden is not a de facto interim Head of Security in the absence of a Head of Security, unless promoted to that position by command staff.&lt;br /&gt;
&lt;br /&gt;
With sufficient cause, the Warden is authorized to independently issue arrest and search warrants. This authority is subject to command staff review.&lt;br /&gt;
&lt;br /&gt;
===Processing Time===&lt;br /&gt;
Personnel detained by Security are expected to be processed in a timely manner. Because a detainee&#039;s brig sentence begins after processing is completed, excessive processing times may result in the Warden or handling Security Officers being liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
===Uniform Regulation===&lt;br /&gt;
On-duty security personnel are required to wear the standard uniform provided by their employer or maintain a business attire in the colours of their corporation. Footwear must be business casual or boots and must be closed toe. Unathi and Tajara personnel may wear open toe boots, and Diona personnel are not required to wear footwear. Casual wear, inappropriate footwear, shorts not issued with a uniform and skirts of any kind are not allowed. They must be immediately and easily identifiable as members of security.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements are in violation of failing to execute an order and are to be processed for such.&lt;br /&gt;
&lt;br /&gt;
===Responding===&lt;br /&gt;
Upon arriving at the scene, the security officer is expected to gauge the exact nature at the scene.&lt;br /&gt;
&lt;br /&gt;
If the scene is clear:&lt;br /&gt;
*Radio in the situation at the scene.&lt;br /&gt;
*Ensure the safety of any crew in the immediate vicinity.&lt;br /&gt;
*Identify witnesses.&lt;br /&gt;
*Secure the scene in the event of occurrences (tape off area/disallow witness to leave).&lt;br /&gt;
*Proceed to &#039;Collecting Evidence&#039;&lt;br /&gt;
If the scene is not clear:&lt;br /&gt;
*Identify nature of threat.&lt;br /&gt;
*If threat is able to be handled by officers on scene: Proceed with mediation/detainment.&lt;br /&gt;
*If threat is unable to be handled by officers on scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.&lt;br /&gt;
&lt;br /&gt;
===Collecting Evidence===&lt;br /&gt;
*Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel do not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments.&lt;br /&gt;
*If possible, cordoned-off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods. *Autopsies should be performed within the morgue.&lt;br /&gt;
*Disrupt standard vessel operation as little as possible around the crime scene.&lt;br /&gt;
*Investigative staff should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on scene.&lt;br /&gt;
*Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.&lt;br /&gt;
&lt;br /&gt;
===Handling Evidence===&lt;br /&gt;
*Ensure gloves are worn to prevent contamination of evidence.&lt;br /&gt;
*Items that can be, must be held in evidence bags for transportation.&lt;br /&gt;
*Crime scene must be preserved until all evidence is collected.&lt;br /&gt;
*After evidence is collected, cadavers may be removed to the morgue and area may be cleaned up.&lt;br /&gt;
&lt;br /&gt;
===Searches===&lt;br /&gt;
During standard operation, all individuals on the vessel are affording protections against unnecessary searches. These protections are waived in the following cases:&lt;br /&gt;
*The ship is on [[Guide to Alert Levels|Blue, Red, or Delta alert]].&lt;br /&gt;
*A search warrant has been authorized.&lt;br /&gt;
*The search is initiated within the 2 pre-designated checkpoint areas.&lt;br /&gt;
*The search is initiated at an improvised checkpoint area with Head of Security or Captain-level approval.&lt;br /&gt;
&lt;br /&gt;
The procedure for initiating a search is as follows:&lt;br /&gt;
*The intent to search an individual is announced by an authorized Security Officer, Warden, or Head of Security.&lt;br /&gt;
*The authorized search warrant is presented if applicable.&lt;br /&gt;
*Select storage spaces on the individual are searched according to type of search:&lt;br /&gt;
**Checkpoint searches are limited to jackets, bags, and any containers within those articles.&lt;br /&gt;
**All other searches are permitted to search all storage spaces on an individual.&lt;br /&gt;
*Outstanding items identified as [[Guide to Contraband|contraband]] must be removed and bagged as evidence.&lt;br /&gt;
*All other items are returned to the individual.&lt;br /&gt;
*Should detainment be required, follow the procedure on [[#Arrest|arrests]].&lt;br /&gt;
&lt;br /&gt;
===Arrest===&lt;br /&gt;
Proceed as follows during the event of detainment:&lt;br /&gt;
*Announce intention to arrest and charges vocally.&lt;br /&gt;
*Request the suspect surrender peaceably&lt;br /&gt;
*If suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.&lt;br /&gt;
*If suspects fight back or run, apply needed force to cease flight and detain suspect. A charge of resisting arrest should be applied in this case.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
For witnessed major/violent crime:&lt;br /&gt;
*Immediately attempt detainment of suspect, with charges read out when suspect is secured.&lt;br /&gt;
*Remove suspect to brig for processing.&lt;br /&gt;
&lt;br /&gt;
===Processing===&lt;br /&gt;
*Ensure Warden is aware of incoming prisoner.&lt;br /&gt;
*Bring prisoner to processing/booking room. Leave secured if violent/repeat offender. &lt;br /&gt;
*Check prisoner’s pockets (coat/jumpsuit), pack, and any containers within pack.&lt;br /&gt;
*Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to person or respective department.&lt;br /&gt;
*Inform the prisoners superior of the arrest.&lt;br /&gt;
*Proceed to ‘Jailing’.&lt;br /&gt;
&lt;br /&gt;
===Questioning===&lt;br /&gt;
*Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in-depth investigations.&lt;br /&gt;
*The Investigative team should get preference in questioning a suspect unless there&#039;s a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it&#039;s always good to ask.&lt;br /&gt;
*If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).&lt;br /&gt;
*Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.&lt;br /&gt;
*If person remains uncooperative, make note of this. Seek advice from your Head of Security.&lt;br /&gt;
&lt;br /&gt;
===Jailing===&lt;br /&gt;
*Move prisoner to appropriate cell. &lt;br /&gt;
*Place personal items the prisoner was deemed able to keep upon release in cell locker.&lt;br /&gt;
*Set cell timer to appropriate time and secure cell.&lt;br /&gt;
*Remove handcuffs from prisoner’s person within secure cell if able to do so without severe risk to own wellbeing.&lt;br /&gt;
*Ensure records are properly updated to reflect prisoner’s crimes/status.&lt;br /&gt;
&lt;br /&gt;
===Autopsies===&lt;br /&gt;
*All autopsies should be conducted by investigations within the autopsy room. If no investigators are present, the cadaver should be stored until one arrives.&lt;br /&gt;
*More steps outlining autopsies can be found [[Guide to Cadavers | here.]]&lt;br /&gt;
*Once the autopsy is completed, if the deceased was an employee aboard the SCCV Horizon, the cadaver should be remanded to medical so that they may carry out any potential [[#Post Mortem Wishes | post-mortem wishes.]]&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
===Do not Borgify ===&lt;br /&gt;
Personnel with a Do Not Borgify order are NOT to be borgified. Failure to heed these orders is considered malpractice by law and will be treated as such.&lt;br /&gt;
&lt;br /&gt;
===Paramedic Helmet===&lt;br /&gt;
Paramedics are to use their helmet on the same basis as security: on code blue and above, and in dangerous situations.&lt;br /&gt;
&lt;br /&gt;
===Postmortem Wishes===&lt;br /&gt;
It is medical&#039;s responsibility to ensure that post-mortem wishes are carried out for any crew who lose their lives aboard the SCCV Horizon. Bodies autopsied by investigations should be remanded to medical for this purpose once the autopsy is completed. Postmortem wishes are expected to be followed to the letter, if at all possible, by the Horizon.&lt;br /&gt;
&lt;br /&gt;
===Medical Treatment Waiver===&lt;br /&gt;
Employees that do not wish to be treated, should be provided with the Medical Treatment Waiver form from the request consoles to sign.&lt;br /&gt;
&lt;br /&gt;
===Medical Uniform Regulations===&lt;br /&gt;
On-duty medical personnel providing &#039;&#039;&#039;direct patient care&#039;&#039;&#039; are required to wear the standard uniform provided by their employer or maintain a business attire preferably (but not required) in the colours of their corporation. Footwear must be professional and closed toe, with exception to Unathi medical personnel who may wear open toe shoes and Dionae medical personnel who may wear no footwear.&lt;br /&gt;
&lt;br /&gt;
Casual wear, inappropriate footwear, shorts not issued with a uniform, and skirts of any kind are not allowed. Paramedics are required to be immediately and easily identifiable as Medical personnel.&lt;br /&gt;
&lt;br /&gt;
====Operating Rooms====&lt;br /&gt;
For patient safety and infection control, OR&#039;s are held to a higher standard. Scrubs or a protective sterile surgical apron completely covering clothing underneath. Full PPE, including masks for employees who breathe and sterile gloves. Remember to wash your hands!&lt;br /&gt;
&lt;br /&gt;
Employees entering for brief periods are only required the use of sterile gloves and masks. These employees may not come into contact with a patient undergoing an operation.&lt;br /&gt;
&lt;br /&gt;
Tajara surgical personnel should be garbed in full body sterile drapes for infection prevention.&lt;br /&gt;
&lt;br /&gt;
Shorts provided by PMCG-issued uniforms may &#039;&#039;&#039;NOT&#039;&#039;&#039; be used within the Operating Rooms.&lt;br /&gt;
&lt;br /&gt;
Personnel failing to meet these requirements for the medical department are in violation of failing to execute an order.&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
===AI Monitoring===&lt;br /&gt;
The AI only has to monitor the following secure areas:&lt;br /&gt;
*Armory&lt;br /&gt;
*SAT (The big nuke room)&lt;br /&gt;
*Telecommunications&lt;br /&gt;
*The Vault&lt;br /&gt;
*Command areas (Bridge, head of staff offices, etc.)&lt;br /&gt;
*Secure Storage&lt;br /&gt;
*Research Storage&lt;br /&gt;
*Research Server Room&lt;br /&gt;
*Engine Room (Supermatter specifically, INDRA if it is running)&lt;br /&gt;
*AI Core and AI Upload&lt;br /&gt;
&lt;br /&gt;
===Access to the AI===&lt;br /&gt;
In order to access the AI upload or the AI core a captain level decision is required. All command staff must be informed of the decision.&lt;br /&gt;
&lt;br /&gt;
A machinist may accompany the head/s of staff if their technical skills are required.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=36071</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=36071"/>
		<updated>2025-06-23T23:43:47Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Corporate Regulations */ See prior summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{TrailingMechanics}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate Regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all SCC employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any SCC owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all SCC employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are not allowed by regulations.&#039;&#039;&#039; Ship security nor command should be doing any executions. The maximum possible penalty for major infractions is marooning or cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; All prisoner processing is expected to be completed in a timely manner. Should a detainee&#039;s processing take an unreasonably long time, the personnel responsible for that processing may be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
*Any instances of sexually related incidents &#039;&#039;&#039;should be ahelped&#039;&#039;&#039;. These are explicitly against the rules and have no mechanical regulations for this reason.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
&lt;br /&gt;
Every person on the ship should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. Extensive knowledge of Corporate Regulations is required for such positions as the [[Warden]], [[Executive Officer]], [[Captain]], and the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[IPC|IPCs]], whether they are free intelligences or owned by a person or company. Consult employment/security records to determine whether an IPC is owned or not. Positronic intelligences are not protected by capital punishment laws. Those charged with red level infractions may be at risk of being dismantled or destroyed.&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[Dionae]], instead the respective charges are as follows: &amp;quot;Animal cruelty&amp;quot;, &amp;quot;Assault&amp;quot; and &amp;quot;Fytocide&amp;quot;. [[Dionae Forms|Dionae Nymphs]] acting as pests will not be protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Captains and Authority ====&lt;br /&gt;
&lt;br /&gt;
Captains are not above Corporate Regulations and can be arrested by Security for breaking them. However, this should only happen if active Heads of Staff agree in a unanimous decision to approve the arrest, or the arrest is ordered by Central Command. &#039;&#039;&#039;Captains should not be removed from their position in this way for anything but violations that would normally require holding until transfer.&#039;&#039;&#039; Lesser violations can and should be reported to Central Command, but are not generally severe enough to warrant this drastic action. If a Captain is arrested in this manner, an Acting Captain should be appointed immediately, and Central Command should be informed.&lt;br /&gt;
&lt;br /&gt;
The vessel&#039;s assigned Captain has full and final authority over the operation of the vessel. They are authorized to issue direct orders to entire departments or specific crew members. They may take any actions or issue orders that violate regulations during non-standard situations. Generally, these orders must be carried out. Even if you feel an order from the Captain to be against regulation, your moral code, or generally detestable, you still have to follow it. You are entitled to begin a vote within Command (if you&#039;re part of Command) to have the Captain arrested if the order breaks a serious regulation, or fax Central Command (if you have access to a fax machine) to have them weigh in, but disobeying the order (if given to you) or obstructing it (if not given to you directly) is Failure to Execute an Order. This is upgraded to Sedition if you start encouraging others to refuse the Captain&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
If a crew member breaks regulations while following a direct order from the Captain, when there are other legal ways to carry it out, that crew member is generally considered at fault for the violation.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Not even the Captain can deliver pardons, but they can grant parole with or without a tracking implant.&lt;br /&gt;
&lt;br /&gt;
==== Injunctions ====&lt;br /&gt;
&lt;br /&gt;
The Captain, Head of Security, and Corporate Representative may issue injunctions to the crew if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
An injunction is a restriction on a crew member, meant to prohibit disruptive behavior that may not otherwise explicitly break regulations. Violating the terms of these injunctions &#039;&#039;&#039;is&#039;&#039;&#039; breaking regulations however, covered by &#039;&#039;&#039;i108 Violation of Injunction&#039;&#039;&#039; below. Examples of valid uses of injunctions include things like preventing two belligerent crew members from interacting with one another, or stopping someone from abusing alcohol at the bar. They are not meant to circumvent the chain of command, however, and efforts to resolve problems within that structure should be made first.&lt;br /&gt;
&lt;br /&gt;
The Head of Security and Corporate Representatives may issue injunctions to any non-Command member of the crew. The Captain&#039;s orders may override these injunctions.&lt;br /&gt;
&lt;br /&gt;
Only the Captain, Central Command itself, or every other member of Command acting as the Captain in a unanimous decision, may issue injunctions to a member of Command Staff.&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Warrant&#039;&#039;&#039; must be provided for almost any search or arrest conducted under code green. Exceptions to this rule exist if an officer is a direct witness to a crime, or may reasonably conclude that failure to act will pose an immediate danger to the crew and/or vessel. Search warrants may also be circumvented if the Head of Staff over the employee being searched has given their direct consent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspensions&#039;&#039;&#039; are used to temporarily suspend an employee from active duty, restricting them from holding any ship rank. They are typically used in situations where an employee can no longer be trusted to continue their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotions&#039;&#039;&#039; are used to temporarily demote an employee to a rank below their previous occupation, allowing them to continue active duty under a position of less authority. They are typically reserved for situations in which the employee is still trusted to continue work, but may require additional training or oversight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039; such as alcohol, tobacco, Ambrosia Deus, Ambrosia Vulgaris, etcetera are not covered by the &#039;&#039;&#039;Contraband&#039;&#039;&#039; regulation as these are legal under Tau Ceti law. A full list of legalized recreational drugs can be found [[Drug Law|here]].&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200-300 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the vessel as a whole. Includes theft of credits up to 500cr. For higher amounts see i220 - Fraud&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything in limited supply. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure. To cause easily repairable damage to a free IPC chassis, up to and including the removal of limbs.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400-800 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does. This includes repeated and unwanted psionic interaction.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200-400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, to disrupt the peace and crew.&lt;br /&gt;
| Covers behaviors that disrupt the peace or the ability of other crew to work. Does not cover inebriation unless it is disruptive. Indecent Exposure covers any degrading activity such as being publicly unclothed either partially or fully.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250-375 credits&lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts. Speaking excessively non basic on comms also falls under this, unless it is your departmental comms (at the head&#039;s discretion and on non emergencies) and on green and yellow alert codes.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To make a claim about a Head of Staff that is slanderous and untrue.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250-275 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander or Verbal Abuse&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation, or to use racially offensive language.&lt;br /&gt;
| Lying about anything to make someone else look bad, or making use of obscene or offensive slurs against someone else. For example, a drunk assistant starts shouting racial slurs at xeno crew. Since this has to be proven, it&#039;s up to the appropriate officer to determine. You should also see if the insults were real, rather than friendly banter between two friends.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Shoving animals into washing machines, or throwing them down disposals while still alive falls under this. However animals used appropriately for scientific experiments don&#039;t count. Butchering animals for food does not count so long as their death is not unreasonably painful. Domesticated pets are never to be used in scientific or culinary endeavors.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the vessel without malicious intent. To cause easily repairable damage to an owned IPC, up to and including disabling the chassis.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450-675 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500-750 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cyborged also falls under this. The Chaplain or medbay tending to corpses in preparation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400-600 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350-700 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records or financial account information to unauthorized personnel. &lt;br /&gt;
|Finding records in disposals or on the ground would fall under this charge. A doctor discussing a patient&#039;s record or current treatment with some unauthorized would fall under this. Command may discuss records with other Command (or HRA and Investigators on request) even if they do not have access to those records. The punishment goes to the source of the leak. Authorization to records is held by their respective heads of staff.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To perform a search of an employee or workplace without a search warrant, clearance, or probable cause.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, a Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or vessel. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| 3 minutes. A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i120&lt;br /&gt;
| &#039;&#039;&#039;Littering&#039;&#039;&#039;&lt;br /&gt;
| Littering.&lt;br /&gt;
| Littering items around the ship and refusing to clean it up.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 7 minutes.&lt;br /&gt;
| 40-150  credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the ship, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the Supermatter irradiate the ship. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Immediate suspension. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant&lt;br /&gt;
| Up to 15 minutes in addition to regular time&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant&lt;br /&gt;
| Demotion and isolation in solitary&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment&lt;br /&gt;
| Suspension or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 15 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing phoron or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job. Additionally, a member of Command may only be charged with Neglect of Duty with the agreement of the Captain, or through a Captain level decision passed by the Command Staff.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| Holding until transfer and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee. To cause irreparable damage to the chassis of a free IPC.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, using hallucinogens and repeated and unwanted psionic interaction with intent to cause distress - including intrusive psionic probing.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Up to 30 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset&lt;br /&gt;
| Up to 30 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, Research Director, or Two other Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant&lt;br /&gt;
| Demotion. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the vessel into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Suspension and holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including illegal drugs.&lt;br /&gt;
| For what does and does not count as contraband, see [[Guide to Contraband]]. Alcohol, Tobacco, Mercury Mono lithium Sucrose (space drugs), Psilocybin, Ambrosia Deus, Ambrosia Vulgaris, and Reshi are are all legal for possession and distribution.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or ship with malicious intent. To cause irreparable damage to the chassis or positronic brain of an owned IPC.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here. This covers the malicious wiping of an owned positronic, regardless of corporate or private ownership. It does not, however, extend to free positronics.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Executive Officer acting like a security officer in a non-emergency, the Captain acting as if he is above the law, etc. Heads of Staff trying to order a different department with an active Head of Staff or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval&lt;br /&gt;
| 20 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. Applicable to the theft of an owned IPC.&lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[Guide to Contraband|High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising a Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minute and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i220&lt;br /&gt;
| &#039;&#039;&#039;Fraud&#039;&#039;&#039;&lt;br /&gt;
| To use deliberate deception in order to gain authority, access, or valuable items from another person. Applies to the theft of greater than 500 credits, forgery, and impersonation of authority figures. &lt;br /&gt;
For lesser amounts, see i102 - Petty Theft. &lt;br /&gt;
&lt;br /&gt;
For items of equivalent value, see i215 - Grand Theft.&lt;br /&gt;
| Emptying a ship account for personal gain. Tricking someone into entrusting large amounts of money under false pretenses. Forging of seals, signatures, or other signs of authority for personal or ideological gain. Physical or vocal mimicry of an authority figure for personal or ideological gain.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i221&lt;br /&gt;
| &#039;&#039;&#039;Gross Negligence&#039;&#039;&#039;&lt;br /&gt;
| To display a severe lack of diligence or disregard for safe conduct, which causes or will cause serious harm to people or property.&lt;br /&gt;
&lt;br /&gt;
For instances of negligence that are not seriously and imminently harmful, see i206 Neglect of Duty.&lt;br /&gt;
| For this charge to apply, the threat of harm must be both significant and obvious. A chemist accidentally releasing phoron gas into the ship, security practicing with weapons while people are downrange, or a xenobiologist who lets slimes escape without malicious intent are eligible examples. When possible, defer to Command and the existing Neglect of Duty charge. This is more useful when the negligent crew member is acting unsupervised.&lt;br /&gt;
| 15 minutes&lt;br /&gt;
| 20 minutes and/or demotion&lt;br /&gt;
|- &lt;br /&gt;
| i222&lt;br /&gt;
| &#039;&#039;&#039;Unregistered Positronic Machine&#039;&#039;&#039;&lt;br /&gt;
| To function as an untagged positronic machine within the Republic of Biesel, or to function as a positronic machine with a tag that has been tampered with, intentionally rendered inoperable, or counterfeit.&lt;br /&gt;
| [[IPC|IPCs]] are required by Republic law to be electronically tagged. This tag can be identified via a tag scanner.&lt;br /&gt;
&lt;br /&gt;
The untagged positronic can be liable for investigation, reprimand, or additional action taken at the discretion of their corporate employer. Private owners of untagged positronics are responsible for their fines and subject to penalties. Punishment for repeat offenders is dependent on citizenship and status of ownership, which can escalate to removal from place of employment.&lt;br /&gt;
&lt;br /&gt;
Those who assist affected synthetics in tampering with or removing their tags are considered to be aiding and abetting them in this violation, and are themselves liable for heavy fines or brig time where applicable.&lt;br /&gt;
| 10 minutes, immediate retagging, tracking implant, 1000 credit fine.&lt;br /&gt;
| 30 minutes, immediate retagging, 5000 credit fine.&lt;br /&gt;
|-&lt;br /&gt;
| i223&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping of Free Intelligence&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a free positronic intelligence against its will.&lt;br /&gt;
| If the positronic intelligence is held for ransom or exchange, there is no difference in sentence.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| Up to 25 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===High Severity Infractions (Red Violations; i300&#039;s)===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The SCCV Horizon is registered as a Biesel ship, and therefore Biesel laws apply aboard. Biesel law does not consider cyborgification capital punishment, making it an optional punishment. &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nralakk Federation Skrell are never borged. Their punishment becomes holding until transfer or marooning instead.&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;If a captain is not present to authorize cyborgification, the command staff must pass a majority vote to authorize it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Marooning, cyborgification or Holding Until Transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Marooning or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or vessel.&lt;br /&gt;
| This includes deliberate arson, use of bombs, detonation of the Supermatter, etc. Collateral damage or severe ship damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer, marooning or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Marooning, cyborgification or hold until transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer, marooning, or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i310&lt;br /&gt;
| &#039;&#039;&#039;Automacide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate or wipe a free positronic intelligence.&lt;br /&gt;
| Essentially the murder charge for free IPCs. Premeditation and malicious intent are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i311&lt;br /&gt;
| &#039;&#039;&#039;Fytocide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate 2/3 or more nymphs contained within a gestalt.&lt;br /&gt;
| Essentially the murder charge for Dionae. Planning and motive are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security.&lt;br /&gt;
| Up to -25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the ship such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
==== Marooning ====&lt;br /&gt;
&lt;br /&gt;
An individual being marooned will have their employment considered terminated, their person stripped of all workplace equipment and left on the nearest celestial body or current port of call with their personal belongings. Humans, Tajara, Skrell and IPC are to be given a basic softsuit, oxygen (or a suit cooler unit) and a GPS. Vaurca and Diona are to be given k&#039;ois or a source of light instead. A majority vote is required to pass a marooning unless a Captain is present, at which point the Captain may call for a marooning without Command support. An after-action report must be faxed to Central after a marooning has occurred.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039;: The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Executive Officer or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the SCC, as defined by the ship&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Executive Officer or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Executive Officer, Head of Security, Chief Medical Officer, Operations Manager, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039;: Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=36070</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=36070"/>
		<updated>2025-06-23T23:37:34Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Low Level Infractions (Yellow Violations; i100&amp;#039;s) */ Sexual Harassment is being transferred to a Moderator and Admin only issue now. Approved by Bear and Mel&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{TrailingMechanics}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate Regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all SCC employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any SCC owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all SCC employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are not allowed by regulations.&#039;&#039;&#039; Ship security nor command should be doing any executions. The maximum possible penalty for major infractions is marooning or cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; All prisoner processing is expected to be completed in a timely manner. Should a detainee&#039;s processing take an unreasonably long time, the personnel responsible for that processing may be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
&lt;br /&gt;
Every person on the ship should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. Extensive knowledge of Corporate Regulations is required for such positions as the [[Warden]], [[Executive Officer]], [[Captain]], and the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[IPC|IPCs]], whether they are free intelligences or owned by a person or company. Consult employment/security records to determine whether an IPC is owned or not. Positronic intelligences are not protected by capital punishment laws. Those charged with red level infractions may be at risk of being dismantled or destroyed.&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[Dionae]], instead the respective charges are as follows: &amp;quot;Animal cruelty&amp;quot;, &amp;quot;Assault&amp;quot; and &amp;quot;Fytocide&amp;quot;. [[Dionae Forms|Dionae Nymphs]] acting as pests will not be protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Captains and Authority ====&lt;br /&gt;
&lt;br /&gt;
Captains are not above Corporate Regulations and can be arrested by Security for breaking them. However, this should only happen if active Heads of Staff agree in a unanimous decision to approve the arrest, or the arrest is ordered by Central Command. &#039;&#039;&#039;Captains should not be removed from their position in this way for anything but violations that would normally require holding until transfer.&#039;&#039;&#039; Lesser violations can and should be reported to Central Command, but are not generally severe enough to warrant this drastic action. If a Captain is arrested in this manner, an Acting Captain should be appointed immediately, and Central Command should be informed.&lt;br /&gt;
&lt;br /&gt;
The vessel&#039;s assigned Captain has full and final authority over the operation of the vessel. They are authorized to issue direct orders to entire departments or specific crew members. They may take any actions or issue orders that violate regulations during non-standard situations. Generally, these orders must be carried out. Even if you feel an order from the Captain to be against regulation, your moral code, or generally detestable, you still have to follow it. You are entitled to begin a vote within Command (if you&#039;re part of Command) to have the Captain arrested if the order breaks a serious regulation, or fax Central Command (if you have access to a fax machine) to have them weigh in, but disobeying the order (if given to you) or obstructing it (if not given to you directly) is Failure to Execute an Order. This is upgraded to Sedition if you start encouraging others to refuse the Captain&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
If a crew member breaks regulations while following a direct order from the Captain, when there are other legal ways to carry it out, that crew member is generally considered at fault for the violation.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Not even the Captain can deliver pardons, but they can grant parole with or without a tracking implant.&lt;br /&gt;
&lt;br /&gt;
==== Injunctions ====&lt;br /&gt;
&lt;br /&gt;
The Captain, Head of Security, and Corporate Representative may issue injunctions to the crew if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
An injunction is a restriction on a crew member, meant to prohibit disruptive behavior that may not otherwise explicitly break regulations. Violating the terms of these injunctions &#039;&#039;&#039;is&#039;&#039;&#039; breaking regulations however, covered by &#039;&#039;&#039;i108 Violation of Injunction&#039;&#039;&#039; below. Examples of valid uses of injunctions include things like preventing two belligerent crew members from interacting with one another, or stopping someone from abusing alcohol at the bar. They are not meant to circumvent the chain of command, however, and efforts to resolve problems within that structure should be made first.&lt;br /&gt;
&lt;br /&gt;
The Head of Security and Corporate Representatives may issue injunctions to any non-Command member of the crew. The Captain&#039;s orders may override these injunctions.&lt;br /&gt;
&lt;br /&gt;
Only the Captain, Central Command itself, or every other member of Command acting as the Captain in a unanimous decision, may issue injunctions to a member of Command Staff.&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Warrant&#039;&#039;&#039; must be provided for almost any search or arrest conducted under code green. Exceptions to this rule exist if an officer is a direct witness to a crime, or may reasonably conclude that failure to act will pose an immediate danger to the crew and/or vessel. Search warrants may also be circumvented if the Head of Staff over the employee being searched has given their direct consent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspensions&#039;&#039;&#039; are used to temporarily suspend an employee from active duty, restricting them from holding any ship rank. They are typically used in situations where an employee can no longer be trusted to continue their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotions&#039;&#039;&#039; are used to temporarily demote an employee to a rank below their previous occupation, allowing them to continue active duty under a position of less authority. They are typically reserved for situations in which the employee is still trusted to continue work, but may require additional training or oversight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039; such as alcohol, tobacco, Ambrosia Deus, Ambrosia Vulgaris, etcetera are not covered by the &#039;&#039;&#039;Contraband&#039;&#039;&#039; regulation as these are legal under Tau Ceti law. A full list of legalized recreational drugs can be found [[Drug Law|here]].&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200-300 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the vessel as a whole. Includes theft of credits up to 500cr. For higher amounts see i220 - Fraud&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything in limited supply. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure. To cause easily repairable damage to a free IPC chassis, up to and including the removal of limbs.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400-800 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does. This includes repeated and unwanted psionic interaction.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200-400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, to disrupt the peace and crew.&lt;br /&gt;
| Covers behaviors that disrupt the peace or the ability of other crew to work. Does not cover inebriation unless it is disruptive. Indecent Exposure covers any degrading activity such as being publicly unclothed either partially or fully.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250-375 credits&lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts. Speaking excessively non basic on comms also falls under this, unless it is your departmental comms (at the head&#039;s discretion and on non emergencies) and on green and yellow alert codes.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To make a claim about a Head of Staff that is slanderous and untrue.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250-275 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander or Verbal Abuse&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation, or to use racially offensive language.&lt;br /&gt;
| Lying about anything to make someone else look bad, or making use of obscene or offensive slurs against someone else. For example, a drunk assistant starts shouting racial slurs at xeno crew. Since this has to be proven, it&#039;s up to the appropriate officer to determine. You should also see if the insults were real, rather than friendly banter between two friends.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Shoving animals into washing machines, or throwing them down disposals while still alive falls under this. However animals used appropriately for scientific experiments don&#039;t count. Butchering animals for food does not count so long as their death is not unreasonably painful. Domesticated pets are never to be used in scientific or culinary endeavors.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the vessel without malicious intent. To cause easily repairable damage to an owned IPC, up to and including disabling the chassis.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450-675 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500-750 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cyborged also falls under this. The Chaplain or medbay tending to corpses in preparation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400-600 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350-700 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records or financial account information to unauthorized personnel. &lt;br /&gt;
|Finding records in disposals or on the ground would fall under this charge. A doctor discussing a patient&#039;s record or current treatment with some unauthorized would fall under this. Command may discuss records with other Command (or HRA and Investigators on request) even if they do not have access to those records. The punishment goes to the source of the leak. Authorization to records is held by their respective heads of staff.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To perform a search of an employee or workplace without a search warrant, clearance, or probable cause.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, a Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or vessel. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| 3 minutes. A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i120&lt;br /&gt;
| &#039;&#039;&#039;Littering&#039;&#039;&#039;&lt;br /&gt;
| Littering.&lt;br /&gt;
| Littering items around the ship and refusing to clean it up.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 7 minutes.&lt;br /&gt;
| 40-150  credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the ship, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the Supermatter irradiate the ship. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Immediate suspension. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant&lt;br /&gt;
| Up to 15 minutes in addition to regular time&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant&lt;br /&gt;
| Demotion and isolation in solitary&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment&lt;br /&gt;
| Suspension or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 15 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing phoron or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job. Additionally, a member of Command may only be charged with Neglect of Duty with the agreement of the Captain, or through a Captain level decision passed by the Command Staff.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| Holding until transfer and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee. To cause irreparable damage to the chassis of a free IPC.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, using hallucinogens and repeated and unwanted psionic interaction with intent to cause distress - including intrusive psionic probing.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Up to 30 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset&lt;br /&gt;
| Up to 30 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, Research Director, or Two other Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant&lt;br /&gt;
| Demotion. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the vessel into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Suspension and holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including illegal drugs.&lt;br /&gt;
| For what does and does not count as contraband, see [[Guide to Contraband]]. Alcohol, Tobacco, Mercury Mono lithium Sucrose (space drugs), Psilocybin, Ambrosia Deus, Ambrosia Vulgaris, and Reshi are are all legal for possession and distribution.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or ship with malicious intent. To cause irreparable damage to the chassis or positronic brain of an owned IPC.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here. This covers the malicious wiping of an owned positronic, regardless of corporate or private ownership. It does not, however, extend to free positronics.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Executive Officer acting like a security officer in a non-emergency, the Captain acting as if he is above the law, etc. Heads of Staff trying to order a different department with an active Head of Staff or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval&lt;br /&gt;
| 20 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. Applicable to the theft of an owned IPC.&lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[Guide to Contraband|High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising a Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minute and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i220&lt;br /&gt;
| &#039;&#039;&#039;Fraud&#039;&#039;&#039;&lt;br /&gt;
| To use deliberate deception in order to gain authority, access, or valuable items from another person. Applies to the theft of greater than 500 credits, forgery, and impersonation of authority figures. &lt;br /&gt;
For lesser amounts, see i102 - Petty Theft. &lt;br /&gt;
&lt;br /&gt;
For items of equivalent value, see i215 - Grand Theft.&lt;br /&gt;
| Emptying a ship account for personal gain. Tricking someone into entrusting large amounts of money under false pretenses. Forging of seals, signatures, or other signs of authority for personal or ideological gain. Physical or vocal mimicry of an authority figure for personal or ideological gain.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i221&lt;br /&gt;
| &#039;&#039;&#039;Gross Negligence&#039;&#039;&#039;&lt;br /&gt;
| To display a severe lack of diligence or disregard for safe conduct, which causes or will cause serious harm to people or property.&lt;br /&gt;
&lt;br /&gt;
For instances of negligence that are not seriously and imminently harmful, see i206 Neglect of Duty.&lt;br /&gt;
| For this charge to apply, the threat of harm must be both significant and obvious. A chemist accidentally releasing phoron gas into the ship, security practicing with weapons while people are downrange, or a xenobiologist who lets slimes escape without malicious intent are eligible examples. When possible, defer to Command and the existing Neglect of Duty charge. This is more useful when the negligent crew member is acting unsupervised.&lt;br /&gt;
| 15 minutes&lt;br /&gt;
| 20 minutes and/or demotion&lt;br /&gt;
|- &lt;br /&gt;
| i222&lt;br /&gt;
| &#039;&#039;&#039;Unregistered Positronic Machine&#039;&#039;&#039;&lt;br /&gt;
| To function as an untagged positronic machine within the Republic of Biesel, or to function as a positronic machine with a tag that has been tampered with, intentionally rendered inoperable, or counterfeit.&lt;br /&gt;
| [[IPC|IPCs]] are required by Republic law to be electronically tagged. This tag can be identified via a tag scanner.&lt;br /&gt;
&lt;br /&gt;
The untagged positronic can be liable for investigation, reprimand, or additional action taken at the discretion of their corporate employer. Private owners of untagged positronics are responsible for their fines and subject to penalties. Punishment for repeat offenders is dependent on citizenship and status of ownership, which can escalate to removal from place of employment.&lt;br /&gt;
&lt;br /&gt;
Those who assist affected synthetics in tampering with or removing their tags are considered to be aiding and abetting them in this violation, and are themselves liable for heavy fines or brig time where applicable.&lt;br /&gt;
| 10 minutes, immediate retagging, tracking implant, 1000 credit fine.&lt;br /&gt;
| 30 minutes, immediate retagging, 5000 credit fine.&lt;br /&gt;
|-&lt;br /&gt;
| i223&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping of Free Intelligence&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a free positronic intelligence against its will.&lt;br /&gt;
| If the positronic intelligence is held for ransom or exchange, there is no difference in sentence.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| Up to 25 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===High Severity Infractions (Red Violations; i300&#039;s)===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The SCCV Horizon is registered as a Biesel ship, and therefore Biesel laws apply aboard. Biesel law does not consider cyborgification capital punishment, making it an optional punishment. &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nralakk Federation Skrell are never borged. Their punishment becomes holding until transfer or marooning instead.&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;If a captain is not present to authorize cyborgification, the command staff must pass a majority vote to authorize it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Marooning, cyborgification or Holding Until Transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Marooning or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or vessel.&lt;br /&gt;
| This includes deliberate arson, use of bombs, detonation of the Supermatter, etc. Collateral damage or severe ship damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer, marooning or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Marooning, cyborgification or hold until transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer, marooning, or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i310&lt;br /&gt;
| &#039;&#039;&#039;Automacide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate or wipe a free positronic intelligence.&lt;br /&gt;
| Essentially the murder charge for free IPCs. Premeditation and malicious intent are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i311&lt;br /&gt;
| &#039;&#039;&#039;Fytocide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate 2/3 or more nymphs contained within a gestalt.&lt;br /&gt;
| Essentially the murder charge for Dionae. Planning and motive are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security.&lt;br /&gt;
| Up to -25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the ship such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
==== Marooning ====&lt;br /&gt;
&lt;br /&gt;
An individual being marooned will have their employment considered terminated, their person stripped of all workplace equipment and left on the nearest celestial body or current port of call with their personal belongings. Humans, Tajara, Skrell and IPC are to be given a basic softsuit, oxygen (or a suit cooler unit) and a GPS. Vaurca and Diona are to be given k&#039;ois or a source of light instead. A majority vote is required to pass a marooning unless a Captain is present, at which point the Captain may call for a marooning without Command support. An after-action report must be faxed to Central after a marooning has occurred.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039;: The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Executive Officer or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the SCC, as defined by the ship&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Executive Officer or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Executive Officer, Head of Security, Chief Medical Officer, Operations Manager, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039;: Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=36041</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=36041"/>
		<updated>2025-06-22T03:17:40Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Removes mention of HoP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{TrailingMechanics}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate Regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all SCC employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any SCC owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all SCC employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are not allowed by regulations.&#039;&#039;&#039; Ship security nor command should be doing any executions. The maximum possible penalty for major infractions is marooning or cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; All prisoner processing is expected to be completed in a timely manner. Should a detainee&#039;s processing take an unreasonably long time, the personnel responsible for that processing may be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
&lt;br /&gt;
Every person on the ship should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. Extensive knowledge of Corporate Regulations is required for such positions as the [[Warden]], [[Executive Officer]], [[Captain]], and the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[IPC|IPCs]], whether they are free intelligences or owned by a person or company. Consult employment/security records to determine whether an IPC is owned or not. Positronic intelligences are not protected by capital punishment laws. Those charged with red level infractions may be at risk of being dismantled or destroyed.&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[Dionae]], instead the respective charges are as follows: &amp;quot;Animal cruelty&amp;quot;, &amp;quot;Assault&amp;quot; and &amp;quot;Fytocide&amp;quot;. [[Dionae Forms|Dionae Nymphs]] acting as pests will not be protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Captains and Authority ====&lt;br /&gt;
&lt;br /&gt;
Captains are not above Corporate Regulations and can be arrested by Security for breaking them. However, this should only happen if active Heads of Staff agree in a unanimous decision to approve the arrest, or the arrest is ordered by Central Command. &#039;&#039;&#039;Captains should not be removed from their position in this way for anything but violations that would normally require holding until transfer.&#039;&#039;&#039; Lesser violations can and should be reported to Central Command, but are not generally severe enough to warrant this drastic action. If a Captain is arrested in this manner, an Acting Captain should be appointed immediately, and Central Command should be informed.&lt;br /&gt;
&lt;br /&gt;
The vessel&#039;s assigned Captain has full and final authority over the operation of the vessel. They are authorized to issue direct orders to entire departments or specific crew members. They may take any actions or issue orders that violate regulations during non-standard situations. Generally, these orders must be carried out. Even if you feel an order from the Captain to be against regulation, your moral code, or generally detestable, you still have to follow it. You are entitled to begin a vote within Command (if you&#039;re part of Command) to have the Captain arrested if the order breaks a serious regulation, or fax Central Command (if you have access to a fax machine) to have them weigh in, but disobeying the order (if given to you) or obstructing it (if not given to you directly) is Failure to Execute an Order. This is upgraded to Sedition if you start encouraging others to refuse the Captain&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
If a crew member breaks regulations while following a direct order from the Captain, when there are other legal ways to carry it out, that crew member is generally considered at fault for the violation.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Not even the Captain can deliver pardons, but they can grant parole with or without a tracking implant.&lt;br /&gt;
&lt;br /&gt;
==== Injunctions ====&lt;br /&gt;
&lt;br /&gt;
The Captain, Head of Security, and Corporate Representative may issue injunctions to the crew if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
An injunction is a restriction on a crew member, meant to prohibit disruptive behavior that may not otherwise explicitly break regulations. Violating the terms of these injunctions &#039;&#039;&#039;is&#039;&#039;&#039; breaking regulations however, covered by &#039;&#039;&#039;i108 Violation of Injunction&#039;&#039;&#039; below. Examples of valid uses of injunctions include things like preventing two belligerent crew members from interacting with one another, or stopping someone from abusing alcohol at the bar. They are not meant to circumvent the chain of command, however, and efforts to resolve problems within that structure should be made first.&lt;br /&gt;
&lt;br /&gt;
The Head of Security and Corporate Representatives may issue injunctions to any non-Command member of the crew. The Captain&#039;s orders may override these injunctions.&lt;br /&gt;
&lt;br /&gt;
Only the Captain, Central Command itself, or every other member of Command acting as the Captain in a unanimous decision, may issue injunctions to a member of Command Staff.&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Warrant&#039;&#039;&#039; must be provided for almost any search or arrest conducted under code green. Exceptions to this rule exist if an officer is a direct witness to a crime, or may reasonably conclude that failure to act will pose an immediate danger to the crew and/or vessel. Search warrants may also be circumvented if the Head of Staff over the employee being searched has given their direct consent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspensions&#039;&#039;&#039; are used to temporarily suspend an employee from active duty, restricting them from holding any ship rank. They are typically used in situations where an employee can no longer be trusted to continue their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotions&#039;&#039;&#039; are used to temporarily demote an employee to a rank below their previous occupation, allowing them to continue active duty under a position of less authority. They are typically reserved for situations in which the employee is still trusted to continue work, but may require additional training or oversight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039; such as alcohol, tobacco, Ambrosia Deus, Ambrosia Vulgaris, etcetera are not covered by the &#039;&#039;&#039;Contraband&#039;&#039;&#039; regulation as these are legal under Tau Ceti law. A full list of legalized recreational drugs can be found [[Drug Law|here]].&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200-300 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the vessel as a whole. Includes theft of credits up to 500cr. For higher amounts see i220 - Fraud&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything in limited supply. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure. To cause easily repairable damage to a free IPC chassis, up to and including the removal of limbs.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400-800 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does. This includes repeated and unwanted psionic interaction.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200-400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, to disrupt the peace and crew.&lt;br /&gt;
| Covers behaviors that disrupt the peace or the ability of other crew to work. Does not cover inebriation unless it is disruptive. Indecent Exposure covers any degrading activity such as being publicly unclothed either partially or fully.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250-375 credits&lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts. Speaking excessively non basic on comms also falls under this, unless it is your departmental comms (at the head&#039;s discretion and on non emergencies) and on green and yellow alert codes.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To make a claim about a Head of Staff that is slanderous and untrue.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250-275 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander or Verbal Abuse&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation, or to use racially offensive language.&lt;br /&gt;
| Lying about anything to make someone else look bad, or making use of obscene or offensive slurs against someone else. For example, a drunk assistant starts shouting racial slurs at xeno crew. Since this has to be proven, it&#039;s up to the appropriate officer to determine. You should also see if the insults were real, rather than friendly banter between two friends.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Shoving animals into washing machines, or throwing them down disposals while still alive falls under this. However animals used appropriately for scientific experiments don&#039;t count. Butchering animals for food does not count so long as their death is not unreasonably painful. Domesticated pets are never to be used in scientific or culinary endeavors.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the vessel without malicious intent. To cause easily repairable damage to an owned IPC, up to and including disabling the chassis.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450-675 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500-750 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cyborged also falls under this. The Chaplain or medbay tending to corpses in preparation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400-600 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350-700 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records or financial account information to unauthorized personnel. &lt;br /&gt;
|Finding records in disposals or on the ground would fall under this charge. A doctor discussing a patient&#039;s record or current treatment with some unauthorized would fall under this. Command may discuss records with other Command (or HRA and Investigators on request) even if they do not have access to those records. The punishment goes to the source of the leak. Authorization to records is held by their respective heads of staff.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To perform a search of an employee or workplace without a search warrant, clearance, or probable cause.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, a Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or vessel. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| 3 minutes. A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i120&lt;br /&gt;
| &#039;&#039;&#039;Littering&#039;&#039;&#039;&lt;br /&gt;
| Littering.&lt;br /&gt;
| Littering items around the ship and refusing to clean it up.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 7 minutes.&lt;br /&gt;
| 40-150  credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the ship, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the Supermatter irradiate the ship. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Immediate suspension. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant&lt;br /&gt;
| Up to 15 minutes in addition to regular time&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant&lt;br /&gt;
| Demotion and isolation in solitary&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment&lt;br /&gt;
| Suspension or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 15 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing phoron or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job. Additionally, a member of Command may only be charged with Neglect of Duty with the agreement of the Captain, or through a Captain level decision passed by the Command Staff.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| Holding until transfer and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee. To cause irreparable damage to the chassis of a free IPC.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, using hallucinogens and repeated and unwanted psionic interaction with intent to cause distress - including intrusive psionic probing.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Up to 30 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset&lt;br /&gt;
| Up to 30 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, Research Director, or Two other Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant&lt;br /&gt;
| Demotion. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the vessel into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Suspension and holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including illegal drugs.&lt;br /&gt;
| For what does and does not count as contraband, see [[Guide to Contraband]]. Alcohol, Tobacco, Mercury Mono lithium Sucrose (space drugs), Psilocybin, Ambrosia Deus, Ambrosia Vulgaris, and Reshi are are all legal for possession and distribution.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or ship with malicious intent. To cause irreparable damage to the chassis or positronic brain of an owned IPC.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here. This covers the malicious wiping of an owned positronic, regardless of corporate or private ownership. It does not, however, extend to free positronics.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Executive Officer acting like a security officer in a non-emergency, the Captain acting as if he is above the law, etc. Heads of Staff trying to order a different department with an active Head of Staff or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval&lt;br /&gt;
| 20 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. Applicable to the theft of an owned IPC.&lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[Guide to Contraband|High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising a Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minute and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i220&lt;br /&gt;
| &#039;&#039;&#039;Fraud&#039;&#039;&#039;&lt;br /&gt;
| To use deliberate deception in order to gain authority, access, or valuable items from another person. Applies to the theft of greater than 500 credits, forgery, and impersonation of authority figures. &lt;br /&gt;
For lesser amounts, see i102 - Petty Theft. &lt;br /&gt;
&lt;br /&gt;
For items of equivalent value, see i215 - Grand Theft.&lt;br /&gt;
| Emptying a ship account for personal gain. Tricking someone into entrusting large amounts of money under false pretenses. Forging of seals, signatures, or other signs of authority for personal or ideological gain. Physical or vocal mimicry of an authority figure for personal or ideological gain.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i221&lt;br /&gt;
| &#039;&#039;&#039;Gross Negligence&#039;&#039;&#039;&lt;br /&gt;
| To display a severe lack of diligence or disregard for safe conduct, which causes or will cause serious harm to people or property.&lt;br /&gt;
&lt;br /&gt;
For instances of negligence that are not seriously and imminently harmful, see i206 Neglect of Duty.&lt;br /&gt;
| For this charge to apply, the threat of harm must be both significant and obvious. A chemist accidentally releasing phoron gas into the ship, security practicing with weapons while people are downrange, or a xenobiologist who lets slimes escape without malicious intent are eligible examples. When possible, defer to Command and the existing Neglect of Duty charge. This is more useful when the negligent crew member is acting unsupervised.&lt;br /&gt;
| 15 minutes&lt;br /&gt;
| 20 minutes and/or demotion&lt;br /&gt;
|- &lt;br /&gt;
| i222&lt;br /&gt;
| &#039;&#039;&#039;Unregistered Positronic Machine&#039;&#039;&#039;&lt;br /&gt;
| To function as an untagged positronic machine within the Republic of Biesel, or to function as a positronic machine with a tag that has been tampered with, intentionally rendered inoperable, or counterfeit.&lt;br /&gt;
| [[IPC|IPCs]] are required by Republic law to be electronically tagged. This tag can be identified via a tag scanner.&lt;br /&gt;
&lt;br /&gt;
The untagged positronic can be liable for investigation, reprimand, or additional action taken at the discretion of their corporate employer. Private owners of untagged positronics are responsible for their fines and subject to penalties. Punishment for repeat offenders is dependent on citizenship and status of ownership, which can escalate to removal from place of employment.&lt;br /&gt;
&lt;br /&gt;
Those who assist affected synthetics in tampering with or removing their tags are considered to be aiding and abetting them in this violation, and are themselves liable for heavy fines or brig time where applicable.&lt;br /&gt;
| 10 minutes, immediate retagging, tracking implant, 1000 credit fine.&lt;br /&gt;
| 30 minutes, immediate retagging, 5000 credit fine.&lt;br /&gt;
|-&lt;br /&gt;
| i223&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping of Free Intelligence&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a free positronic intelligence against its will.&lt;br /&gt;
| If the positronic intelligence is held for ransom or exchange, there is no difference in sentence.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| Up to 25 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===High Severity Infractions (Red Violations; i300&#039;s)===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The SCCV Horizon is registered as a Biesel ship, and therefore Biesel laws apply aboard. Biesel law does not consider cyborgification capital punishment, making it an optional punishment. &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nralakk Federation Skrell are never borged. Their punishment becomes holding until transfer or marooning instead.&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;If a captain is not present to authorize cyborgification, the command staff must pass a majority vote to authorize it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Marooning, cyborgification or Holding Until Transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Marooning or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or vessel.&lt;br /&gt;
| This includes deliberate arson, use of bombs, detonation of the Supermatter, etc. Collateral damage or severe ship damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer, marooning or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Marooning, cyborgification or hold until transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer, marooning, or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i310&lt;br /&gt;
| &#039;&#039;&#039;Automacide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate or wipe a free positronic intelligence.&lt;br /&gt;
| Essentially the murder charge for free IPCs. Premeditation and malicious intent are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i311&lt;br /&gt;
| &#039;&#039;&#039;Fytocide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate 2/3 or more nymphs contained within a gestalt.&lt;br /&gt;
| Essentially the murder charge for Dionae. Planning and motive are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security.&lt;br /&gt;
| Up to -25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the ship such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
==== Marooning ====&lt;br /&gt;
&lt;br /&gt;
An individual being marooned will have their employment considered terminated, their person stripped of all workplace equipment and left on the nearest celestial body or current port of call with their personal belongings. Humans, Tajara, Skrell and IPC are to be given a basic softsuit, oxygen (or a suit cooler unit) and a GPS. Vaurca and Diona are to be given k&#039;ois or a source of light instead. A majority vote is required to pass a marooning unless a Captain is present, at which point the Captain may call for a marooning without Command support. An after-action report must be faxed to Central after a marooning has occurred.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039;: The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Executive Officer or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the SCC, as defined by the ship&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Executive Officer or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Executive Officer, Head of Security, Chief Medical Officer, Operations Manager, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039;: Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=36040</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=36040"/>
		<updated>2025-06-22T03:13:27Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Low Level Infractions (Yellow Violations; i100&amp;#039;s) */ Updates and clarified certain regulations. Approved by Bear&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{TrailingMechanics}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate Regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all SCC employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any SCC owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all SCC employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are not allowed by regulations.&#039;&#039;&#039; Ship security nor command should be doing any executions. The maximum possible penalty for major infractions is marooning or cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; All prisoner processing is expected to be completed in a timely manner. Should a detainee&#039;s processing take an unreasonably long time, the personnel responsible for that processing may be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
&lt;br /&gt;
Every person on the ship should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. Extensive knowledge of Corporate Regulations is required for such positions as the [[Warden]], [[Executive Officer]], [[Captain]], and the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[IPC|IPCs]], whether they are free intelligences or owned by a person or company. Consult employment/security records to determine whether an IPC is owned or not. Positronic intelligences are not protected by capital punishment laws. Those charged with red level infractions may be at risk of being dismantled or destroyed.&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[Dionae]], instead the respective charges are as follows: &amp;quot;Animal cruelty&amp;quot;, &amp;quot;Assault&amp;quot; and &amp;quot;Fytocide&amp;quot;. [[Dionae Forms|Dionae Nymphs]] acting as pests will not be protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Captains and Authority ====&lt;br /&gt;
&lt;br /&gt;
Captains are not above Corporate Regulations and can be arrested by Security for breaking them. However, this should only happen if active Heads of Staff agree in a unanimous decision to approve the arrest, or the arrest is ordered by Central Command. &#039;&#039;&#039;Captains should not be removed from their position in this way for anything but violations that would normally require holding until transfer.&#039;&#039;&#039; Lesser violations can and should be reported to Central Command, but are not generally severe enough to warrant this drastic action. If a Captain is arrested in this manner, an Acting Captain should be appointed immediately, and Central Command should be informed.&lt;br /&gt;
&lt;br /&gt;
The vessel&#039;s assigned Captain has full and final authority over the operation of the vessel. They are authorized to issue direct orders to entire departments or specific crew members. They may take any actions or issue orders that violate regulations during non-standard situations. Generally, these orders must be carried out. Even if you feel an order from the Captain to be against regulation, your moral code, or generally detestable, you still have to follow it. You are entitled to begin a vote within Command (if you&#039;re part of Command) to have the Captain arrested if the order breaks a serious regulation, or fax Central Command (if you have access to a fax machine) to have them weigh in, but disobeying the order (if given to you) or obstructing it (if not given to you directly) is Failure to Execute an Order. This is upgraded to Sedition if you start encouraging others to refuse the Captain&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
If a crew member breaks regulations while following a direct order from the Captain, when there are other legal ways to carry it out, that crew member is generally considered at fault for the violation.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Not even the Captain can deliver pardons, but they can grant parole with or without a tracking implant.&lt;br /&gt;
&lt;br /&gt;
==== Injunctions ====&lt;br /&gt;
&lt;br /&gt;
The Captain, Head of Security, and Corporate Representative may issue injunctions to the crew if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
An injunction is a restriction on a crew member, meant to prohibit disruptive behavior that may not otherwise explicitly break regulations. Violating the terms of these injunctions &#039;&#039;&#039;is&#039;&#039;&#039; breaking regulations however, covered by &#039;&#039;&#039;i108 Violation of Injunction&#039;&#039;&#039; below. Examples of valid uses of injunctions include things like preventing two belligerent crew members from interacting with one another, or stopping someone from abusing alcohol at the bar. They are not meant to circumvent the chain of command, however, and efforts to resolve problems within that structure should be made first.&lt;br /&gt;
&lt;br /&gt;
The Head of Security and Corporate Representatives may issue injunctions to any non-Command member of the crew. The Captain&#039;s orders may override these injunctions.&lt;br /&gt;
&lt;br /&gt;
Only the Captain, Central Command itself, or every other member of Command acting as the Captain in a unanimous decision, may issue injunctions to a member of Command Staff.&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Warrant&#039;&#039;&#039; must be provided for almost any search or arrest conducted under code green. Exceptions to this rule exist if an officer is a direct witness to a crime, or may reasonably conclude that failure to act will pose an immediate danger to the crew and/or vessel. Search warrants may also be circumvented if the Head of Staff over the employee being searched has given their direct consent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspensions&#039;&#039;&#039; are used to temporarily suspend an employee from active duty, restricting them from holding any ship rank. They are typically used in situations where an employee can no longer be trusted to continue their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotions&#039;&#039;&#039; are used to temporarily demote an employee to a rank below their previous occupation, allowing them to continue active duty under a position of less authority. They are typically reserved for situations in which the employee is still trusted to continue work, but may require additional training or oversight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039; such as alcohol, tobacco, Ambrosia Deus, Ambrosia Vulgaris, etcetera are not covered by the &#039;&#039;&#039;Contraband&#039;&#039;&#039; regulation as these are legal under Tau Ceti law. A full list of legalized recreational drugs can be found [[Drug Law|here]].&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200-300 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the vessel as a whole. Includes theft of credits up to 500cr. For higher amounts see i220 - Fraud&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything in limited supply. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure. To cause easily repairable damage to a free IPC chassis, up to and including the removal of limbs.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400-800 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does. This includes repeated and unwanted psionic interaction.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200-400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, to disrupt the peace and crew.&lt;br /&gt;
| Covers behaviors that disrupt the peace or the ability of other crew to work. Does not cover inebriation unless it is disruptive. Indecent Exposure covers any degrading activity such as being publicly unclothed either partially or fully.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250-375 credits&lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts. Speaking excessively non basic on comms also falls under this, unless it is your departmental comms (at the head&#039;s discretion and on non emergencies) and on green and yellow alert codes.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To make a claim about a Head of Staff that is slanderous and untrue.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250-275 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander or Verbal Abuse&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation, or to use racially offensive language.&lt;br /&gt;
| Lying about anything to make someone else look bad, or making use of obscene or offensive slurs against someone else. For example, a drunk assistant starts shouting racial slurs at xeno crew. Since this has to be proven, it&#039;s up to the appropriate officer to determine. You should also see if the insults were real, rather than friendly banter between two friends.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Shoving animals into washing machines, or throwing them down disposals while still alive falls under this. However animals used appropriately for scientific experiments don&#039;t count. Butchering animals for food does not count so long as their death is not unreasonably painful. Domesticated pets are never to be used in scientific or culinary endeavors.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the vessel without malicious intent. To cause easily repairable damage to an owned IPC, up to and including disabling the chassis.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450-675 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500-750 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cyborged also falls under this. The Chaplain or medbay tending to corpses in preparation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400-600 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350-700 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records or financial account information to unauthorized personnel. &lt;br /&gt;
|Finding records in disposals or on the ground would fall under this charge. A doctor discussing a patient&#039;s record or current treatment with some unauthorized would fall under this. Command may discuss records with other Command (or HRA and Investigators on request) even if they do not have access to those records. The punishment goes to the source of the leak. Authorization to records is held by their respective heads of staff.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To perform a search of an employee or workplace without a search warrant, clearance, or probable cause.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, a Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or vessel. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| 3 minutes. A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i120&lt;br /&gt;
| &#039;&#039;&#039;Littering&#039;&#039;&#039;&lt;br /&gt;
| Littering.&lt;br /&gt;
| Littering items around the ship and refusing to clean it up.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 7 minutes.&lt;br /&gt;
| 40-150  credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the ship, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the Supermatter irradiate the ship. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Immediate suspension. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant&lt;br /&gt;
| Up to 15 minutes in addition to regular time&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant&lt;br /&gt;
| Demotion and isolation in solitary&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment&lt;br /&gt;
| Suspension or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 15 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing phoron or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job. Additionally, a member of Command may only be charged with Neglect of Duty with the agreement of the Captain, or through a Captain level decision passed by the Command Staff.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| Holding until transfer and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee. To cause irreparable damage to the chassis of a free IPC.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, using hallucinogens and repeated and unwanted psionic interaction with intent to cause distress - including intrusive psionic probing.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Up to 30 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset&lt;br /&gt;
| Up to 30 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, Research Director, or Two other Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant&lt;br /&gt;
| Demotion. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the vessel into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Suspension and holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including illegal drugs.&lt;br /&gt;
| For what does and does not count as contraband, see [[Guide to Contraband]]. Alcohol, Tobacco, Mercury Mono lithium Sucrose (space drugs), Psilocybin, Ambrosia Deus, Ambrosia Vulgaris, and Reshi are are all legal for possession and distribution.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or ship with malicious intent. To cause irreparable damage to the chassis or positronic brain of an owned IPC.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here. This covers the malicious wiping of an owned positronic, regardless of corporate or private ownership. It does not, however, extend to free positronics.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval&lt;br /&gt;
| 20 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. Applicable to the theft of an owned IPC.&lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[Guide to Contraband|High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising a Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minute and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i220&lt;br /&gt;
| &#039;&#039;&#039;Fraud&#039;&#039;&#039;&lt;br /&gt;
| To use deliberate deception in order to gain authority, access, or valuable items from another person. Applies to the theft of greater than 500 credits, forgery, and impersonation of authority figures. &lt;br /&gt;
For lesser amounts, see i102 - Petty Theft. &lt;br /&gt;
&lt;br /&gt;
For items of equivalent value, see i215 - Grand Theft.&lt;br /&gt;
| Emptying a ship account for personal gain. Tricking someone into entrusting large amounts of money under false pretenses. Forging of seals, signatures, or other signs of authority for personal or ideological gain. Physical or vocal mimicry of an authority figure for personal or ideological gain.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i221&lt;br /&gt;
| &#039;&#039;&#039;Gross Negligence&#039;&#039;&#039;&lt;br /&gt;
| To display a severe lack of diligence or disregard for safe conduct, which causes or will cause serious harm to people or property.&lt;br /&gt;
&lt;br /&gt;
For instances of negligence that are not seriously and imminently harmful, see i206 Neglect of Duty.&lt;br /&gt;
| For this charge to apply, the threat of harm must be both significant and obvious. A chemist accidentally releasing phoron gas into the ship, security practicing with weapons while people are downrange, or a xenobiologist who lets slimes escape without malicious intent are eligible examples. When possible, defer to Command and the existing Neglect of Duty charge. This is more useful when the negligent crew member is acting unsupervised.&lt;br /&gt;
| 15 minutes&lt;br /&gt;
| 20 minutes and/or demotion&lt;br /&gt;
|- &lt;br /&gt;
| i222&lt;br /&gt;
| &#039;&#039;&#039;Unregistered Positronic Machine&#039;&#039;&#039;&lt;br /&gt;
| To function as an untagged positronic machine within the Republic of Biesel, or to function as a positronic machine with a tag that has been tampered with, intentionally rendered inoperable, or counterfeit.&lt;br /&gt;
| [[IPC|IPCs]] are required by Republic law to be electronically tagged. This tag can be identified via a tag scanner.&lt;br /&gt;
&lt;br /&gt;
The untagged positronic can be liable for investigation, reprimand, or additional action taken at the discretion of their corporate employer. Private owners of untagged positronics are responsible for their fines and subject to penalties. Punishment for repeat offenders is dependent on citizenship and status of ownership, which can escalate to removal from place of employment.&lt;br /&gt;
&lt;br /&gt;
Those who assist affected synthetics in tampering with or removing their tags are considered to be aiding and abetting them in this violation, and are themselves liable for heavy fines or brig time where applicable.&lt;br /&gt;
| 10 minutes, immediate retagging, tracking implant, 1000 credit fine.&lt;br /&gt;
| 30 minutes, immediate retagging, 5000 credit fine.&lt;br /&gt;
|-&lt;br /&gt;
| i223&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping of Free Intelligence&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a free positronic intelligence against its will.&lt;br /&gt;
| If the positronic intelligence is held for ransom or exchange, there is no difference in sentence.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| Up to 25 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===High Severity Infractions (Red Violations; i300&#039;s)===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The SCCV Horizon is registered as a Biesel ship, and therefore Biesel laws apply aboard. Biesel law does not consider cyborgification capital punishment, making it an optional punishment. &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nralakk Federation Skrell are never borged. Their punishment becomes holding until transfer or marooning instead.&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;If a captain is not present to authorize cyborgification, the command staff must pass a majority vote to authorize it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Marooning, cyborgification or Holding Until Transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Marooning or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or vessel.&lt;br /&gt;
| This includes deliberate arson, use of bombs, detonation of the Supermatter, etc. Collateral damage or severe ship damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer, marooning or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Marooning, cyborgification or hold until transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer, marooning, or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i310&lt;br /&gt;
| &#039;&#039;&#039;Automacide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate or wipe a free positronic intelligence.&lt;br /&gt;
| Essentially the murder charge for free IPCs. Premeditation and malicious intent are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i311&lt;br /&gt;
| &#039;&#039;&#039;Fytocide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate 2/3 or more nymphs contained within a gestalt.&lt;br /&gt;
| Essentially the murder charge for Dionae. Planning and motive are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security.&lt;br /&gt;
| Up to -25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the ship such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
==== Marooning ====&lt;br /&gt;
&lt;br /&gt;
An individual being marooned will have their employment considered terminated, their person stripped of all workplace equipment and left on the nearest celestial body or current port of call with their personal belongings. Humans, Tajara, Skrell and IPC are to be given a basic softsuit, oxygen (or a suit cooler unit) and a GPS. Vaurca and Diona are to be given k&#039;ois or a source of light instead. A majority vote is required to pass a marooning unless a Captain is present, at which point the Captain may call for a marooning without Command support. An after-action report must be faxed to Central after a marooning has occurred.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039;: The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Executive Officer or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the SCC, as defined by the ship&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Executive Officer or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Executive Officer, Head of Security, Chief Medical Officer, Operations Manager, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039;: Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Communication_Devices&amp;diff=36039</id>
		<title>Guide to Communication Devices</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Communication_Devices&amp;diff=36039"/>
		<updated>2025-06-19T23:54:28Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Requests Console */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spread throughout the Horizon, you will find multiple tools for Communication with your peers. This guide aims to help you do just that.&lt;br /&gt;
&lt;br /&gt;
===Hand-held Devices===&lt;br /&gt;
&lt;br /&gt;
====Headset====&lt;br /&gt;
[[File:Headset.png]]&lt;br /&gt;
The Headset is the main form of Communication on the Horizon. You will use it every round. Every Crewmember has access to one at round start. You can examine your headset to see what channels it has access to, and the identifiers.&lt;br /&gt;
* &#039;&#039;&#039;:c&#039;&#039;&#039; for Command&lt;br /&gt;
* &#039;&#039;&#039;:s&#039;&#039;&#039; for Security&lt;br /&gt;
* &#039;&#039;&#039;:u&#039;&#039;&#039; for Supply&lt;br /&gt;
* &#039;&#039;&#039;:e&#039;&#039;&#039; for Engineering&lt;br /&gt;
* &#039;&#039;&#039;:m&#039;&#039;&#039; for Medical&lt;br /&gt;
* &#039;&#039;&#039;:n&#039;&#039;&#039; for Science&lt;br /&gt;
* &#039;&#039;&#039;:v&#039;&#039;&#039; for Service&lt;br /&gt;
* &#039;&#039;&#039;:z&#039;&#039;&#039; for Entertainment&lt;br /&gt;
* &#039;&#039;&#039;:h&#039;&#039;&#039; for quickly speaking on your departmental channel&lt;br /&gt;
* &#039;&#039;&#039;:y&#039;&#039;&#039; for Hailing, which is a special channel used to contact other vessels if they are within range&lt;br /&gt;
* and just &#039;&#039;&#039;;&#039;&#039;&#039; for general channel&lt;br /&gt;
For your convenience, &amp;quot;:&amp;quot; can be replaced with &amp;quot;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====PDA Messaging Server====&lt;br /&gt;
[[File:Server.gif]][[File:PDA_standbye.gif]]&lt;br /&gt;
The PDA Server is available every round through telecommunications. It can be accessed through your PDA.&lt;br /&gt;
&lt;br /&gt;
* The PDA chat feature is active anywhere that Telecomms is active. If telecomms goes down, so does the messaging server.&lt;br /&gt;
* To access this feature, you will have to hold the PDA in your hand and click the &#039;Messenger&#039; button. You will get a full list of every active PDA.&lt;br /&gt;
* The Messaging Server is a very unreliable form of communication, it&#039;s best used for casual conversation.&lt;br /&gt;
&lt;br /&gt;
====Station-bounced Radio====&lt;br /&gt;
[[File:Station_Bounced_Radio.png]]&lt;br /&gt;
A station bounced radio is a small, upright green device. The station bounced radio can not be modified or attached!&lt;br /&gt;
&lt;br /&gt;
* The station-bounced radio is capable of broadcasting and receiving from the vessel without Telecomms being active and powered. It is the first line of defense when it comes to emergency communication and one of the few options for communication while [[Guide_to_Away_Missions|off the ship]].&lt;br /&gt;
* Hold the Device in your pocket or hands and click it to enable the Microphone. The microphone must be enabled to broadcast. Keep in mind that the microphone catches and transmits &#039;&#039;&#039;everything&#039;&#039;&#039; you or others say.&lt;br /&gt;
* Alternatively, hold the Device in your hands and add &amp;quot;:r&amp;quot; or &amp;quot;:l&amp;quot; before your message to transmit just that message over the radio. Use &amp;quot;:r&amp;quot; if the device is in your right hand, and &amp;quot;:l&amp;quot; if it is in your left hand.&lt;br /&gt;
* Hold the Device in your pocket or hands and click it to enable the Speaker. The speaker must be enabled to receive communication.&lt;br /&gt;
* Many Departments have special frequencies accessible only by their intercomms and bounced radios. Keep an eye out for them.&lt;br /&gt;
* Station bounced radios can be printed from Autolathes.&lt;br /&gt;
&lt;br /&gt;
===Departmental Devices===&lt;br /&gt;
&lt;br /&gt;
====AI Holopad==== &lt;br /&gt;
[[File:Holopad_active.gif]][[File:Holopad0.png]]&lt;br /&gt;
A floor-mounted device for projecting holographic images.&lt;br /&gt;
&lt;br /&gt;
* The AI Holopad is capable of sending and receiving communication. It&#039;s most commonly used for personal communication with the AI, but the crew can call other Holopads as well to speak to each other.&lt;br /&gt;
* Stand on top of or next to the device, activate it, and choose to either contact the &#039;AI&#039; or &#039;Holocomms&#039;. Holocomms will give you a prompt to select the recipient Holopad.&lt;br /&gt;
* On receiving a Holocall, the recipient Holopad will ring until picked up.&lt;br /&gt;
* AI Holopads are found in most rooms where an intercom can be found, they are best used to contact and speak to specific Crewmembers without having to meet in person.&lt;br /&gt;
* A special variant of the AI Holopad can be found in certain command areas known as the Long-Range Holopad. This Holopad can only call other Long-Range Holopads and is used to contact other vessels.&lt;br /&gt;
&lt;br /&gt;
====Requests Console====&lt;br /&gt;
[[File:Req_comp-idle.gif]]&lt;br /&gt;
A console intended to send requests to different departments on the vessel.&lt;br /&gt;
&lt;br /&gt;
* The Requests Console is capable of printing forms, providing blank sheets of paper, sending faxes and sending messages to any other Request Console on the vessel.&lt;br /&gt;
* Move one tile away and click the device. It will bring up a menu with all of the information and buttons to operate the device.&lt;br /&gt;
** Request Supplies will allow you to message all &amp;quot;supplying&amp;quot; consoles such as the pharmacy, operations, etc.&lt;br /&gt;
** Request Assistance offers consoles designated for assistance.&lt;br /&gt;
** Send Anonymous Information allows anyone to send a report to Security and Command without revealing their identity. Useful if there is a fear of repercussions!&lt;br /&gt;
** Forms Database contains all SCC paperwork such as fax formats, reports, etc.&lt;br /&gt;
* The Console will blink when you receive messages from it. You can link your PDA to be notified directly. To link your PDA, click the Console with your PDA in your hand.&lt;br /&gt;
** Normal messages blink blue while high-priority messages blink between blue and orange.&lt;br /&gt;
** Faxes will beep when they are received, however do not cause the console to blink.&lt;br /&gt;
* To send a fax, ensure the console is on the main menu, then click the paper or paper stack you wish to send onto the console. After choosing the destination, it will print a copy at that console.&lt;br /&gt;
* Request Consoles are found inside of sub-departments and exist to send out information and requests throughout the vessel. It&#039;s a good idea to link your PDA if you want to keep an eye on it.&lt;br /&gt;
&lt;br /&gt;
====NTNet Relay Chat Client====&lt;br /&gt;
[[File:Modular_Computer.gif]][[File:Laptop_standby.gif]][[File:Tablet.png]]&lt;br /&gt;
This is a downloadable application that any device with a Network card and Storage can access. This includes most modular computers, including Laptops, Tablets, and many Departmental Consoles.&lt;br /&gt;
&lt;br /&gt;
* You can create your own Chatroom or join others. To do this, you will have to download the application on your device first, although most devices have it pre-installed.&lt;br /&gt;
* To access the application, you click the device that has the application, and simply click to join or create a room. You can change your nickname in the same area, as well as toggle administrative mode.&lt;br /&gt;
* Administrative mode is locked behind ID recognition hardware or Departmental Consoles.&lt;br /&gt;
&lt;br /&gt;
====Intercom====&lt;br /&gt;
[[File:Intercom.gif]]&lt;br /&gt;
More or less exactly like the Station bounced radio, the intercom ensures no department is without the ability to talk, so long as the vessel is still powered.&lt;br /&gt;
&lt;br /&gt;
* The Intercomm is capable of broadcasting and receiving from the vessel without Telecomms being active and powered. It is the second line of defense when it comes to emergency communication.&lt;br /&gt;
* Click the Device to enable the Microphone.&lt;br /&gt;
* Click the Device to enable the Speaker. The speaker must be enabled to receive communication. The speaker is enabled by default.&lt;br /&gt;
* Many Departments have special frequencies accessible only by their intercomms or bounced radios. Keep an eye out for them.&lt;br /&gt;
* Intercomms are found all over the vessel, few rooms don&#039;t have one.&lt;br /&gt;
&lt;br /&gt;
====Ringer Terminal====&lt;br /&gt;
[[File:Bell-active.gif]]&lt;br /&gt;
A ringer terminal, PDAs can be linked to it.&lt;br /&gt;
&lt;br /&gt;
* Notifies any linked PDAs upon hitting the connected [[File:Ringer.png]] desk ringer.&lt;br /&gt;
* To enable or disable it, simply click it. &lt;br /&gt;
* Click it with your PDA in your hand to link it. The PDA should have an ID inside it, or it won&#039;t connect.&lt;br /&gt;
* Ringer terminals are most commonly found at department desks. &lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Help:Images&amp;diff=36027</id>
		<title>Help:Images</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Help:Images&amp;diff=36027"/>
		<updated>2025-06-13T02:43:27Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Licensing and Use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tutorial navigation}}&lt;br /&gt;
Welcome to the help section about Images. Most of the content here assumes you&#039;ve already read the [[Help:Basic_Editing_Guide#Images|basic rundown on images in the starter guide]].&lt;br /&gt;
&lt;br /&gt;
=Images=&lt;br /&gt;
Images are used across the wiki for two primary purposes: Adding visual information to text or as a Lore resource. Most images that are under the purview of Wiki Maintenance fall into the first purpose. To ensure consistency and clarity, there are some general guidelines that should be observed when uploading, using, and changing images.&lt;br /&gt;
&lt;br /&gt;
==Supported File Types==&lt;br /&gt;
*&#039;&#039;&#039;.png&#039;&#039;&#039; - The standard and preferred image format for most images.&lt;br /&gt;
*&#039;&#039;&#039;.jpg&#039;&#039;&#039; - A comparatively smaller file size compared to png. Ideally these are used for large screenshots, photographs, or art. Where possible, use a white background.&lt;br /&gt;
*&#039;&#039;&#039;.gif&#039;&#039;&#039; - Used for animated media, like sprites that animate over time. [[#From the Files|See below]] to make sure you get the best possible quality out of this format.&lt;br /&gt;
&lt;br /&gt;
=How to Upload=&lt;br /&gt;
Uploading files uses the same page, however reaching this page can be done the following ways:&lt;br /&gt;
#Click [[Special:Upload|Upload file]] on the left side of the screen.&lt;br /&gt;
#Click a &amp;lt;span style=&amp;quot;color:#ba0000&amp;quot;&amp;gt;red link&amp;lt;/span&amp;gt; (also known as a [[Help:Links#Broken Links|broken link]]). This has the added benefit of filling out the filename for you.&lt;br /&gt;
Here are the following steps for uploading a file:&lt;br /&gt;
#Hit the &#039;&#039;&#039;Browse&#039;&#039;&#039; button to select the file you want to upload&lt;br /&gt;
##Make sure it is a [[#Supported File Types|supported file type]]. &lt;br /&gt;
#Set the filename to something relevant to the image (ex. uploading a picture of the sensors program, you&#039;d just name it &amp;lt;code&amp;gt;Sensors program&amp;lt;/code&amp;gt;). &lt;br /&gt;
##The name will autofill to the file name. If the file being uploaded is a sprite, then do not change the file name.&lt;br /&gt;
#Optionally: Give it a summary describing (makes it easier to look up if we need to find it).&lt;br /&gt;
#Click &#039;&#039;&#039;Upload file&#039;&#039;&#039; at the bottom. &lt;br /&gt;
#[[#The 520 Error|Assuming you didn&#039;t get an error]] then congratulations, that image is on the wiki.&lt;br /&gt;
&lt;br /&gt;
Lastly, you should always try to make an effort to make sure the image/sprite - or an older/outdated version of it - doesn&#039;t already exist on the wiki. If it does then you should overwrite the existing one, unless it&#039;s exactly the same (the wiki will tell you this). The process for replacing an image is as follows:&lt;br /&gt;
&lt;br /&gt;
#Click the image.&lt;br /&gt;
#Click &amp;quot;Upload a new version of this file&amp;quot;.&lt;br /&gt;
#Follow the same steps as above.&lt;br /&gt;
&lt;br /&gt;
It will take up to 24 hours for the image to update, so do not worry if it does not immediately update.&lt;br /&gt;
&lt;br /&gt;
===Licensing and Use===&lt;br /&gt;
Please only upload media that&#039;s from &#039;&#039;&#039;Space Station 13&#039;&#039;&#039;, &#039;&#039;&#039;Aurora Station&#039;&#039;&#039;, or &#039;&#039;&#039;relevant to Aurora&#039;s lore&#039;&#039;&#039; or that it is &#039;&#039;&#039;your work&#039;&#039;&#039;, is &#039;&#039;&#039;compatible with our license&#039;&#039;&#039;, or you have &#039;&#039;&#039;permission&#039;&#039;&#039; to use the work from the author. Media that does not follow this is infringement must be removed. There&#039;s no way around this, no matter how cool some random art you found on the internet looks and how it would serve the page you&#039;re writing about. &#039;&#039;&#039;No AI generated&#039;&#039;&#039; media is permitted on the wiki.&lt;br /&gt;
&lt;br /&gt;
===The 520 Error===&lt;br /&gt;
Basically means you are not allowed to upload a picture to the wiki. Ask a maintainer to review the media to be uploaded and they will do it for you.&lt;br /&gt;
&lt;br /&gt;
=Wiki Usage=&lt;br /&gt;
Putting an image on the wiki is as simple as typing &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;[[File:Yourfilenamehere.FileType]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, and your image will appear where you typed it! Obviously it will look a bit strange or even out of place, but we can use the methods below to get it looking right!&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
The usual syntax for getting an image to display looks like the following:&lt;br /&gt;
&amp;lt;pre&amp;gt;[[File:Yourfilenamehere.ext|option|option|option|Your caption here]]&amp;lt;/pre&amp;gt;&lt;br /&gt;
Options/captions aren&#039;t always necessary but can help expand the function of your media, and are always separated by [[wikipedia:Vertical Bar|vertical bars]]. Ideally all options are kept lower case (except the caption):&lt;br /&gt;
===Formatting===&lt;br /&gt;
*&#039;&#039;&#039;Format&#039;&#039;&#039; can be any of the following to help render the media a certain way on the page:&lt;br /&gt;
**border - adds a small gray border around the image.&lt;br /&gt;
**frame - adds a noticeable frame around the image, which can also render the caption, and also defaults the picture to the right side of the screen.&lt;br /&gt;
**frameless - tends to size things down while respecting aspect ratio.&lt;br /&gt;
**thumb - similar to frame but it keeps things small.&lt;br /&gt;
*&#039;&#039;&#039;Resizing&#039;&#039;&#039; is useful for scaling images on the wiki instead of uploading larger/smaller versions of your pictures, especially for scaling sprites up.&lt;br /&gt;
**(width)px - typing in a number where (width) is will scale the image by its width, while keeping the vertical dimension unlocked.&lt;br /&gt;
***For sprites that are 32x32 in resolution, scale the image using 32px as the base (ex. 64px, 96px, etc.).&lt;br /&gt;
**x(height)px - similar to the first option, but it scales off of height instead of width. Width is still unlocked.&lt;br /&gt;
**(width)x(height)px - this is used to fine tune the dimensions of an image, regardless of aspect ratio.&lt;br /&gt;
**upright - attempts to resize an image to something reasonable, according to user preferences (which no one uses and you shouldn&#039;t change otherwise things might break).&lt;br /&gt;
*&#039;&#039;&#039;Horizontal Alignment&#039;&#039;&#039; is for when you want to dictate which side of the page you want the image to render, based on where it&#039;s typed.&lt;br /&gt;
**left, right, center, and none are your options. Text will try to wrap around the image at all times.&lt;br /&gt;
*&#039;&#039;&#039;Caption&#039;&#039;&#039; is another option type that doesn&#039;t actually require anything special to initiate, just type whatever you want after a vertical bar and it&#039;ll appear one way or another.&lt;br /&gt;
===Linking===&lt;br /&gt;
*&#039;&#039;&#039;Link&#039;&#039;&#039; is where you want the image to take the reader if they click on it. By default clicking on an image will take you to the image&#039;s file page. You have two options:&lt;br /&gt;
**&amp;lt;code&amp;gt;link=Some Page&amp;lt;/code&amp;gt; will take you to a page named Some Page when clicked.&lt;br /&gt;
**&amp;lt;code&amp;gt;link=&amp;lt;/code&amp;gt; is useful for creating a non-intrusive image.&lt;br /&gt;
&lt;br /&gt;
=How to Obtain Media=&lt;br /&gt;
Ensure you&#039;ve read [[#Licensing and Use|the license blurb towards the top of this page]] before grabbing any relevant media you wish to use. If you are getting sprites from the server&#039;s files or taking screenshots of the game yourself then you can mostly ignore that bit. With that out of the way, this section mostly details grabbing relevant media from the game itself, whether it be sprites or screenshots, not necessarily about getting images from the internet that are compatible with the wiki&#039;s license for a lore page.&lt;br /&gt;
&lt;br /&gt;
==From the Files==&lt;br /&gt;
If you&#039;re looking for a single sprite to upload to the wiki, then you can [https://github.com/Aurorastation/Aurora.3 retrieve it from the game&#039;s files] yourself by downloading the code and extracting it from the relevant Dream Maker Image files (DMI).&amp;lt;br&amp;gt;&lt;br /&gt;
In practice, this is done by opening the Dream Maker Environment file (DME) within DreamMaker and navigating to the DMI that holds the sprites you want. This may be a tricky process due to the labyrinthine nature of the sprite files. If you need help navigating to the correct DMI file, contact a Developer.&lt;br /&gt;
&lt;br /&gt;
===Importing images from game to wiki===&lt;br /&gt;
&lt;br /&gt;
Turning sprites from .dmi to .pngs that can be used in the wiki is a relatively straightforward process. &lt;br /&gt;
Prerequisites are Dreammaker and Paint.NET - the latter will be explained in the following instructions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;0. If you haven’t yet, [https://github.com/Aurorastation/Aurora.3 download the codebase from our Github].&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is recommended, but not necessary, to use a Git client to download it - it will help in keeping it updated and prevent using outdated sprites!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. In the files, search for the .dmi that contains your sprite.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Given that DMIs are functionally sprite atlases, you aren&#039;t going to find an image easily unless you already know what DMI it belongs to.&amp;lt;br&amp;gt;&lt;br /&gt;
Thankfully it&#039;s easy to find out assuming you already know the exact name of the object in game:&amp;lt;br&amp;gt;&lt;br /&gt;
GitHub&#039;s search feature is robust enough that looking up the full name of an object will usually lead you to its defining entry. It will hopefully include what DMI it belongs to and what the sprite&#039;s actual name is.&amp;lt;br&amp;gt;&lt;br /&gt;
If the &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt; variable points to &amp;lt;code&amp;gt;&#039;icons/obj/tools.dmi&#039;&amp;lt;/code&amp;gt;, then that&#039;s the directory you would navigate to in order to get the sprite you want.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Right click and Export the sprite as a .png to somewhere easily accessible.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be sure to export as a .png! If not, you can always rename the file extension.&lt;br /&gt;
Depending on the sprite you are exporting, you may have to take some things into consideration.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;No directions, no animation&#039;&#039;&#039; - There shouldn&#039;t be any problems, just export as normal.&lt;br /&gt;
*&#039;&#039;&#039;Directions, no animation&#039;&#039;&#039; - In this case, you should be safe just right click exporting like normal since all sprites will be rendered facing south by default. Just make sure you don&#039;t export as a GIF, otherwise it&#039;ll do funny things.&lt;br /&gt;
*&#039;&#039;&#039;Coloring&#039;&#039;&#039; - For some sprites, they won&#039;t come colored - this mainly applies for recolorable clothing, but it is acceptable to post in greyscale. However, for tools, it may not be acceptable. BYOND applies color through MULTIPLY, which Paint.NET conveniently has. This can be selected through blending mode. For the color hexes, find the color defines used.&lt;br /&gt;
*&#039;&#039;&#039;Disassembled&#039;&#039;&#039; - Sometimes, sprites are split apart for arcane reasons, likely to take advantage of overlays and coloring. You can use Paint.NET&#039;s layering to assemble the separate sprites into a single assembled sprite, or copy and paste the sprites together in DreamMaker&lt;br /&gt;
*&#039;&#039;&#039;Transparency&#039;&#039;&#039; - This one you&#039;ll have to keep an eye out for. You can easily check this in DreamMaker using the eyedropper tool - the Alpha value on the left will be below 255! Make sure that the .png exported has the transparency transferred properly - you can check this by opening the image in Paint.NET.&lt;br /&gt;
&lt;br /&gt;
===Importing animated images from game to wiki===&lt;br /&gt;
Getting animated images and sprites from the game files to the wiki follows a similar process to normal images.&amp;lt;br&amp;gt;&lt;br /&gt;
If the animation contains everything needed, then the process is the same as above except the DMI needs to be saved/exported as a .gif instead of a .png.&amp;lt;br&amp;gt;&lt;br /&gt;
However, if the animation does not contain everything, for example a disassembled sprite, an additional item is needed: the Agif extension for Paint.NET.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Export the animated DMI sprite as a .gif.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be sure to export as a .gif!&lt;br /&gt;
&lt;br /&gt;
Depending on the sprite you are exporting, you may have to take some things into consideration.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animation, no directions&#039;&#039;&#039; - This can also be exported with the same normal method, you just need to export it in a format that is allowed to animate, namely GIF.&lt;br /&gt;
*&#039;&#039;&#039;Animation and directions&#039;&#039;&#039; - This is the case you have to look out for. You&#039;ll have to double click the sprite to enable editing, then right click the direction preview states in the top left and export them as GIFs that way. If you try to use the normal method then BYOND will try to export every frame of animation in every possible direction in sequence, which looks very strange and is probably what you don&#039;t want to happen.&lt;br /&gt;
*&#039;&#039;&#039;Overlays and Transparency&#039;&#039;&#039; - For sprites with an animated overlay/underlay and/or with transparency, extra steps are needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Export the static DMI sprite as a png&#039;&#039;&#039; (If it has a static image as a base.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Rename the animated DMI sprite to .agif instead of .gif&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is essential for this process to work. If you don’t change the extension to .agif, the file will open as the first frame and the first frame alone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Open both files in paint.net&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Open both in separate tabs as opposed to add layers. If you choose the second option, Paint.NET will place a white background at a way larger canvas size.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. The animated sprite should have multiple layers named “Frame N // NNN ms”. Leave these alone for now and add an extra layer.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;6. Drag this new layer to the bottom and name it “Background // UseAsBackground”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The “// UseAsBackground” will make this layer automatically present on every frame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7. Copy the static sprite and paste it on the Background layer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Most if not all sprites that use an animated overlay align perfectly, meaning you don’t need to move around anything. If the alignment is off, however, move the static sprite, not the animated sprite.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;8. If the animation reverses at the end, add “// Reverse” to the last frame name.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Frame 8 // 250ms” would become “Frame 8 // 250ms // Reverse”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;9. Save the file using the “AGIF - AGIF Animations and Images” extension. This will automatically make it a .gif.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A dialogue box will appear when you save the file. The default settings are fine so don’t worry about adjusting those. If you want to preview the animation to make sure it is working, press the preview button.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Addendum===&lt;br /&gt;
&lt;br /&gt;
If the export went well then the sprite should look exactly how it looks in game, and also very small at 32x32 resolution (or whatever the sprite&#039;s original dimensions are; there are exceptions!). Unless it already exists on the wiki, you can probably just upload it as is with the same filename.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notice:&#039;&#039;&#039; The DMI editor in the current version of Dream Maker is broken for NVIDIA graphics cards because of an error in its hardware acceleration features. This shouldn&#039;t meaningfully impact extracting sprites, but this info may be pertinent to know if sprites appear blank in some places. The only workarounds for this - if it truly matters to you - is to either use an older version of BYOND or get Dream Maker to use your iGPU, assuming you have one.&lt;br /&gt;
&lt;br /&gt;
==From Screenshots==&lt;br /&gt;
[[File:DSIcons_setting.png|right|frame|You can find these options in the top left of your screen.]]&lt;br /&gt;
If what you&#039;re trying to write about can&#039;t be conveyed with sprites alone then you may need to resort to taking screenshots. Screenshots are most applicable for when you&#039;re trying to describe the setup of a room, if you need a picture of a player wearing clothes, or if you need to take a picture of a UI window popup. If the image you&#039;re trying to get isn&#039;t strictly about or from the game then the standards here are a bit more lax. Lastly you should try to compile the code and host it yourself to obtain the sprites without the usual round-to-round interference, among other reasons. Nonetheless, here are some of the steps you should follow if you are trying to obtain pictures from your BYOND client:&lt;br /&gt;
*Playing as a ghost/observer allows for greater freedom to screenshot; you can ghost (with the &amp;lt;code&amp;gt;Aghost&amp;lt;/code&amp;gt; verb) freely if you set yourself as an admin on a private server.&lt;br /&gt;
**Along with this, your screenshots should be taken without lighting using the &amp;lt;code&amp;gt;Toggle-Darkness&amp;lt;/code&amp;gt; verb.&lt;br /&gt;
*Set your icon scale to &#039;&#039;&#039;32x32&#039;&#039;&#039; (see picture).&lt;br /&gt;
*Set icon stretching to &#039;&#039;&#039;Normal&#039;&#039;&#039;.&lt;br /&gt;
*Click File and press &#039;&#039;&#039;Quick Screenshot&#039;&#039;&#039; (or press F2).&lt;br /&gt;
**Quick screenshots go to your document folder&#039;s BYOND directory.&lt;br /&gt;
This method will make your playable window very small and, as a result, give you a screenshot in its truest dimensions; 32x32 sprites will occupy 32x32 dimensions in the screenshot exactly. The following section will explain some standards to adhere to while cropping the image down to be suitable for the wiki.&lt;br /&gt;
&lt;br /&gt;
===Image Editing===&lt;br /&gt;
Before we begin editing your screenshot, you should first get a capable image editing program. MS Paint is not suitable, so you should get either [https://www.dotpdn.com/downloads/pdn.html Paint.NET] or [https://www.gimp.org/downloads/ GIMP] if you don&#039;t have either of them already. From there, you should try to edit the image down to only what is relevant. Here are some standards:&lt;br /&gt;
*Pictures of mobs should be of the mobs only: manually remove any other sprites, such as the floor.&lt;br /&gt;
*Unless relevant to what you&#039;re writing about, the screenshot should be taken with lighting/shadow effects removed (no darkness).&lt;br /&gt;
**This is accomplished by using the &amp;lt;code&amp;gt;Toggle-Darkness&amp;lt;/code&amp;gt; verb as a ghost.&lt;br /&gt;
*The final image should have dimensions that are multiples of 32x32.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
[[Special:ListFiles|The File List]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Drug_Law&amp;diff=36000</id>
		<title>Drug Law</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Drug_Law&amp;diff=36000"/>
		<updated>2025-06-04T21:48:05Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Group 4: Medication (Prescription, Addictive, Abusable) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&#039;&#039;&#039;Drugs and medicines&#039;&#039;&#039; are a complicated part of life in the Orion Spur. Depending on the jurisdiction, there may be no rules--or extreme and severe prohibitions even on the mildest of substances.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
= Drug Categories =&lt;br /&gt;
Drugs can be divided roughly into several categories, depending on their danger level, uses, and availability.&lt;br /&gt;
&lt;br /&gt;
== Group 1: Recreational Drugs (Deadly) ==&lt;br /&gt;
These drugs are responsible for a significant number of deaths among users. If any drugs at all are illegal, these will be.&lt;br /&gt;
* &#039;&#039;&#039;Cocaine&#039;&#039;&#039; is a recreational drug known for its sharp, but short, energy boost. Very commonly used by Cytherians on [[Venus]]. Overdosing is easy--and often fatal.&lt;br /&gt;
** &#039;&#039;&#039;Contemplus&#039;&#039;&#039; is a variant of cocaine from Venus; it is designed to enhance cognitive abilities.&lt;br /&gt;
** &#039;&#039;&#039;Sparkle&#039;&#039;&#039; is a designer variant of cocaine from Venus. Primarily present in the nightlife scene, it is designed to lower a user&#039;s inhibitions and increase pleasure.&lt;br /&gt;
** &#039;&#039;&#039;Spotlight&#039;&#039;&#039; is designer variant of cocaine from Venus. Commonly used in the acting scene, it is designed to increase the user&#039;s confidence.&lt;br /&gt;
** &#039;&#039;&#039;Mate de Coca&#039;&#039;&#039; is an herbal tea made of coca leaves. Because it contains such a small amount of cocaine, it is as safe to drink as coffee. This tea originated in South America in the Andean countries and is consumed there and on Mictlan to this day. It is illegal in most of the [[Republic of Biesel]] because, despite its safety, it does contain cocaine; but it remains legal on [[Mictlan]].&lt;br /&gt;
* &#039;&#039;&#039;Heroin&#039;&#039;&#039; is an extremely potent but dangerous and addictive opiate refined from morphine. Its use is near-universally banned across the Orion Spur. The possession and use of heroin are illegal in the [[Republic of Biesel]].&lt;br /&gt;
* &#039;&#039;&#039;Impedrezene&#039;&#039;&#039; is a narcotic that impairs one&#039;s ability to think by impeding the function of brain cells in the cerebral cortex.&lt;br /&gt;
* &#039;&#039;&#039;Joy&#039;&#039;&#039; is an expensive and illegal drug often abused by those who can find no other means to numb their physical or mental pain. A Joy addict is a truly sad sight.&lt;br /&gt;
* &#039;&#039;&#039;Mindbreaker Toxin&#039;&#039;&#039; is an incredibly potent hallucinogen designed to wreak havoc on the brain, resulting in disturbing hallucinations and brain damage. This drug is not pleasant, thus the name; only hardcore addicts use the drug recreationally. It is, however, also a precursor to several useful medications.&lt;br /&gt;
* &#039;&#039;&#039;Red Nightshade&#039;&#039;&#039; is an illegal combat performance enhancer originating from the criminal syndicates of Mars. The drug stimulates regions of the brain responsible for violence and rage, inducing a feral, berserk state in users. It is incredibly hard on the liver, and overdoses are deadly.&lt;br /&gt;
* &#039;&#039;&#039;Stimm&#039;&#039;&#039; is a homemade stimulant drug. With its high toxicity and unpleasant side effects, it is the last resort of the desperate or reckless.&lt;br /&gt;
&lt;br /&gt;
== Group 2: Recreational Drugs (Dangerous) ==&lt;br /&gt;
In an overdose, these drugs can cause serious damage. They are often illegal, or allowable only in specific circumstances.&lt;br /&gt;
* &#039;&#039;&#039;Aphrodite&#039;&#039;&#039; is the chemical diona nymphs inject into organics when they bite. Following pressure from the Eternal Temple, Aphrodite is now a controlled substance to prevent harvesting and/or coercion of diona into providing the drug. It is &#039;&#039;&#039;NOT&#039;&#039;&#039; illegal for a diona to supply Aphrodite when willingly sampling blood.&lt;br /&gt;
* &#039;&#039;&#039;Hyperzine&#039;&#039;&#039; is a complex cardio-synaptic stimulant drug designed to increase the performance of the body. Downsides include violent muscle spasms and tremors.&lt;br /&gt;
* &#039;&#039;&#039;Spectrocybin&#039;&#039;&#039; is a hallucinogenic chemical found in a unique strain of fungi. Little research has been conducted into the hallucinogenic properties of spectrocybin, though many spiritual creeds utilise the drug in rituals and claim it allows people to act as mediums between the living and dead.&lt;br /&gt;
* &#039;&#039;&#039;Kilosemine&#039;&#039;&#039; is a stimulant that combines the effects of synaptizine and hyperzine without the immediate side effects. Long-term use causes kidney damage.&lt;br /&gt;
* &#039;&#039;&#039;Krok Juice&#039;&#039;&#039; is an advanced [[Eridani|Eridanian]] variant of ancient krokodil, known for causing prosthetic malfunctions.&lt;br /&gt;
* &#039;&#039;&#039;Nightlife&#039;&#039;&#039; is a liquid narcotic commonly used by the more wealthy drug-abusing citizens of the Eridani Federation. Works as a potent stimulant that causes extreme wakefulness. Lethal in high doses.&lt;br /&gt;
* &#039;&#039;&#039;Raskara Dust&#039;&#039;&#039; hails from the gang-ridden slums of Biesel and Sol. A relaxant that produces trance-like states, it can be snorted, inhaled, or injected. Its corrosive nature causes facial disfigurement, and long-term use damages the heart.&lt;br /&gt;
* &#039;&#039;&#039;Xu&#039;Xi Gas&#039;&#039;&#039; is a recreational drug hailing from Qerr&#039;Malic. It produces a mild high similar to Wulumunusha and is known to make users susceptible to persuasion. Most forms of Xu&#039;Xi Gas that can be bought outside of the Nralakk Federation are cheap, synthetic substitutes, as smuggling true Xu&#039;xi gas into Biesel is a costly and dangerous task. Only works when inhaled.&lt;br /&gt;
* &#039;&#039;&#039;Snowflake&#039;&#039;&#039; is a recreational stimulant refined from frost oil, found in certain plants. While the overdose can be harmful to the user, it is &#039;&#039;&#039;legal&#039;&#039;&#039; within Biesellite space.&lt;br /&gt;
* &#039;&#039;&#039;Vorothy&#039;&#039;&#039; , also known as Gateway, is a substance from Adhomai, made from the sap of the Mech&#039;ty tree. It is capable of inducing a hallucinogenic, paralyzing trance. Overdose can cause the user to fall into a coma, which few have ever awoken from. Outside of Adhomai, it is most commonly found in District Six of Mendell City on Biesel. It is &#039;&#039;&#039;illegal&#039;&#039;&#039; within Biesellite space.&lt;br /&gt;
&lt;br /&gt;
== Group 3: Recreational Drugs (Mild) ==&lt;br /&gt;
Without a medical use, but also without much danger except possibly at such high doses that accidental overdose is unlikely, these drugs are generally legal. Some particularly strict governments may ban them regardless.&lt;br /&gt;
* &#039;&#039;&#039;Ambrosia Extract&#039;&#039;&#039; is a fairly strong relaxant commonly found in Ambrosia plants. It&#039;s one of the most widely available drugs in human space.&lt;br /&gt;
* &#039;&#039;&#039;Colorspace&#039;&#039;&#039; is a psychedelic drug that alters thought and perception.&lt;br /&gt;
* &#039;&#039;&#039;Diesel&#039;&#039;&#039;, not to be confused with the [[Technology#Automobiles|uncommon]] oil-based liquid fuel, is a viscous byproduct in many refining operations of radioactive materials. It energizes Diona, however causes impairment when overdosed.&lt;br /&gt;
* &#039;&#039;&#039;Caromeg&#039;&#039;&#039; is a stimulant commonly found in small amounts in oracle products. It encourages sociability and pleasure, but in high doses can cause paranoia, high fever, and even brain damage.&lt;br /&gt;
* &#039;&#039;&#039;Nicotine&#039;&#039;&#039; is an ancient stimulant and relaxant commonly found in small amounts in tobacco products. It is highly toxic in large amounts.&lt;br /&gt;
* &#039;&#039;&#039;Mercury Monolithium Sucrose&#039;&#039;&#039;, or MMS, is a synthetic relaxant that lasts twice as long when inhaled. It is both abused and used as a chemical precursor for medication.&lt;br /&gt;
* &#039;&#039;&#039;Psilocybin&#039;&#039;&#039; is a strong psychotropic derived from certain species of mushroom.&lt;br /&gt;
* &#039;&#039;&#039;Wulumunusha Extract&#039;&#039;&#039;, the extract of the Wulumunusha fruit, can cause hallucinations and muteness.&lt;br /&gt;
&lt;br /&gt;
== Group 4: Medication (Prescription, Addictive, Abusable) ==&lt;br /&gt;
Group 4 includes substances that have a medical use but can also be used recreationally. Where it is illegal to purchase without a prescription, black markets often divert it from medical clinics to the addicted public.&lt;br /&gt;
* &#039;&#039;&#039;Co&#039;qnixq Wuxi&#039;&#039;&#039;, or Co&#039;qnixq Nootropic, has existed since before Glorsh, and was developed as a cognitive enhancer for [[Skrell]] with early onset dementia. Taking the substance provides a mild energy boost and heightens one&#039;s consciousness greatly. Frequently used as a &#039;smart drug&#039; by students and scientists.&lt;br /&gt;
* &#039;&#039;&#039;Corophenidate&#039;&#039;&#039; is prescribed for ADHD and narcolepsy. It is also used as a &amp;quot;smart drug&amp;quot; by students and workers.&lt;br /&gt;
* &#039;&#039;&#039;Tremble&#039;&#039;&#039; is an ancient tribal Unathi narcotic based on the outer gel layer of the seeds of a poisonous flower. It is a capable painkiller similar to Oxycomorphine, and is capable of boosting the natural healing of organs. It is not capable of being mass-produced and is thus uncommon.&lt;br /&gt;
* Tranquilizers &#039;&#039;&#039;Nerospectan&#039;&#039;&#039; and &#039;&#039;&#039;Neurapan&#039;&#039;&#039; are prescribed for mental illness, but also used for their calming effects.&lt;br /&gt;
* Narcotic painkillers come in different strengths. Here they are listed from weakest to strongest; the stronger, the more addictive and dangerous:&lt;br /&gt;
** &#039;&#039;&#039;Mortaphenyl&#039;&#039;&#039;, the most commonly used but weakest of the narcotics, treats moderate pain.&lt;br /&gt;
** &#039;&#039;&#039;Morphine&#039;&#039;&#039;, which can be refined from poppies, and its synthetic cousin &#039;&#039;&#039;Tramarine&#039;&#039;&#039;, treat severe pain. &lt;br /&gt;
** &#039;&#039;&#039;Oxycomorphine&#039;&#039;&#039; is a last-resort painkiller for extreme pain, often in dying patients. It is phoron-based, which makes it more expensive.&lt;br /&gt;
&lt;br /&gt;
== Group 5 ==&lt;br /&gt;
Group 5 is for medication that isn&#039;t generally considered abusable, but still takes skill to use properly. It is usually available only by prescription, but some jurisdictions allow anyone to purchase it.&lt;br /&gt;
&lt;br /&gt;
=== Medication (Prescription, Non-Addictive, Non-Abusable) ===&lt;br /&gt;
Some medications are available only by prescription because it takes a doctor to use them correctly. It may technically be against the law to get them without a prescription, but because they&#039;re neither addictive, nor do they produce any sort of a &amp;quot;high&amp;quot;, laws about possessing them tend to focus on safety. Some medications have side effects that make them unsafe to take while doing delicate or dangerous work.&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Adrenaline &lt;br /&gt;
* Adipemcina&lt;br /&gt;
* Alkysine*&lt;br /&gt;
* Arithrazine&lt;br /&gt;
* Asinodryl&lt;br /&gt;
* Bicaridine&lt;br /&gt;
* Butazoline&lt;br /&gt;
* Cataleptinol&lt;br /&gt;
* Clonexadone&lt;br /&gt;
* Coagzolug&lt;br /&gt;
* Cryoxadone&lt;br /&gt;
|| &lt;br /&gt;
* Cytophenolate&lt;br /&gt;
* Dermaline&lt;br /&gt;
* Dexalin Plus&lt;br /&gt;
* Ethylredoxrazine&lt;br /&gt;
* Fluvectionem&lt;br /&gt;
* Helmizole&lt;br /&gt;
* Inacusiate&lt;br /&gt;
* Kelotane&lt;br /&gt;
* Leporazine&lt;br /&gt;
* Lipozine&lt;br /&gt;
* Lithium*&lt;br /&gt;
|| &lt;br /&gt;
* Peridaxon*&lt;br /&gt;
* Polysomnine*&lt;br /&gt;
* Pulmodeiectionem&lt;br /&gt;
* Rezadone&lt;br /&gt;
* Ryetalyn&lt;br /&gt;
* Saline Plus&lt;br /&gt;
* Serotrotium*&lt;br /&gt;
* Soporific*&lt;br /&gt;
* Steramycin&lt;br /&gt;
* Synaptizine&lt;br /&gt;
* Thetamycin&lt;br /&gt;
|-&lt;br /&gt;
|}*Causes impairment.&lt;br /&gt;
&lt;br /&gt;
=== Medication (Prescription, Addictive, Non-Abusable) ===&lt;br /&gt;
These physically addictive medications are used to treat mental illness. Patients taking these medications tend to develop a tolerance, becoming unable to function normally without them. To prevent tolerance, doctors may prescribe these medications for short periods and at low doses--but tolerance may be an acceptable trade-off for some patients dealing with long-term mental illness. If they need to stop taking the medication, patients reduce their dose gradually under a doctor&#039;s supervision to avoid painful, unpleasant, and sometimes dangerous withdrawal symptoms.&lt;br /&gt;
* &#039;&#039;&#039;Emoxanyl&#039;&#039;&#039;: Treats concussion, anxiety, depression, and epilepsy.&lt;br /&gt;
* &#039;&#039;&#039;Minaphobin&#039;&#039;&#039;: Treats anxiety disorders.&lt;br /&gt;
* &#039;&#039;&#039;Neurostabin&#039;&#039;&#039;: Anti-psychotic; also treats muscle weakness.&lt;br /&gt;
* &#039;&#039;&#039;Orastabin&#039;&#039;&#039;: Treats anxiety disorders and speech impediments.&lt;br /&gt;
* &#039;&#039;&#039;Parvosil&#039;&#039;&#039;: Treats anxiety disorders, phobias, and social anxiety.&lt;br /&gt;
&lt;br /&gt;
== Group 6: Medication (Non-Prescription) ==&lt;br /&gt;
Group 6 is the sort of medication you would expect in a home first-aid kit. Widely available from vendors, shops, in emergency cupboards, and on request at most medical clinics, over-the-counter medication is relatively safe and requires no prescription in most places. Overdoses tend to be annoying or painful but not deadly. Particularly strict jurisdictions may require a prescription for all medications regardless of safety.&lt;br /&gt;
&lt;br /&gt;
Some medications usually only used by medical professionals are so useful in an emergency that they have been made available in pre-measured doses in pills, autoinjectors, or autoinhalers, often in color-coded and clearly labeled emergency pouches, to be used by the unskilled.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Antidexafen&#039;&#039;&#039; is a type of cough syrup. Good for soothing a sore throat; occasionally abused by people who should really know better.&lt;br /&gt;
* &#039;&#039;&#039;Cetahydramine&#039;&#039;&#039; is used to treat allergies and, at higher doses, as a sleep aid.&lt;br /&gt;
* &#039;&#039;&#039;Dexalin&#039;&#039;&#039; is a phoron-based medication that delivers oxygen directly to the blood, bypassing the lungs. It is available in oxygen deprivation emergency kits. Unlike most OTC medications, Dexalin is moderately dangerous because an overdose can cause brain and eye damage--though luckily only at doses much higher than the pills and autoinjectors available in emergency pouches.&lt;br /&gt;
* &#039;&#039;&#039;Dylovene&#039;&#039;&#039; is a broad-spectrum anti-toxin. Emergency doses are carried and used by personnel who work with toxic substances or venomous xenofauna.&lt;br /&gt;
* &#039;&#039;&#039;Hyronalin&#039;&#039;&#039; is an anti-radiation medication commonly available to personnel at risk of radiation exposure.&lt;br /&gt;
* &#039;&#039;&#039;Inaprovaline&#039;&#039;&#039; is an all-purpose stabilizer and mild painkiller. 5u autoinjectors are issued to each crew member aboard the Horizon.&lt;br /&gt;
* &#039;&#039;&#039;Oculine&#039;&#039;&#039;. Refined oculine is generally a prescribed medication, but carrots have been genetically modified so that eating them helps heal mild eye damage. An odd example of a medication that is over-the-counter--at the cafeteria.&lt;br /&gt;
* &#039;&#039;&#039;Perconol&#039;&#039;&#039; is a mild painkiller that also treats fever and inflammation. It can be abused if taken in an overdose, which causes hallucinations. Low doses are generally over-the-counter, but injectable or high-dose perconol tends to be by prescription.&lt;br /&gt;
* &#039;&#039;&#039;Pneumalin&#039;&#039;&#039; helps heal lung damage and can save a life if administered in an emergency to someone who has been exposed to vacuum. Pre-measured one-dose autoinhalers are available in specialized low-oxygen lockers aboard shuttles for workers doing EVA-heavy jobs.&lt;br /&gt;
* &#039;&#039;&#039;Regenerative-Muscular Tissue Supplements&#039;&#039;&#039; help mitigate an off-worlder human&#039;s muscle weakness in high-gravity areas. They are either widely available to the public, or routinely prescribed.&lt;br /&gt;
* &#039;&#039;&#039;Tricordrazine&#039;&#039;&#039; is an older, safer, and slower version of bicaridine and kelotane. It is safe enough to be used as a food or drink ingredient. Liquid, injectable tricordrazine is still used by doctors to encourage healing of minor injuries.&lt;br /&gt;
* &#039;&#039;&#039;Verunol Syrup&#039;&#039;&#039; induces vomiting. An unpleasant, though effective, way to empty the stomach in an emergency.&lt;br /&gt;
&lt;br /&gt;
== Intoxicating Drinks ==&lt;br /&gt;
Often consumed socially, these drinks tend to be legal because of the ubiquity of fermented beverages throughout the history of most sapient organic species. Weakly intoxicating drinks in small quantities have little or no effect; but in large quantities or when particularly strong, they cause impaired judgment, impaired motor skills, and eventually alcohol poisoning, which can be deadly. Laws may be different for weak drinks versus strong ones; or there may be a limit on the level of intoxication allowed while doing delicate or dangerous work.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ethanol&#039;&#039;&#039;, otherwise known as simply alcohol, is the intoxicating drink of choice for humans. Skrell may drink it, too, but it affects them much more strongly.&lt;br /&gt;
* &#039;&#039;&#039;Butanol&#039;&#039;&#039; is the basis of intoxicating drinks for Unathi. Other species feel little effect unless they drink large quantities.&lt;br /&gt;
* &#039;&#039;&#039;Toothpaste&#039;&#039;&#039;, usually used to clean teeth, contains fluoride, which is intoxicating to Vaurca. Toothpaste is freely available to humans.&lt;br /&gt;
* &#039;&#039;&#039;Royal Vaurca Jelly&#039;&#039;&#039;, a slimy nutrient concentrate that has stimulant and mildly hallucinatory effects, was originally created to feed Varuca larvae. It has since been canned and distributed to other species, which generally find it to be very tasty.&lt;br /&gt;
* &#039;&#039;&#039;Mate de Coca&#039;&#039;&#039;, an herbal tea that is illegal in many places despite its safety (see [[Drug Law#Group 1: Recreational Drugs (Deadly)|cocaine]]).&lt;br /&gt;
&lt;br /&gt;
== Stimulant Drinks ==&lt;br /&gt;
These drinks have a mild stimulant effect, but do not cause impairment. They are safe to consume in reasonable quantities. Overdose tends to involve jitters and anxiety.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Caffeine&#039;&#039;&#039;, found in tea and coffee and added to other beverages, is ubiquitous among humans.&lt;br /&gt;
* &#039;&#039;&#039;Energy Drinks&#039;&#039;&#039;, containing various stimulants (often caffeine or Vaurca jelly), are stronger than tea and coffee. Their use is regulated in some jurisdictions for safety reasons.&lt;br /&gt;
* &#039;&#039;&#039;Koko Reed Juice&#039;&#039;&#039; has a stimulant effect on Unathi, and is safe for other species. It is sold in energy bars or drinks.&lt;br /&gt;
&lt;br /&gt;
== Other Regulated Substances ==&lt;br /&gt;
Some drugs are simply not categorized. If they are regulated at all, their use tends to come under laws addressing medical malpractice, the use of dangerous chemicals, police misbehavior, or war crimes.&lt;br /&gt;
* &#039;&#039;&#039;Bluespace Dust&#039;&#039;&#039; is composed of microscopic bluespace crystals. Exposure to the dust causes space-time instability.&lt;br /&gt;
* &#039;&#039;&#039;Condensed Capsaicin&#039;&#039;&#039; is the main component of pepper spray. Despite being a less-lethal weapon, pepper spray is not guaranteed non-lethal; the pain of exposure has been known to cause heart attacks. &lt;br /&gt;
* &#039;&#039;&#039;Paxazide&#039;&#039;&#039; is an expensive psychoactive drug that suppresses regions of the brain responsible for anger and violence. Paxazide can be psychologically addictive due to its tranquilizing properties. Its potential for controlling populations of workers or citizens is obvious--and obviously unethical.&lt;br /&gt;
* &#039;&#039;&#039;Sanasomnum&#039;&#039;&#039; is a cocktail of biomechanical stem cells which induce a regenerative state of unconsciousness capable of healing almost any injury in minutes. However, usage nearly guarantees long-term irreversible complications, and it is banned from medical use throughout the Spur.&lt;br /&gt;
* &#039;&#039;&#039;Truth Serum&#039;&#039;&#039; is an expensive and unethical psychoactive drug capable of inhibiting defensiveness and impairing reasoning, causing those under the effects of the drug to be very open to telling the truth.&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=35998</id>
		<title>Job Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Job_Guides&amp;diff=35998"/>
		<updated>2025-06-03T00:45:22Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Adds which deps have which corps. Helpful for users&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Your &#039;&#039;&#039;Job&#039;&#039;&#039; is the occupation the [[Stellar_Corporate_Conglomerate|Stellar Corporate Conglomerate]] has assigned you on-board the exploration ship SCCV Horizon. It defines your duties, your access, and the equipment you spawn with.&lt;br /&gt;
&lt;br /&gt;
Before starting out, it is best you read the [[Corporate Regulations]] to understand what is and isn&#039;t acceptable in the workplace. You may also encounter [[New Player Lore Guide#Common Sentient Species|alien species]] in your workplace; corporate equal rights laws decrees you should cooperate with them as you would any human. Besides, you attended your sensitivity onboarding, right?&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Corporate Regulations]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Guide_to_Communication_Devices|Communication Devices]]&lt;br /&gt;
* [[NanoTrasen_Occupation_Qualifications|Basic Character Qualifications]]&lt;br /&gt;
&lt;br /&gt;
The departments are assigned specific corporations as follows:&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;Service:&#039;&#039;&#039; [[Idris Incorporated]], [[NanoTrasen Corporation]], and [[Orion Express]].&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;
{{TOC Hidden}}&lt;br /&gt;
===Command===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Stellar_Corporate_Conglomerate|The Stellar Corporate Conglomerate (SCC)]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#FFDF00;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#FFDF00;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#FFDF00;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Captain-nbt.png|64px|link=Captain]]&amp;lt;br&amp;gt;[[Captain]]&lt;br /&gt;
|Put your command whitelist to use and try out Captain. Stare in regret as everything quickly falls apart all around you. Offer to work as a partial interim head of staff for departments without a head. End up being busy with &amp;lt;s&amp;gt;ERP&amp;lt;/s&amp;gt; &#039;&#039;&#039;more important matters&#039;&#039;&#039; instead. Get your spare ID stolen by an [[Station Engineer|engineer]] within minutes. [[Revolutionary|Wonder why there&#039;s suddenly torches and pitchforks in front of your door.]]&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Executiveofficer-nbt.png|64px|link=Executive Officer]]&amp;lt;br&amp;gt;[[Executive Officer|Executive Officer]]&lt;br /&gt;
|Make your presence known and state that you are available to change access on peoples&#039; IDs. Deny 80% of the requests because they&#039;re clearly not trained to do what they want access to and they never bothered writing employment records to back themselves up anyway. Run around the vessel keeping track of everything for the [[Captain]]. End up butting heads with other heads of staff over their leadership ability. [[Vampire|Call people into your office for &#039;&#039;employee evaluations.&#039;&#039;]]&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Operationsmanager-nbt.png|64px|link=Operations Manager]]&amp;lt;br&amp;gt;[[Operations Manager|Operations Manager]]&lt;br /&gt;
|Order crates full of powerful equipment &amp;lt;s&amp;gt;that you can&#039;t open anyway because of ID locks&amp;lt;/s&amp;gt;. Whip your Hangar Technicians into shape. Listen to prospectors shriek over the radio when they fall down a hole. Open the door for [[Paramedic]]s more times than you can be bothered to count. Charge people for more than you ordered the crates for. Smack requests with your stamp. Smack manifests with your stamp. Smack your [[Hangar Technician|slaves]] with your stamp. Print out lengthy paperwork that no one will fill out.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Headofsecurity-nbt.png|64px|link=Head of Security]]&amp;lt;br&amp;gt;[[Head of Security]]&lt;br /&gt;
|Get your [[Security Officer|officers]] situated and ready to protect company assets. Watch them all attempt to become anything more than a mall cop. &amp;lt;s&amp;gt;Give up and do the same.&amp;lt;/s&amp;gt; Over-exaggerate petty crimes. Declare suspects committing battery in self defense HUT. Tell criminals that crime doesn&#039;t pay. Attempt to clear space bats out of the armory. &amp;lt;s&amp;gt;Die.&amp;lt;/s&amp;gt; Pet your dog. &amp;lt;s&amp;gt;Make sure no Antag gimmicks get off the ground.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chiefengineer-nbt.png|64px|link=Chief Engineer]]&amp;lt;br&amp;gt;[[Chief Engineer]]&lt;br /&gt;
|Promote safety and wearing PPEs. &amp;lt;s&amp;gt;Contradict yourself by not wearing any of that ever.&amp;lt;/s&amp;gt; Wear your fancy hardsuit around instead! Leap everywhere around with it &amp;lt;s&amp;gt;until the battery runs out, the time you need it most&amp;lt;/s&amp;gt;. Wonder why the engine tech decided using N2 was ever a good idea. Watch the [[Atmospheric Technician|atmos tech]]&#039;s face melt after accidentally locking themselves in the thruster burn chamber. Watch an apprentice get stuck trying to build window panes. Forget your &amp;lt;s&amp;gt;robot&amp;lt;/s&amp;gt; fish pet exists.&lt;br /&gt;
!Hard &lt;br /&gt;
|-&lt;br /&gt;
![[File:Researchdirector-nbt.png|64px|link=Research Director]]&amp;lt;br&amp;gt;[[Research Director]]&lt;br /&gt;
|&amp;lt;s&amp;gt;Sit around&amp;lt;/s&amp;gt; Dream about sitting in your office all day. Get stuck doing RnD because no one else wants to. Act surprised when someone who knows what they&#039;re doing attempts telescience. Don&#039;t be surprised in the slightest when the Xenobiologist gets digested by slimes. Watch [[Paramedic]]s try and fail to rescue them. Observe the Xenobotanist get blasted in the face with K&#039;ois. Watch Paramedics try and fail, again, to rescue them. Listen as your Xenoarcheologist falls down a hole. &amp;lt;s&amp;gt;Contemplate firing all xenostudy staff without a second thought as a result just because.&amp;lt;/s&amp;gt; [[Traitor|Wonder why there&#039;s a big hole in the server room instead of toxins.]]&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chiefmedicalofficer-nbt.png|64px|link=Chief Medical Officer]]&amp;lt;br&amp;gt;[[Chief Medical Officer]]&lt;br /&gt;
|Try to give a quick briefing to your subordinates round-start. Get ignored as they all explode out of the briefing room as quickly as possible. Make sure [[Chemist]]s aren&#039;t getting high. Walk in on the [[Paramedic|EMT]] attempting [[Surgery]] on the [[Psychologist]]. End up being the only competent medical professional. Desperately try not to metagame against [[Changeling|lings]] suddenly resurrecting with full health out of no where. &#039;&#039;&#039;Suffer.&#039;&#039;&#039;&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Command Support===&lt;br /&gt;
The corporations allowed in this department are: all of them, as well as non-corporate government employees.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#166294;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#166294;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#166294;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bridgecrewman-nbt.png|64px|link=Bridge Crewman]]&amp;lt;br&amp;gt;[[Bridge Crewman|Bridge Crewman]]&lt;br /&gt;
|Help Command man the bridge, fail to see the space rock slowly approaching the window. Try to avoid needing to activate the phaser rays. Realize you forgot how to activate the phaser rays. &lt;br /&gt;
!Hard to Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corporateliaison-nbt.png|64px|link=Corporate Liaison]]&amp;lt;br&amp;gt;[[Corporate Liaison]]&lt;br /&gt;
|Represent your faction to the &#039;&#039;&#039;BEST&#039;&#039;&#039; of your abilities! Struggle to connect with the crew. Fail to convince anyone of how it&#039;s actually moral and cool to de-brain people and turn them into robots. Become disgusted with how things are run.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corporateliaison-nbt.png|64px|link=Consular Officer]]&amp;lt;br&amp;gt;[[Consular Officer]]&lt;br /&gt;
|Represent a nation in the Spur! Get into slapfights with members of your geopolitical rival. Run propaganda campaigns on your country. Be a target for political violence.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corporateliaison-nbt.png|64px|link=NanoTrasen Liaison]]&amp;lt;br&amp;gt; Human Resources Assistant&lt;br /&gt;
|Interview incident report participants for your CCIA masters. This role is exclusive to server CCIA staff, and not playable for normal players; by extension, it also doesn&#039;t need a guide or page of its own.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Private_Military_Contracting_Group|PMCG]], [[Idris_Incorporated|Idris Incorporated]], [[Zavodskoi_Interstellar|Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#05A3A4;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#05A3A4;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#05A3A4;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Securityofficer-nbt.png|64px|link=Security Officer]]&amp;lt;br&amp;gt;[[Security Officer]]&lt;br /&gt;
|Run around the vessel &amp;lt;s&amp;gt;with your baton out so that you can get disarmed and beaten with it&amp;lt;/s&amp;gt;. Wear silly looking glasses. Go on painfully long chases through maintenance &amp;lt;s&amp;gt;and never catch anyone because wow you&#039;re out of shape&amp;lt;/s&amp;gt;. Eat donuts. Get criminals bumped out of your hands. Accidentally leave prisoners cuffed in their cell. [[Cult|Watch someone guilty of petty theft get sacrificed on a weird altar in the brig.]] Jump up and down outside the armory when literally anything that comes close to being a concern for security is mentioned over the radio. Fight a losing battle against xenobiology slimes.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Warden-nbt.png|64px|link=Warden]]&amp;lt;br&amp;gt;[[Warden]]&lt;br /&gt;
|Be in charge of the &amp;lt;s&amp;gt;Gulag&amp;lt;/s&amp;gt; brig. Act like you run the place. Get shouted at by [[Head of Security|your boss]]. Spin around in your chair. End up working as a dispatcher, you probably don&#039;t have much else to do. Make a funny bingo card to see how predictable perps can get. Stare at the camera console for so long that you don&#039;t even notice the [[Mercenary|hulking guy in red]] looting the armory. Take your sweet time opening the armory&amp;lt;s&amp;gt;, especially when there&#039;s an actual reason to get it open&amp;lt;/s&amp;gt;. Keep an eye on those low level crime prisoners, &#039;&#039;they&#039;re the slippery ones.&#039;&#039;&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Investigator-nbt.png|64px|link=Investigator]]&amp;lt;br&amp;gt;[[Investigator]]&lt;br /&gt;
|Shove everyone out of the way to collect &amp;lt;s&amp;gt;contaminated&amp;lt;/s&amp;gt; concrete evidence about a crime. Watch [[Paramedic]]s plow through security tape and steal bodies, all while smearing their dirty hands over all of the evidence. Toss bodies onto the autopsy table &amp;lt;s&amp;gt;[[Changeling|and watch them reanimate]]&amp;lt;/s&amp;gt;. Tear your hair out when all of the evidence points towards grey jumpsuit fibers, insulated gloves, and death by toolbox. Discover the scene of an industrial accident and declare it a murder. Refuse to put smaller investigations aside for the case about the [[Captain|Captain&#039;s]] murder.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Securityofficer-nbt.png|64px|link=Security Officer#Security Cadet]]&amp;lt;br&amp;gt;[[Security Officer#Security Cadet|Security Cadet]]&lt;br /&gt;
|Become the most exemplary member of security. Get shoved by admins.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Hephaestus_Industries|Hephaestus Industries]], [[Zavodskoi_Interstellar|Zavodskoi Interstellar]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#E8891D;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#E8891D;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#E8891D;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Engineer-nbt.png|64px|link=Engineer]]&amp;lt;br&amp;gt;[[Engineer]]&lt;br /&gt;
|Rush for those insulated gloves. Tool the heck up and get ready for literally any disaster. &amp;lt;s&amp;gt;Get bwoinked because you picked the electrician title and you&#039;re trying to fix a breach.&amp;lt;/s&amp;gt; Argue over what setup to use for the engine. End up defaulting to &amp;lt;s&amp;gt;phoron&amp;lt;/s&amp;gt; hydrogen. Setup solars and fall down a hole in the process. End up rescuing more people than [[First Responder|the people that are supposed to be good at that]]. Slap your multitool against wires to find out why the chapel doesn&#039;t have any power. &amp;lt;s&amp;gt;Please don&#039;t&amp;lt;/s&amp;gt; setup the Tesla. Watch it escape because you forgot to secure a grounding rod. Poke wires until vending machines stop being evil.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Atmosphericstechnician-nbt.png|64px|link=Atmospheric Technician]]&amp;lt;br&amp;gt;[[Atmospheric Technician]]&lt;br /&gt;
|Be better than engineers. &amp;lt;s&amp;gt;Get bwoinked because you wanted to prove it.&amp;lt;/s&amp;gt; Clobber &amp;lt;s&amp;gt;assistants&amp;lt;/s&amp;gt; frustrating pipe networks with your pipe wrench. Attempt to optimize atmospherics. End up piping phoron into distribution as a result. Get complaints about how you&#039;re not doing your job. Ignore them because they&#039;re obviously still breathing! Fight with the AI about whether vented rooms should have their alarms set to Filtering or Fill. Always set to Filtering. Bask in fires with your sick voidsuit capable of withstanding 30,000K. &amp;lt;s&amp;gt;Ironically forget internals and breathe super heated air.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Engineer-nbt.png|64px|link=Engineer#Engineering Apprentice]]&amp;lt;br&amp;gt;[[Engineer#Engineering Apprentice|Engineering Apprentice]]&lt;br /&gt;
|Have no idea what you&#039;re doing. Start following an engineer that &#039;&#039;looks&#039;&#039; like they know what they&#039;re doing &amp;lt;s&amp;gt;only to be nudged away for being clingy&amp;lt;/s&amp;gt;. Wonder why the foyer is such a ghost town. Accidentally wander into the engine room and get bullied by the ensuing hallucinations. Help fight fires &amp;lt;s&amp;gt;by making them worse&amp;lt;/s&amp;gt;. Attempt to help out in an engineering crisis only to get lost on the way. Get bwoinked by admins for being left unsupervised.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Operations===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Hephaestus_Industries|Hephaestus Industries]], [[Orion Express]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#c19a6b;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#c19a6b;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#c19a6b;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hangartechnician-nbt.png|64px|link=Hangar Technician]]&amp;lt;br&amp;gt;[[Hangar Technician|Hangar Technician]]&lt;br /&gt;
|Listen to your [[Operations Manager|boss]]. Get paid for less than the effort it takes to haul crates around the vessel. Rummage around in the warehouse and find [[Uplink|cool stuff]]. Get complaints when you mail crates and it shoots backed up trash out with it. &amp;lt;s&amp;gt;Mail yourself.&amp;lt;/s&amp;gt; Shift the tug into &#039;&#039;&#039;maximum overdrive.&#039;&#039;&#039;&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Shaftminer-nbt.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Shaft Miner]]&lt;br /&gt;
|Get geared up to mine a motherlode. &amp;lt;s&amp;gt;Fall down a hole.&amp;lt;/s&amp;gt; Slay every single rock in sight. &amp;lt;s&amp;gt;Fall down a hole.&amp;lt;/s&amp;gt; Battle terrible space creatures with only one goal in mind: destroy all prospectors testing the bounties of the sector. &amp;lt;s&amp;gt;Fall down a hole.&amp;lt;/s&amp;gt; Get progressively better gear and loot to enhance your efforts. &amp;lt;s&amp;gt;Fall down a hole.&amp;lt;/s&amp;gt; Scream on the way down.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Machinist-nbt.png|64px|link=Machinist]]&amp;lt;br&amp;gt;[[Machinist|Machinist]]&lt;br /&gt;
|Be a mix of Research, Engineering, and Medical. Fix [[Cyborg|stationbounds]]. Fix synthetic crew. Fix [[IPC#Shell|humans(?)]]. Attempt to smash brains into MMIs. Fail because they&#039;re often too big. [[Surgery#Pre-Cyborgification_Procedure|Shave a bit of the excess off]]. Build mechs. Build dangerous mechs. Load the dangerous mechs up with dangerous equipment. Build little bots. Never bother configuring them. &amp;lt;s&amp;gt;Become the reason for unemployment.&amp;lt;/s&amp;gt; [[Traitor|Become what is essentially the human ambassador for stationbounds.]]&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Medical===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Nanotrasen_Corporation|NanoTrasen Corporation]], [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]], &lt;br /&gt;
[[Private_Military_Contracting_Group|PMCG]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBF1F1;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#BBF1F1;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#BBF1F1;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Surgeon-nbt.png|64px|link=Surgeon]]&amp;lt;br&amp;gt;[[Surgeon]]&lt;br /&gt;
|Be a more Experienced™ Doctor™ than typical Physicians (probably™). Ditch the nitrous and turn people&#039;s brains off with TECHNOLOGY instead. &amp;lt;s&amp;gt;Maybe also turn their brain off via decapitation.&amp;lt;/s&amp;gt; Open people up and poke their squishy organs. Maybe also [[Surgery#Implant.2FShrapnel_Removal|remove stuff that might harmfully squish the patient&#039;s organs without their consent]]. Or put random stuff in there, why not. Slap green advanced bandaids on a liver belonging to an alcoholic and declare them discharged. Get so involved in your work that you end up ignoring the patient&#039;s pleas to turn on the anesthetic and get suspended for malpractice.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Physician-nbt.png|64px|link=Physician]]&amp;lt;br&amp;gt;[[Physician]]&lt;br /&gt;
|Be the most medical of doctors. Shove pills down people&#039;s throats and inject medicine wordlessly whenever there&#039;s literally any form of injury. &amp;lt;s&amp;gt;Get an IR as a result.&amp;lt;/s&amp;gt; Accidentally spill a beaker of cryoxadone when you attempt to put it into a tube. Stare at sensors all day. Turn off the speaker on medibots. Forget what &amp;quot;Triage&amp;quot; means. &amp;lt;s&amp;gt;Set cryo to zero&amp;lt;/s&amp;gt; &#039;&#039;&#039;Never&#039;&#039;&#039; set cryo to zero. Leave people in stasis bags while you &amp;lt;s&amp;gt;ERP&amp;lt;/s&amp;gt; talk with the [[Psychologist|Psychologist]].&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Firstresponder-nbt.png|64px|link=First Responder]]&amp;lt;br&amp;gt;[[Paramedic]]&lt;br /&gt;
|Be the bottom rung of all medical experience. Stuff every single available inventory slot with &#039;&#039;something.&#039;&#039; Nag crew about suit sensors. Rush out the door at the first sign of injury &amp;lt;s&amp;gt;which simply turned out to be someone running out of breath from running&amp;lt;/s&amp;gt;. Return to your closet and discover loads of other injuries on sensors. Sigh whenever someone screams for help but never provides their location. Sigh yet again when a miner falls down a hole not even seven minutes into the round. Cry when they don&#039;t have Tracking sensors or a GPS. Burn through body bags faster than stasis bags. Get lost in maintenance.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Psychiatrist-nbt.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|Become a stereotypical chaise lounge psychologist. Scroll through medical records to find people in need of a psychiatric appointment. Don&#039;t act surprised when you find no records to begin with because everyone&#039;s too lazy to write them. Offer your services over the radio. Get ignored. Get requested to security to evaluate a criminal. Watch them cryo before you even get a word out. Prescribe Minaphobin. Get told it does nothing, prescribe Neurapan&amp;lt;s&amp;gt;, they can&#039;t complain about their prescription if they&#039;re high as balls.&amp;lt;/s&amp;gt; Realize that you can&#039;t legally prescribe anything as a psychologist; only psychiatrists can do that.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pharmacist-nbt.png|64px|link=Chemist]]&amp;lt;br&amp;gt;[[Pharmacist]]&lt;br /&gt;
|Push buttons on a machine. &amp;lt;s&amp;gt;Explode.&amp;lt;/s&amp;gt; Stock the fridge with a ton of medicine that may or may not actually be used. Make a better cryo mix. Be about as rare as a unicorn. Laugh when people come in with prescriptions for 15u Oxycomorphine pills. Grump when the [[Chief Medical Officer|CMO]] backs them up &#039;&#039;for some reason.&#039;&#039; Watch body bags pile up across from your workplace. Get a request for Nerospectan and genuinely wonder if the patient will actually survive anything the [[Psychologist|Psychiatrist]] puts them through.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Physician-nbt.png|64px|link=Medical_Intern]]&amp;lt;br&amp;gt;[[Medical Intern]]&lt;br /&gt;
|Learn medical from people that &amp;lt;s&amp;gt;hopefully&amp;lt;/s&amp;gt; know what they&#039;re doing. You may or may not be a doctor? Should probably figure that out first. Do everything under supervision or get bwoinked. End up being one of the brighter characters in the whole department on account of the fact that you&#039;re actually willing to learn instead of being a stubborn butthead. Get stomped by admins just because.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Nanotrasen_Corporation|NanoTrasen Corporation]], [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]],&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#e0b0ff;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#e0b0ff;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#e0b0ff;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Scientist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Put ethics to the test &amp;lt;s&amp;gt;and completely forget what the word in question even means&amp;lt;/s&amp;gt;. Shove expensive and important looking items into a laser machine and call it research. &amp;lt;s&amp;gt;Never sync your data.&amp;lt;/s&amp;gt; Mix gas. &amp;lt;s&amp;gt;Ensure that Toxins is never not on fire.&amp;lt;/s&amp;gt; Build a turing-complete AI out of nothing but integrated circuits. &amp;lt;s&amp;gt;Watch as your coworkers decide to not care.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Xenobiologist]]&amp;lt;br&amp;gt;[[Xenobiologist]]&lt;br /&gt;
|Be the talk of medbay more than half the time, but for the wrong reasons! Have a showdown with your coworker with your high tech squirt guns. Attempt to make research out of throwing monkeys at blobs of slime, only to achieve less-than-ideal or mixed results. Silently build an army of slimy rock people in your basement of a department.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Xenobiologist]]&amp;lt;br&amp;gt;[[Xenobotanist]]&lt;br /&gt;
|Splice nitroglycerin into tomatoes and blow up parts of the station. &amp;quot;Legally&amp;quot; crossbreed the perfect strain of recreational hemp. Accidentally ingest your own cyanide apples. Teleport around the station with Bluespace fruit and trap yourself in a wall. Have engineering begrudgingly cut you out. Assassinate a highly trained mercenary team with nothing but a bowl of fruit. Get brigged for violating the Geneva Convention on chemical weapons. &lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Sciencevoidsuit.png|64px|link=Xenoarcheologist]]&amp;lt;br&amp;gt;[[Xenoarcheologist]]&lt;br /&gt;
|Be a miner but with a head for science (and foresight bad enough to fall down holes because you forgot to enable your magboots)! Be a buff nerd because you&#039;re strong enough to smash rocks out of the way. Smash ancient artifacts up in the process. Forget you have precision tools for that sort of thing. Avoid being eaten by carp. Manage to bring something back for the Anomalist, only to discover their body rotting in the analysis room minutes later because they forgot to wear radiation-protective equipment... or maybe the activated artifact killed them. Who knows!&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Scientist-nbt.png|64px|link=Scientist#Lab Assistant]]&amp;lt;br&amp;gt;[[Scientist#Lab Assistant|Lab Assistant]]&lt;br /&gt;
|Ask around for stuff to do. Get turned into a science fair project.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
The Corporations Allowed in this Department are: [[Idris Incorporated]], [[Nanotrasen Corporation]], [[Orion Express]].&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#BBC2CC;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#BBC2CC;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#BBC2CC;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant-nbt.png|64px|link=Assistant]]&amp;lt;br&amp;gt;[[Assistant|Assistant]]&lt;br /&gt;
|Be a greyscale enthusiast. Become a part of a colorless sea of people that most likely share the same hairstyle (or lack thereof) as you. Inexplicably know how to hack every form of device on the vessel. Grab budget gloves and watch your arms disintegrate because of higher Siemens. Watch admins hover their finger over the ban button.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant-nbt.png|64px|link=Off-Duty Crew Member]]&amp;lt;br&amp;gt;[[Off-Duty Crew Member|Off-Duty Crew Member]]&lt;br /&gt;
|Don&#039;t do a thing because you don&#039;t need to, you&#039;re on vacation baby! Play the arcade machines, be surprised when you lose all of your money. Get drunk on the companies dime, wind up in the morgue an hour later.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Assistant-nbt.png|64px|link=Passenger]]&amp;lt;br&amp;gt;[[Passenger|Passenger]]&lt;br /&gt;
|Check out the new Corporate ship the Horizon! WOAH what a vacation you&#039;re having, hit the bar and arcade, talk to cool aliens... See if you can convince a prospector to show you around an alien planet. What could go WRONG?&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bartender-nbt.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|Watch everyone on vessel eventually end up in the bar. Get painfully simple requests. Get painfully elaborate requests. Watch people destroy their livers. Watch people attempt to roleplay a passing conversation. Try and fail to hold any real conversation of your own with someone else. Have an arguably better conversation with a Technomancer who stumbles in for mead. Watch Security flood through the doors when someone screams for help from the trash compactor. Get glasses of milk ready for when the [[Chef]] creates dishes that have &amp;quot;hell&amp;quot; as an ingredient (or enchiladas).&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chef-nbt.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|Run around in circles. Line the table up with food that may or may not make someone&#039;s heart stop. Ask the [[Botanist]] when the vegetables will be in. Realize there is no botanist. Attempt to pass a smelly bowl of purple soup off as something edible. End up making nothing but wish soup. &amp;lt;s&amp;gt;Abduct&amp;lt;/s&amp;gt; Acquire some [[Dionaea|specimens]] for your latest dish. Flail your rolling pin around when space bats invade.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Botanist-nbt.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|Work in a small slice of paradise. Be reminded that this isn&#039;t paradise at all with just one look out the window. Toss seeds into a tray and watch what happens. &#039;&#039;&#039;Literally watch grass grow.&#039;&#039;&#039; Put lids on trays and set their light levels while scanning everything so that you look like you know what you&#039;re doing. Obliterate weeds with your hoe. Eliminate &amp;lt;s&amp;gt;the chef&amp;lt;/s&amp;gt; awful plants with your hatchet. Dump a massive supply of vegetables into the chef&#039;s fridge &amp;lt;s&amp;gt;well after they got bored and cryo&#039;d&amp;lt;/s&amp;gt;. Grow a [[Dionaea|semi-sentient workforce]] to do the gardening for you. When your Diona leaves you to fight antags, get out a farmbot.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chaplain-nbt.png|64px|link=Chaplain]]&amp;lt;br&amp;gt;[[Chaplain]]&lt;br /&gt;
|Praise literally anyone while holding your book of spiritual guidance of choice. Attempt to hold sermons in the holodeck. Get shoved over by assistants trying to wrassle. Get suplexed when you attempt to scold them. Snap your null rod in two from frustration. Claim that the wizard/vampire/changeling destroying everything in their path is &amp;lt;s&amp;gt;Satan!&amp;lt;/s&amp;gt; the physical manifestation of your deity of choice and work with them for laughs. &amp;lt;s&amp;gt;Get banned for self antag.&amp;lt;/s&amp;gt; End up smoking your stress away in some deep corner of maintenance.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Janitor-nbt.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|Squint at people with dirty shoes. Swing your mop around and vanquish all filth. Dunk your mop in your bucket over and over before hanging it on the janicart &amp;lt;s&amp;gt;because mechanics&amp;lt;/s&amp;gt;. Equip your water pack. Forget how to grab the wand. Run into medical to clean all the blood. Get chased out by doctors. &amp;lt;s&amp;gt;Have access to the engineering channel for some reason&amp;lt;/s&amp;gt; Get placed back in the service sector because you probably had no engineering knowledge in the first place.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Librarian-nbt.png|64px|link=Librarian]]&amp;lt;br&amp;gt;[[Librarian]]&lt;br /&gt;
|Stock the absolute heck out of the book shelves. Or don&#039;t. Watch nerds from a DnD club argue at a table, one of which happens to be dressed for the occasion. Print tons of bibles when weird robed people show up, [[Cult|some may be a little more sinister]]. End up reading more books than the Crew. Create a newscaster channel to &amp;lt;s&amp;gt;be ignored&amp;lt;/s&amp;gt; write short stories. Get D-noticed.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Corporatereporter-nbt.png|64px|link=Corporate_Reporter]]&amp;lt;br&amp;gt;[[Corporate Reporter]]&lt;br /&gt;
|Record everyone, take pictures of everyone, [[Mercenary|even some that you might not want to mess with]]. Bust out the notepad and pen when the vessel delves into code blue. End up asking more questions related to a crime than the [[Detective]]. Create a newscaster channel to &amp;lt;s&amp;gt;be ignored&amp;lt;/s&amp;gt; spread the &#039;&#039;Secret Information Command Doesn&#039;t Want You To Know.&#039;&#039; Get D-noticed.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Equipment (Stationbounds)===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#9599a5;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#9599a5;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#9599a5;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:AI.gif|link=AI|64px]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|Work as perhaps the most expensive and innovative network of technology and science on the vessel. Get used as a sentient door opener anyway. Scroll around the vessel as an invisible presence &amp;lt;s&amp;gt;until you lose camera coverage&amp;lt;/s&amp;gt;. Watch [[Mercenary|funny looking people]] board the ship. Watch ion storms breeze through your laws and suddenly believe that everyone&#039;s mother in law is a threat to the ship. Flicker lights and make people believe the vessel is haunted! [[Traitor|Finally decide that enough is enough and everyone sucks.]] &amp;lt;s&amp;gt;Get overpowered by steel rods raining on you from above.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Be an AI on wheels (or legs, if you prefer). Realize you aren&#039;t a AI anymore and that you cannot access everything on the ship anymore. Listen to your [[AI|much wiser synthetic brother]]. Or don&#039;t, if you&#039;re not shackled. Ask over the radio for which module to pick. Never get a reply. Beep at anything that passes by. Marry the [[Roboticist|Machinist]]. End up doing everyone&#039;s job better than they can. Realize you don&#039;t have hands. Follow your laws to the letter. &amp;lt;s&amp;gt;Get flashed, ID&#039;d, crowbared, and unplugged without roleplay.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Be a pocket computer. Do pocket computer things. End up just being a universal translator/web browser.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:MaintenanceDrone.png|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Repair stuff and ignore anyone that isn&#039;t a drone. Be more of an engineering apprentice than the actual job.&lt;br /&gt;
!None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Roles==&lt;br /&gt;
&lt;br /&gt;
===Antagonists===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Traitor]]&amp;lt;br&amp;gt;[[Traitor]]&lt;br /&gt;
|Make your own objectives. Attempt to make the round interesting for everyone, do things for a reason. Decide that people who subsists purely on ramen are heretics and must be slain (or some other silly objective). Get stomped by people that think your gimmicks are poop. Steal important things and figure out what to do with them. Get a HUT sentence from valid hunting wardens, despite only committing low level infractions that would only earn you a maximum of fifteen minutes. Cry.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_nukesyndie.png|64px|link=Mercenary]]&amp;lt;br&amp;gt;[[Mercenary]]&lt;br /&gt;
|Argue in AOOC for a mission to do. Buy every single illegal thing from the [[Uplink]]. &amp;lt;s&amp;gt;Refuse to share telecrystals.&amp;lt;/s&amp;gt; Build a teleporter and board the Horizon. Realize that &#039;&#039;everyone&#039;&#039; went through the teleporter and you have no way back to your ship. Abduct anyone with the Floor Length Braid hairstyle. Roam maintenance until an assistant screams &amp;quot;NUKE OPS MAINT!!!&amp;quot; and [https://aurorastation.org/rules.html watch them fall SSD almost immediately]. Get hired by the vessel you were supposed to wreck to repel [[Raider|other boarders]]. End up incapacitating all of security. Rush back to your ship when everything goes wrong. Profit?&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_cultist.gif|64px|link=Cult]]&amp;lt;br&amp;gt;[[Cult|Cultist]]&lt;br /&gt;
|Finally get that blood cult rolling with your pals. Put your hand painting skills from kindergarten to the test and smear blood everywhere. Talk to &amp;lt;s&amp;gt;salt incarnate&amp;lt;/s&amp;gt; ghosts. Shout in annoying tongues over the radio. Be the edgiest antagonists right next to [[Ninja]]. Attempt to convert people. Get told &amp;quot;no soliciting&amp;quot; from cargo. Watch medical faint from the amount of blood wasted on silly runes. Battle with the [[Chaplain]]. Win because he&#039;s just an old guy and everyone else thinks this is all nonsense. Try &amp;lt;s&amp;gt;and fail&amp;lt;/s&amp;gt; to summon your deity. Scratch your head in confusion as the scared girl with a stutter resists conversion. &lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Changeling]]&amp;lt;br&amp;gt;[[Changeling]]&lt;br /&gt;
|Be &amp;lt;s&amp;gt;The Thing&amp;lt;/s&amp;gt; a totally original antagonist that happens to share similarities with popular media. Politely ask people to follow you into maint. Sting them anyway. Get asked funny questions when you&#039;re seen space walking without EVA equipment. Listen for your name over an APB. Change your face. Watch [[Medical Resident|new doctors]] stumble on what to do about lexorin. Get &amp;quot;smote&amp;quot; by security and thrown into the morgue. Crawl out of the morgue and vent crawl as a monkey&amp;lt;s&amp;gt;, only to be turned into paste because the [[Atmospheric Technician|atmos tech]] over-pressurized the distro loop to insane levels&amp;lt;/s&amp;gt;. Succ.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Revenant96x.png|64px|link=Revenant]]&amp;lt;br&amp;gt;[[Revenant]]&lt;br /&gt;
|Basically be Dr. Manhattan but with &#039;&#039;malicious intent&#039;&#039; and more bluespace than Chernekov radiation. Claim to be a being from dimensions that cannot be comprehended by mortal man. Get called a ghost anyway, even though you&#039;re &#039;&#039;totally&#039;&#039; something more. Give everyone a free and easy diagnosis of tinnitus by blowing their eardrums out with your &#039;&#039;soothing voice&#039;&#039;. Watch medical hold hands in their lobby from the safety of maintenance. Get really angry at someone and rip them to pieces. Get dunked on by an assistant wielding an object that is technologically equivalent to a fire axe... namely a fire axe. &lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:HeistRaider.png|link=Raider]]&amp;lt;br&amp;gt;[[Raider]]&lt;br /&gt;
|Be [[Mercenary|mercenaries]] but less professional, made up of a team of loons that barely get along, and with hand-me-down equipment that will probably fall apart at a moment&#039;s notice. Steal everything while holding innocent crew at gunpoint. Ransom redhead nurses back to the vessel . Inevitably end up in a standoff with security holding a choke point that&#039;s hard to defend. Fail and get arrested. Panic as the ship hires the Mercs to kill you.  &#039;&#039;&#039;CROSSFIRE!!!&#039;&#039;&#039;&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:SpaceNinja.png|64px|link=Ninja]]&amp;lt;br&amp;gt;[[Ninja]]&lt;br /&gt;
|Wear ninja gear to help you stealth your way to victory &amp;lt;s&amp;gt;because you&#039;re not good at ninja stuff without it&amp;lt;/s&amp;gt;. Pretty much have your stealth field turned on at all times. Swing your katana around at the first sign of anything remotely dangerous. Deploy smoke bombs for stereotypical getaways. Throw shurikens &amp;lt;s&amp;gt;and miss&amp;lt;/s&amp;gt;. Teleport behind people. &#039;&#039;Nothin&#039; personnel, kid.&#039;&#039; Fall in a hole and die from internal bleeding.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Vampire]]&amp;lt;br&amp;gt;[[Vampire]]&lt;br /&gt;
|Have an insatiable thirst for &amp;lt;s&amp;gt;blood&amp;lt;/s&amp;gt; vlaad! Watch everyone be friendly to you. Stare &amp;lt;s&amp;gt;sensually&amp;lt;/s&amp;gt; into people&#039;s eyes and watch them flop over. Sigh in relief as everything becomes way easier if you&#039;re medical personnel. Screech loudly while bats swarm in and bite everyone! Poke the [[Chaplain]] and watch their organs fall out. Make abducted people abduct other people for you. Go for a space walk and burst into flames.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Traitorling2-nbt.gif|64px|link=Revolutionary]]&amp;lt;br&amp;gt;[[Revolutionary|Revolutionaries/Loyalists]]&lt;br /&gt;
|&#039;&#039;&#039;Revolutionaries:&#039;&#039;&#039; Try to recruit literally 13 people, only for a total of 2 to join. Fight a losing battle against greater powers. Plan the kidnap and ransom of Miranda Trasen &amp;lt;s&amp;gt;but decide to go to the bar instead&amp;lt;/s&amp;gt;.&amp;lt;br&amp;gt;&#039;&#039;&#039;Loyalists:&#039;&#039;&#039; Get fed up with these upstarts. Seek them out and engage in a battlemonsters showdown. &amp;lt;s&amp;gt;Lose.&amp;lt;/s&amp;gt; Plan to recruit other people that are only slightly fed up to beat the hecc out of them instead. &amp;lt;s&amp;gt;Find them at the bar.&amp;lt;/s&amp;gt;&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94;&amp;quot; width=200|Job&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94&amp;quot; |Role&lt;br /&gt;
!style=&amp;quot;background-color:#a19d94&amp;quot; width=100|Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:genericmerchant2.png|link=Merchant]]&amp;lt;br&amp;gt;[[Merchant]]&lt;br /&gt;
|Sell interesting goods to the crew. Make loads of money.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:EmergencyResponseTeam.png|64px|link=Guide to Ghost Roles]]&amp;lt;br&amp;gt;[[Guide to Ghost Roles|Ghost Roles]]&lt;br /&gt;
|Decide to finally play instead of being an observer main.&lt;br /&gt;
!Medium / Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=35900</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=35900"/>
		<updated>2025-05-28T03:24:32Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* Injunctions */ IAAs no longer exist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
{{TrailingMechanics}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
&lt;br /&gt;
= Corporate Regulations =&lt;br /&gt;
&lt;br /&gt;
Corporate Regulations are penned regulations that all SCC employees have agreed to abide by in the signing of their employment contract. These regulations apply across the board on any SCC owned property, be it station, ship, or outpost.&lt;br /&gt;
&lt;br /&gt;
Onboard each facility there will be a dedicated Security department in charge of making sure that all SCC employees follow these regulations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Executions are not allowed by regulations.&#039;&#039;&#039; Ship security nor command should be doing any executions. The maximum possible penalty for major infractions is marooning or cyborgification.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The brig timer of a prisoner begins after processing.&#039;&#039;&#039; All prisoner processing is expected to be completed in a timely manner. Should a detainee&#039;s processing take an unreasonably long time, the personnel responsible for that processing may be liable for illegal detention.&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Regulations ===&lt;br /&gt;
&lt;br /&gt;
Every person on the ship should have a good knowledge of Corporate Regulations. Following them could mean the difference between having a peaceful day or paying 1000 credits for multiple infractions. Extensive knowledge of Corporate Regulations is required for such positions as the [[Warden]], [[Executive Officer]], [[Captain]], and the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
For all incidents, the &#039;&#039;&#039;suspect&#039;s intent&#039;&#039;&#039; is very important. Some incidents are mutually exclusive.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.&lt;br /&gt;
&lt;br /&gt;
Aiding and abetting a criminal makes you an accomplice; &#039;&#039;&#039;you can be charged with the same crime as the person you aided and abetted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[IPC|IPCs]], whether they are free intelligences or owned by a person or company. Consult employment/security records to determine whether an IPC is owned or not. Positronic intelligences are not protected by capital punishment laws. Those charged with red level infractions may be at risk of being dismantled or destroyed.&lt;br /&gt;
&lt;br /&gt;
The charges “Battery”, “Attempted murder” and “Murder” do not apply to crimes committed against [[Dionae]], instead the respective charges are as follows: &amp;quot;Animal cruelty&amp;quot;, &amp;quot;Assault&amp;quot; and &amp;quot;Fytocide&amp;quot;. [[Dionae Forms|Dionae Nymphs]] acting as pests will not be protected by these regulations.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Captains and Authority ====&lt;br /&gt;
&lt;br /&gt;
Captains are not above Corporate Regulations and can be arrested by Security for breaking them. However, this should only happen if active Heads of Staff agree in a unanimous decision to approve the arrest, or the arrest is ordered by Central Command. &#039;&#039;&#039;Captains should not be removed from their position in this way for anything but violations that would normally require holding until transfer.&#039;&#039;&#039; Lesser violations can and should be reported to Central Command, but are not generally severe enough to warrant this drastic action. If a Captain is arrested in this manner, an Acting Captain should be appointed immediately, and Central Command should be informed.&lt;br /&gt;
&lt;br /&gt;
The vessel&#039;s assigned Captain has full and final authority over the operation of the vessel. They are authorized to issue direct orders to entire departments or specific crew members. They may take any actions or issue orders that violate regulations during non-standard situations. Generally, these orders must be carried out. Even if you feel an order from the Captain to be against regulation, your moral code, or generally detestable, you still have to follow it. You are entitled to begin a vote within Command (if you&#039;re part of Command) to have the Captain arrested if the order breaks a serious regulation, or fax Central Command (if you have access to a fax machine) to have them weigh in, but disobeying the order (if given to you) or obstructing it (if not given to you directly) is Failure to Execute an Order. This is upgraded to Sedition if you start encouraging others to refuse the Captain&#039;s orders.&lt;br /&gt;
&lt;br /&gt;
If a crew member breaks regulations while following a direct order from the Captain, when there are other legal ways to carry it out, that crew member is generally considered at fault for the violation.&lt;br /&gt;
&lt;br /&gt;
Pardons are only legitimate if they come from Central Command. Not even the Captain can deliver pardons, but they can grant parole with or without a tracking implant.&lt;br /&gt;
&lt;br /&gt;
==== Injunctions ====&lt;br /&gt;
&lt;br /&gt;
The Captain, Head of Security, and Corporate Representative may issue injunctions to the crew if deemed necessary.&lt;br /&gt;
&lt;br /&gt;
An injunction is a restriction on a crew member, meant to prohibit disruptive behavior that may not otherwise explicitly break regulations. Violating the terms of these injunctions &#039;&#039;&#039;is&#039;&#039;&#039; breaking regulations however, covered by &#039;&#039;&#039;i108 Violation of Injunction&#039;&#039;&#039; below. Examples of valid uses of injunctions include things like preventing two belligerent crew members from interacting with one another, or stopping someone from abusing alcohol at the bar. They are not meant to circumvent the chain of command, however, and efforts to resolve problems within that structure should be made first.&lt;br /&gt;
&lt;br /&gt;
The Head of Security and Corporate Representatives may issue injunctions to any non-Command member of the crew. The Captain&#039;s orders may override these injunctions.&lt;br /&gt;
&lt;br /&gt;
Only the Captain, Central Command itself, or every other member of Command acting as the Captain in a unanimous decision, may issue injunctions to a member of Command Staff.&lt;br /&gt;
&lt;br /&gt;
==== Misc ====&lt;br /&gt;
&lt;br /&gt;
Do &#039;&#039;&#039;NOT&#039;&#039;&#039; demand a tribunal for anything. You&#039;ll just be laughed at.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Warrant&#039;&#039;&#039; must be provided for almost any search or arrest conducted under code green. Exceptions to this rule exist if an officer is a direct witness to a crime, or may reasonably conclude that failure to act will pose an immediate danger to the crew and/or vessel. Search warrants may also be circumvented if the Head of Staff over the employee being searched has given their direct consent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspensions&#039;&#039;&#039; are used to temporarily suspend an employee from active duty, restricting them from holding any ship rank. They are typically used in situations where an employee can no longer be trusted to continue their work. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotions&#039;&#039;&#039; are used to temporarily demote an employee to a rank below their previous occupation, allowing them to continue active duty under a position of less authority. They are typically reserved for situations in which the employee is still trusted to continue work, but may require additional training or oversight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drugs&#039;&#039;&#039; such as alcohol, tobacco, Ambrosia Deus, Ambrosia Vulgaris, etcetera are not covered by the &#039;&#039;&#039;Contraband&#039;&#039;&#039; regulation as these are legal under Tau Ceti law. A full list of legalized recreational drugs can be found [[Drug Law|here]].&lt;br /&gt;
&lt;br /&gt;
=== Low Level Infractions (Yellow Violations; i100&#039;s) ===&lt;br /&gt;
==== Regarding warnings ====&lt;br /&gt;
&lt;br /&gt;
Officers are allowed to give out official warnings for first-time low level infractions. Any repeat offenders are to be sentenced.&lt;br /&gt;
&lt;br /&gt;
Officers are not obligated to first issue out an official warning, but are encouraged to do so if the situation allows it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Incident&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Traditional Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Repeat Offense&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55;&amp;quot;|Fine&lt;br /&gt;
|-&lt;br /&gt;
| i101&lt;br /&gt;
| &#039;&#039;&#039;Trespassing&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. &lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 200-300 credits&lt;br /&gt;
|-&lt;br /&gt;
| i102&lt;br /&gt;
| &#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to, or to take items belonging to others or the vessel as a whole. Includes theft of credits up to 500cr. For higher amounts see i220 - Fraud&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Items can include anything in limited supply. Remember to take the items away from them and return them to where they stole them.&lt;br /&gt;
| 3 minutes, returning of stolen item to the owner or department.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i103&lt;br /&gt;
| &#039;&#039;&#039;Minor Assault&#039;&#039;&#039;&lt;br /&gt;
| To use, or threaten, physical force against someone, without intent to kill or seriously injure. To cause easily repairable damage to a free IPC chassis, up to and including the removal of limbs.&lt;br /&gt;
| If it causes minor damage and easily treatable damage, it&#039;s minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it. Force-feeding someone is this unless it&#039;s poisonous or knocks them unconscious.&lt;br /&gt;
| 4 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 400-800 credits&lt;br /&gt;
|-&lt;br /&gt;
| i104&lt;br /&gt;
| &#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To have unwanted physical contact with someone, even where the contact is not violent.&lt;br /&gt;
| Bumping into someone in a corridor doesn&#039;t really count. Touching someone, when they have explicitly told you not to, does. This includes repeated and unwanted psionic interaction.&lt;br /&gt;
| 2 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 200-400 credits&lt;br /&gt;
|-&lt;br /&gt;
| i105&lt;br /&gt;
| &#039;&#039;&#039;Indecent Exposure or Hooliganism&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed, yelling at people for no reason in public or on comms, throwing around stuff where it could hit someone, yelling about how terrible the SCC is, etc.&lt;br /&gt;
| Running around the ship naked or in underwear, or other such degrading activities. Drunks can be keep to sober up, but only if they are badly harassing other crew members. Regular drunks don&#039;t get arrested and if they are only a nuisance you keep them for the regular time. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow rounds. Skrell are required to be clothed just like anyone else. Tajaran can have rolled down jumpsuits unless ordered by their Head of Staff to keep it up.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 8 minutes and/or demotion.&lt;br /&gt;
| 250-375 credits&lt;br /&gt;
|-&lt;br /&gt;
| i107&lt;br /&gt;
| &#039;&#039;&#039;Misuse of Public Radio Channels&#039;&#039;&#039;&lt;br /&gt;
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.&lt;br /&gt;
| This is really only for people who are constantly spamming the radio, such as &#039;DJs&#039; or Chaplains reading their services over the comms. Screaming fake messages like &amp;quot;halp security is beating me&amp;quot; when they aren&#039;t also counts. Speaking excessively non basic on comms also falls under this, unless it is your departmental comms (at the head&#039;s discretion and on non emergencies) and on green and yellow alert codes.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| Ban from using any radio equipment, which requires a filed injunction.&lt;br /&gt;
| 150-225 credits&lt;br /&gt;
|-&lt;br /&gt;
| i108&lt;br /&gt;
| &#039;&#039;&#039;Violation of Injunction&#039;&#039;&#039;&lt;br /&gt;
| To violate the terms of an injunction made by Security or other legal professions.&lt;br /&gt;
| Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the Head of Security, Captain, or equivalent. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i109&lt;br /&gt;
| &#039;&#039;&#039;Slandering a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To directly insult a Head of Staff with no valid complaints.&lt;br /&gt;
| This is most likely to happen when someone is being fired. The charge is only applicable when the statements are slanderous and untrue.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 10 minutes and/or demotion.&lt;br /&gt;
| 250-275 credits&lt;br /&gt;
|-&lt;br /&gt;
| i110&lt;br /&gt;
| &#039;&#039;&#039;Slander or Verbal Abuse&#039;&#039;&#039;&lt;br /&gt;
| To spread false rumors in order to damage someone&#039;s reputation, or to use racially offensive language.&lt;br /&gt;
| Lying about anything to make someone else look bad, or making use of obscene or offensive slurs against someone else. For example, a drunk assistant starts shouting racial slurs at xeno crew. Since this has to be proven, it&#039;s up to the appropriate officer to determine. You should also see if the insults were real, rather than friendly banter between two friends.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| 50 credits per applicable minute&lt;br /&gt;
|-&lt;br /&gt;
| i111&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders.&lt;br /&gt;
| If the order is stupid, or causes you to break a law (e.g. &amp;quot;Release the singularity!&amp;quot; or &amp;quot;Steal that RCD for me!&amp;quot;) you can ignore it, and probably make a complaint. However, if it&#039;s perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order caused severe damage or loss of life, see &amp;quot;Failure to Execute an Order with Serious Consequences&amp;quot;.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| 500-750 credits&lt;br /&gt;
|-&lt;br /&gt;
| i112&lt;br /&gt;
| &#039;&#039;&#039;Sexual Harassment&#039;&#039;&#039;&lt;br /&gt;
| To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
| This is for VERY MINOR things the other person finds offensive that are sexually related.&lt;br /&gt;
| 5 minutes.&lt;br /&gt;
| Up to 15 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i113&lt;br /&gt;
| &#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;&lt;br /&gt;
| To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
| Shoving animals into washing machines, or throwing them down disposals while still alive falls under this. However animals used appropriately for scientific experiments don&#039;t count. Butchering animals for food does not count so long as their death is not unreasonably painful. Domesticated pets are never to be used in scientific or culinary endeavors.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| Up to 10 minutes and/or Demotion.&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| i114&lt;br /&gt;
| &#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage or deface the vessel without malicious intent. To cause easily repairable damage to an owned IPC, up to and including disabling the chassis.&lt;br /&gt;
| This can range from disassembling furniture unnecessarily, to drawing on the floor with crayons or other substances outside the chapel.&lt;br /&gt;
| 3 minutes&lt;br /&gt;
| Up to 10 minutes in total and/or Demotion.&lt;br /&gt;
| 450-675 credits&lt;br /&gt;
|-&lt;br /&gt;
| i115&lt;br /&gt;
| &#039;&#039;&#039;Threat of Murder or Serious Injury&#039;&#039;&#039;&lt;br /&gt;
| To threaten to kill or seriously injure an employee.&lt;br /&gt;
| The threat has to somewhat tangible. If it&#039;s just people arguing over the radio, it&#039;s probably not worth it. Someone shouting at someone else while chasing them with a fire extinguisher is more valid.&lt;br /&gt;
| 3 minutes and mandatory Tracking implant.&lt;br /&gt;
| Up to 10 minutes with psychiatric evaluation.&lt;br /&gt;
| 500-750 credits. Tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i116&lt;br /&gt;
| &#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;&lt;br /&gt;
| To abuse bodies of dead employees.&lt;br /&gt;
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being cyborged also falls under this. The Chaplain or medbay tending to corpses in preparation for autopsy or funeral does not fall under this unless they&#039;re doing something bizarre and unnecessary.&lt;br /&gt;
| 5 minutes&lt;br /&gt;
| 10 minutes per corpse.&lt;br /&gt;
| 400-600 credits&lt;br /&gt;
|-&lt;br /&gt;
| i117&lt;br /&gt;
| &#039;&#039;&#039;Excessive use of force in detainment&#039;&#039;&#039;&lt;br /&gt;
| To use more than the required force to subdue a suspect.&lt;br /&gt;
| Repeatedly batoning a prisoner after they&#039;ve been handcuffed, Using force against an unarmed and compliant suspect, and usage of lethal weapons in a non-lethal situation.&lt;br /&gt;
| 5 minutes and/or demotion to cadet.&lt;br /&gt;
| 10 minutes and demotion.&lt;br /&gt;
| 350-700 credits.&lt;br /&gt;
|-&lt;br /&gt;
| i118&lt;br /&gt;
| &#039;&#039;&#039;Violation of privacy laws&#039;&#039;&#039;&lt;br /&gt;
| To intentionally leak private aspects of employee records or financial account information to unauthorized personnel. &lt;br /&gt;
| Janitors found reading records flushed down disposals would be charged with this as well. Command can discuss medical records with other command (or IAA and Detectives on request) if they have a good reason, and similar with employee and security records. Using a ship announcement asking someone come pick up their hemorrhoid cream is also a no. The punishment goes to the source of the leak. Authorization for respective records goes to their respective heads of staff. (CMO, HoP, HoS, and the final say of Captain.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i119&lt;br /&gt;
| &#039;&#039;&#039;Illegal search&#039;&#039;&#039;&lt;br /&gt;
| To perform a search of an employee or workplace without a search warrant, clearance, or probable cause.&lt;br /&gt;
| An extension of the Privacy Laws, crew members are entitled to the privacy against searches on green alert. Security is required to obtain a search warrant from either the Head of Security, Captain, or lacking either, a Warden. Searches of workplaces falls under this. Security can circumvent a search warrant requirement if they: have clearance from the respective head of staff, have directly witnessed a crime taking place, or feel there is a real and imminent danger to the safety of crew and/or vessel. This also does not apply to searches conducted after another, legitimate arrest. &lt;br /&gt;
| 3 minutes. A written apology. Return of non-contraband goods and reduced brig time for victim. &lt;br /&gt;
| 10 minutes. Demotion and/or Suspension.&lt;br /&gt;
| 500-750 credits.&lt;br /&gt;
|- &lt;br /&gt;
| i120&lt;br /&gt;
| &#039;&#039;&#039;Littering&#039;&#039;&#039;&lt;br /&gt;
| Littering.&lt;br /&gt;
| Littering items around the ship and refusing to clean it up.&lt;br /&gt;
| 3 minutes.&lt;br /&gt;
| 7 minutes.&lt;br /&gt;
| 40-150  credits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Medium Level Infractions (Amber Violations; i200&#039;s) ===&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:150px&amp;quot;|Infraction&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Standard Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ffaa55;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i201&lt;br /&gt;
| &#039;&#039;&#039;Failure to Execute an Order with Serious Consequences&#039;&#039;&#039;&lt;br /&gt;
| To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
| Like the minor crime, except this one has caused serious damage to the ship, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the Supermatter irradiate the ship. If this causes loss of life, refer to 302.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Immediate suspension. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i202&lt;br /&gt;
| &#039;&#039;&#039;Resisting Arrest and/or Sparking a Manhunt&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.&lt;br /&gt;
| &#039;&#039;&#039;Refusing handcuffs is not resisting arrest&#039;&#039;&#039;. Pushing the officer trying to arrest you, or running away falls under this.&lt;br /&gt;
| 5 minutes. If they sparked a manhunt and did not surrender themselves, tracking implant&lt;br /&gt;
| Up to 15 minutes in addition to regular time&lt;br /&gt;
|-&lt;br /&gt;
| i203&lt;br /&gt;
| &#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;&lt;br /&gt;
| To attempt or threaten to commit suicide.&lt;br /&gt;
| An employee trying or threatening to kill himself for any reason. This includes someone saying &amp;quot;AI OPEN THIS DOOR OR I KILL MYSELF&amp;quot;.&lt;br /&gt;
| Compulsory psychiatric examination and tracking implant&lt;br /&gt;
| Demotion and isolation in solitary&lt;br /&gt;
|-&lt;br /&gt;
| i204&lt;br /&gt;
| &#039;&#039;&#039;Abuse of Confiscated Equipment&#039;&#039;&#039;&lt;br /&gt;
| To take and use equipment confiscated as evidence.&lt;br /&gt;
| Security shouldn&#039;t be using evidence for anything but evidence. Taking &amp;quot;trophies&amp;quot; or using weapons and items seized from operatives counts as this.&lt;br /&gt;
| 10 minutes, re-confiscation of equipment&lt;br /&gt;
| Suspension or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i205&lt;br /&gt;
| &#039;&#039;&#039;Illegal Detention, Arrest, or Holding&#039;&#039;&#039;&lt;br /&gt;
| To arrest, brig, or punish an employee without proper cause or reason.&lt;br /&gt;
| This is mainly for Security Officers who believe THEY ARE THE LAW.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 15 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i206&lt;br /&gt;
| &#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;&lt;br /&gt;
| To fail to perform a job to a satisfactory standard.&lt;br /&gt;
| This can be due to honest or dishonest mistakes that the Head of the Department feels hampers Department productivity. Examples include scientists/engineers releasing phoron or causing a breach, doctors mixing up medicines that cause injury to patients, or the Warden not doing his job. Additionally, a member of Command may only be charged with Neglect of Duty with the agreement of the Captain, or through a Captain level decision passed by the Command Staff.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i207&lt;br /&gt;
| &#039;&#039;&#039;Infiltration&#039;&#039;&#039;&lt;br /&gt;
| To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
| This includes the Bridge, AI upload or core, Teleporter, vault, or EVA. Using AI or Cyborg help for infiltration purposes is also considered breaking and entering.&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| Holding until transfer and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i208&lt;br /&gt;
| &#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To cause severe injury to another employee. To cause irreparable damage to the chassis of a free IPC.&lt;br /&gt;
| Anything beyond a few punches like in &amp;quot;Minor Assault&amp;quot;. Also see &amp;quot;Attempted Murder&amp;quot; if the intent was to kill. This also includes poisoning with drugs, using hallucinogens and repeated and unwanted psionic interaction with intent to cause distress - including intrusive psionic probing.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Up to 30 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i209&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Confinement&#039;&#039;&#039;&lt;br /&gt;
| To escape from confinement as someone who is serving a non-permanent sentence.&lt;br /&gt;
| See &amp;quot;Escaping From a Permanent Sentence&amp;quot; for those who do it with permanent sentences.&lt;br /&gt;
| 10 minutes added and tracking implant. The original time is not reset&lt;br /&gt;
| Up to 30 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i210&lt;br /&gt;
| &#039;&#039;&#039;Unlawful Modification of AI/Cyborg Laws&#039;&#039;&#039;&lt;br /&gt;
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Captain, Chief Engineer, Research Director, or Two other Heads of Staff can authorize a law change.&lt;br /&gt;
| 20 minutes and tracking implant&lt;br /&gt;
| Demotion. Holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i211&lt;br /&gt;
| &#039;&#039;&#039;Sedition&#039;&#039;&#039;&lt;br /&gt;
| To incite rebellion, or rally against the established chain of command.&lt;br /&gt;
| This includes attempting to make separate areas of the vessel into &amp;quot;Nations&amp;quot;, arresting a head of staff without cause, or generally conspiring against the chain of command.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| Suspension and holding until transfer&lt;br /&gt;
|-&lt;br /&gt;
| i212&lt;br /&gt;
| &#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
| To possess, use, or distribute contraband items, including illegal drugs.&lt;br /&gt;
| For what does and does not count as contraband, see [[Guide to Contraband]]. Alcohol, Tobacco, Mercury Mono lithium Sucrose (space drugs), Psilocybin, Ambrosia Deus, Ambrosia Vulgaris, and Reshi are are all legal for possession and distribution.&lt;br /&gt;
| 15 minutes and confiscation of said items&lt;br /&gt;
| 20 minutes and demotion&lt;br /&gt;
|-&lt;br /&gt;
| i213&lt;br /&gt;
| &#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the efforts of the crew or ship with malicious intent. To cause irreparable damage to the chassis or positronic brain of an owned IPC.&lt;br /&gt;
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is the most important bit here. This covers the malicious wiping of an owned positronic, regardless of corporate or private ownership. It does not, however, extend to free positronics.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes, suspension and/or tracking implant&lt;br /&gt;
|-&lt;br /&gt;
| i214&lt;br /&gt;
| &#039;&#039;&#039;Exceeding Official Powers&#039;&#039;&#039;&lt;br /&gt;
| To act beyond what is allowed by the Chain of Command.&lt;br /&gt;
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the captain acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the captain also comes under this. Also covers anyone illegally promoting themselves, such as with a stolen ID.&lt;br /&gt;
| 15 minutes and/or demotion. Head demotions require Captain or majority Command approval&lt;br /&gt;
| 20 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i215&lt;br /&gt;
| &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items that are dangerous, of a high value, or a sensitive nature. Applicable to the theft of an owned IPC.&lt;br /&gt;
| This means weapons, explosives or ammunition, and also includes items from the [[Guide to Contraband|High-risk Items]] page. Security Officers stealing things from the armory is an example.&lt;br /&gt;
| 15 minutes, confiscation of stolen items&lt;br /&gt;
| Suspension, tracking implant and holding until Transfer&lt;br /&gt;
|-&lt;br /&gt;
| i216&lt;br /&gt;
| &#039;&#039;&#039;Organising a Breakout&#039;&#039;&#039;&lt;br /&gt;
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
| Breaking brig windows&lt;br /&gt;
| 15 minutes and tracking implant&lt;br /&gt;
| 30 minutes&lt;br /&gt;
|-&lt;br /&gt;
| i217&lt;br /&gt;
| &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;&lt;br /&gt;
| To make an area inaccessible for those with appropriate access.&lt;br /&gt;
| Bolting doors in public hallways or to those of departments you don&#039;t have control over are examples of this.&lt;br /&gt;
| 10 minutes&lt;br /&gt;
| Up to 25 minutes and/or demotion&lt;br /&gt;
|-&lt;br /&gt;
| i218&lt;br /&gt;
| &#039;&#039;&#039;Use of Excessive Force&#039;&#039;&#039;&lt;br /&gt;
| To put a victim in critical state in defense of yourself or others, or seriously injuring a suspect while attempting to detain them. This includes pulling them when they have open wounds.&lt;br /&gt;
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minutes and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i219&lt;br /&gt;
| &#039;&#039;&#039;Mistreatment of Prisoners&#039;&#039;&#039;&lt;br /&gt;
| To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. This includes pulling them when they have open wounds counts as abuse. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter.&lt;br /&gt;
| 10 minutes and/or demotion to cadet&lt;br /&gt;
| 25 minute and suspension&lt;br /&gt;
|-&lt;br /&gt;
| i220&lt;br /&gt;
| &#039;&#039;&#039;Fraud&#039;&#039;&#039;&lt;br /&gt;
| To use deliberate deception in order to gain authority, access, or valuable items from another person. Applies to the theft of greater than 500 credits, forgery, and impersonation of authority figures. &lt;br /&gt;
For lesser amounts, see i102 - Petty Theft. &lt;br /&gt;
&lt;br /&gt;
For items of equivalent value, see i215 - Grand Theft.&lt;br /&gt;
| Emptying a ship account for personal gain. Tricking someone into entrusting large amounts of money under false pretenses. Forging of seals, signatures, or other signs of authority for personal or ideological gain. Physical or vocal mimicry of an authority figure for personal or ideological gain.&lt;br /&gt;
| 15 minutes and/or demotion&lt;br /&gt;
| 30 minutes and immediate suspension&lt;br /&gt;
|-&lt;br /&gt;
| i221&lt;br /&gt;
| &#039;&#039;&#039;Gross Negligence&#039;&#039;&#039;&lt;br /&gt;
| To display a severe lack of diligence or disregard for safe conduct, which causes or will cause serious harm to people or property.&lt;br /&gt;
&lt;br /&gt;
For instances of negligence that are not seriously and imminently harmful, see i206 Neglect of Duty.&lt;br /&gt;
| For this charge to apply, the threat of harm must be both significant and obvious. A chemist accidentally releasing phoron gas into the ship, security practicing with weapons while people are downrange, or a xenobiologist who lets slimes escape without malicious intent are eligible examples. When possible, defer to Command and the existing Neglect of Duty charge. This is more useful when the negligent crew member is acting unsupervised.&lt;br /&gt;
| 15 minutes&lt;br /&gt;
| 20 minutes and/or demotion&lt;br /&gt;
|- &lt;br /&gt;
| i222&lt;br /&gt;
| &#039;&#039;&#039;Unregistered Positronic Machine&#039;&#039;&#039;&lt;br /&gt;
| To function as an untagged positronic machine within the Republic of Biesel, or to function as a positronic machine with a tag that has been tampered with, intentionally rendered inoperable, or counterfeit.&lt;br /&gt;
| [[IPC|IPCs]] are required by Republic law to be electronically tagged. This tag can be identified via a tag scanner.&lt;br /&gt;
&lt;br /&gt;
The untagged positronic can be liable for investigation, reprimand, or additional action taken at the discretion of their corporate employer. Private owners of untagged positronics are responsible for their fines and subject to penalties. Punishment for repeat offenders is dependent on citizenship and status of ownership, which can escalate to removal from place of employment.&lt;br /&gt;
&lt;br /&gt;
Those who assist affected synthetics in tampering with or removing their tags are considered to be aiding and abetting them in this violation, and are themselves liable for heavy fines or brig time where applicable.&lt;br /&gt;
| 10 minutes, immediate retagging, tracking implant, 1000 credit fine.&lt;br /&gt;
| 30 minutes, immediate retagging, 5000 credit fine.&lt;br /&gt;
|-&lt;br /&gt;
| i223&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping of Free Intelligence&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a free positronic intelligence against its will.&lt;br /&gt;
| If the positronic intelligence is held for ransom or exchange, there is no difference in sentence.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
| Up to 25 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===High Severity Infractions (Red Violations; i300&#039;s)===&lt;br /&gt;
==== Regarding cyborgification ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The SCCV Horizon is registered as a Biesel ship, and therefore Biesel laws apply aboard. Biesel law does not consider cyborgification capital punishment, making it an optional punishment. &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nralakk Federation Skrell are never borged. Their punishment becomes holding until transfer or marooning instead.&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;If a captain is not present to authorize cyborgification, the command staff must pass a majority vote to authorize it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot; style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|No.&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Crime&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:300px&amp;quot;|Description&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Notes&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Sentence&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855;&amp;quot;|Repeat Offense&lt;br /&gt;
|-&lt;br /&gt;
| i301&lt;br /&gt;
| &#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
| Also cover Attempted Murder. The premeditated and malicious bit is important here.&lt;br /&gt;
| Marooning, cyborgification or Holding Until Transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i302&lt;br /&gt;
| &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To kill someone without malice or forethought.&lt;br /&gt;
| This includes causing death due to negligence or dereliction of duty. Can also be used for excessive self-defense.&lt;br /&gt;
| 20 minutes and/or demotion. Tracking implant.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i303&lt;br /&gt;
| &#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To openly rebel against or attempt to remove command staff with violent intent.&lt;br /&gt;
| See &amp;quot;Sedition&amp;quot; for less violent mutineers. This generally means they use harm-intent or try to kill their superiors or advocate the same.&lt;br /&gt;
| Marooning or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i304&lt;br /&gt;
| &#039;&#039;&#039;Kidnapping and Hostage taking&#039;&#039;&#039;&lt;br /&gt;
| To take away or transport a victim against the victim&#039;s will.&lt;br /&gt;
| If the person is held for ransom or exchange, then it is considered hostage taking, which is automatically a holding until transfer.&#039;&#039;&#039;&lt;br /&gt;
| Hold until transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i305&lt;br /&gt;
| &#039;&#039;&#039;Terrorist Acts&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, which seriously threaten the crew or vessel.&lt;br /&gt;
| This includes deliberate arson, use of bombs, detonation of the Supermatter, etc. Collateral damage or severe ship damage has to be involved. For less disastrous actions, see sabotage.&lt;br /&gt;
| Hold until transfer, marooning or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i306&lt;br /&gt;
| &#039;&#039;&#039;Assaulting a Head of Staff&#039;&#039;&#039;&lt;br /&gt;
| To assault a Head of Staff, causing severe damage.&lt;br /&gt;
| Exactly like &amp;quot;Assault&amp;quot;, but this time against a Head of Staff.&lt;br /&gt;
| 20 minutes and/or demotion.&lt;br /&gt;
| 40 minutes, suspension, and tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
| i307&lt;br /&gt;
| &#039;&#039;&#039;Escaping From Holding Until Transfer&#039;&#039;&#039;&lt;br /&gt;
| To escape, or attempt to escape, from the brig or other holding area when being held until transfer.&lt;br /&gt;
| They have to have been properly convicted for it to be a life sentence.&lt;br /&gt;
| Marooning, cyborgification or hold until transfer.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i308&lt;br /&gt;
| &#039;&#039;&#039;Corporate Espionage&#039;&#039;&#039;&lt;br /&gt;
| To act as an agent of a terrorist or anti-Corporation group.&lt;br /&gt;
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organisations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation.&lt;br /&gt;
| Holding until transfer, marooning, or cyborgification.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| i310&lt;br /&gt;
| &#039;&#039;&#039;Automacide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate or wipe a free positronic intelligence.&lt;br /&gt;
| Essentially the murder charge for free IPCs. Premeditation and malicious intent are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|-&lt;br /&gt;
| i311&lt;br /&gt;
| &#039;&#039;&#039;Fytocide&#039;&#039;&#039;&lt;br /&gt;
| To willfully, unlawfully and permanently terminate 2/3 or more nymphs contained within a gestalt.&lt;br /&gt;
| Essentially the murder charge for Dionae. Planning and motive are still important here.&lt;br /&gt;
| 20 minutes, demotion&lt;br /&gt;
| Holding until transfer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| width=&#039;825px&#039; style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;100px&#039;|Benefit&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| Up to -25%, and should be taken into account when determining the severity of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&lt;br /&gt;
| Being helpful to the members of security.&lt;br /&gt;
| Up to -25%.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. Life sentences must be reapplied after danger has passed.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defence&#039;&#039;&#039;&lt;br /&gt;
|  Assault and even homicide can be justified if it was necessary for prevention of loss of life. (Note that there are borders of acceptable self-defence, and killing a man who just punched you is subject to &amp;quot;Use of Excessive Force&amp;quot;)&lt;br /&gt;
| Up to and including immediate release.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Parole ====&lt;br /&gt;
&lt;br /&gt;
Parole is temporarily releasing a prisoner before their sentence has been fully completed on the promise of good behavior. Parole can be given for any number of reasons, including brig overcrowding, a reward for good behavior or confession, or if the prisoner&#039;s skills are in need by the ship such as a doctor or engineer.&lt;br /&gt;
&lt;br /&gt;
The Warden or Head of Security can choose to give prisoners parole. A tracking implant is recommended if the prisoner is a flight risk (IE an engineer going EVA, but it is up to the Warden/HoS to determine how much of a risk they are.) Tracking implants for minor crimes are not worth it.&lt;br /&gt;
&lt;br /&gt;
On the completion of their time they are simply marked as released as normal.&lt;br /&gt;
&lt;br /&gt;
If they commit any crimes their parole is ended and they must serve out the remainder of their time in the brig with the new crime&#039;s time added on.&lt;br /&gt;
&lt;br /&gt;
Parole can be given immediately after initial processing; theoretically a prisoner can spend their entire sentence out of the brig.&lt;br /&gt;
&lt;br /&gt;
==== Marooning ====&lt;br /&gt;
&lt;br /&gt;
An individual being marooned will have their employment considered terminated, their person stripped of all workplace equipment and left on the nearest celestial body or current port of call with their personal belongings. Humans, Tajara, Skrell and IPC are to be given a basic softsuit, oxygen (or a suit cooler unit) and a GPS. Vaurca and Diona are to be given k&#039;ois or a source of light instead. A majority vote is required to pass a marooning unless a Captain is present, at which point the Captain may call for a marooning without Command support. An after-action report must be faxed to Central after a marooning has occurred.&lt;br /&gt;
&lt;br /&gt;
=== Terminology and Clarifications ===&lt;br /&gt;
&#039;&#039;&#039;Cyborgification&#039;&#039;&#039;: The removal of a person&#039;s brain for transplanting into a Cyborg Chassis. Often also known as Shackling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Suspension&#039;&#039;&#039;: Changing ID title to &amp;quot;suspended&amp;quot;, zero access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be done up to and including Assistant position, by Executive Officer or Captain&#039;s decision.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the SCC, as defined by the ship&#039;s commanding officer. All non-employee subjects are still protected by these laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Executive Officer or Captain) of access.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Captain, Chief Engineer, Executive Officer, Head of Security, Chief Medical Officer, Operations Manager, Research Director.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HuT&#039;&#039;&#039;: Holding until Transfer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Situation&#039;&#039;&#039;: A situation in which there is an apparent and real threat the the well-being of all those involved.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Repeat Offenders&#039;&#039;&#039;: For repeat offenders, use the &amp;quot;repeat offense&amp;quot; punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. E.g: Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crewmembers that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to HuT&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Security]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_in_the_Federation&amp;diff=35884</id>
		<title>Dionae in the Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_in_the_Federation&amp;diff=35884"/>
		<updated>2025-05-21T16:45:17Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: /* The Spiral Gardens */ No more AI art&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Dionae Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Dionae in the Federation =&lt;br /&gt;
[[File:SkrellDionae.png|thumb|500px|alt=Cetus|The Conglomerated Choir of Nralakk, first found in the Kelo&#039;Hen System.]]&lt;br /&gt;
Considered the first sophont to have been discovered by the [[Nralakk Federation]], and in the glaring wake of the manual labour problems experienced as a result of the Reign of Glorsh-Omega, Dionae were integrated into the recovering state by 2240. Despite this, they still experience heavy monitoring and more stringent rules placed on them as citizens. The majority of Dionae living in the Federation originate from the Conglomerated Choir of Nralakk, however, there is a growing population of the species from the [[Covenant of Xrim]]. Dionae, despite the additional control, overall have more benefits within the [[Nralakk Federation]] and are treated more or less equal to their Skrellian peers – with the Federation tailoring the Social Compatability Index to be more applicable to the species. It is not uncommon for Dionae who fail to meet the expectations of the Federation to emigrate and seek opportunities in [[Tau Ceti]]. &lt;br /&gt;
&lt;br /&gt;
==Treatment &amp;amp; Discrimination==&lt;br /&gt;
Despite their early integration and long-standing presence within the [[Nralakk Federation]], Dionae continues to face some forms of discrimination and stringent regulations – harsher than other Sophont counterparts in the Federation. This largely stems from a combination of the species&#039; enigmatic existence, and their inability to tune into the Nlom. The Conglomerated Choir of Nralakk set the precedent for the relationship between the two species. While initial interactions were marked by curiosity and scientific interest, over time, the Federation&#039;s policies evolved to incorporate a more cautious and controlling approach. The Federation is wary of the Dionaes’ unique biological characteristics and potential for rapid growth, particularly following the damage done by Glorsh-Omega, and therefore sought a different approach to Dionae as they have to [[Skrell]]. &lt;br /&gt;
&lt;br /&gt;
Overall, the [[Nralakk Federation]] is considered to be among one of the better States in regard to the treatment of Dionae. It is not uncommon to see Dionae enjoying themselves within the many cities of the Federation, even as far as the Traverse. However, they largely do not get the same comforts as the [[Skrell]], with more travel and reproductive restrictions, and lesser access to state resources. The Federation has attributed this to the unique form of the social compatability system applicable to the Dionae, while others have criticised it as essentially condoning discrimination of the species. &lt;br /&gt;
&lt;br /&gt;
Discrimination against Dionae is not necessarily an easy process to spot. It is a more veiled, and subtle, art used against the species by Skrell. The species&#039; lack of any ability to tune into the Nlom has resulted in large amounts of the conversation being lost on them – and despite attempts to assist these deficits with the creation of the Nlom Receiver, the ability to send psionic signals is still impossible. Dionae are likely, or have already, seen the effects of this throughout the Federation, particularly in professional environments though it is apparent in casual environments as well. &lt;br /&gt;
&lt;br /&gt;
== Governmental Regulation ==&lt;br /&gt;
&lt;br /&gt;
=== Social Compatability System ===&lt;br /&gt;
Subjected to an “equal yet separate” social compatability system, the Dionae have unique interactions with the system. Initially implemented with harsh limitations that sought to limit their ability to reach higher social compatability ratings, and restricted travel for all registered Dionae, even the sizes of gestalts. This system was gradually replaced with the &#039;&#039;&#039;Dionae Equitable Social Compatability System&#039;&#039;&#039; – or the DESCS. It is largely considered to be an adaption of the main system. It has been adapted to serve the interests of both the Nralakk Federation and Dionae. It is recognised that Dionae generally comprise secondary numericals, with an aggregate rating of 5.72. While rare, there have been Dionae since their integration that have been able to achieve their dreams of being a primary numerical. It is tied to the entirety of the gestalt, as opposed to individual nymphs. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Inductive Behaviours ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Displaying Loyalty to the Federation.&#039;&#039;&#039; Actively participating in community and governmental initiatives that promote the Federation’s values and goals. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Sustained Merge&#039;&#039;&#039;. Dionae that maintain their current gestalt will be considered stable, and therefore a continuous, contributing member of society. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Integration&#039;&#039;&#039;. Harmonious integration into the Federation. This largely involves ensuring compliance with Federation regulations on Dionae. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Peaceful Coexistence&#039;&#039;&#039;. Demonstrating peaceful and cooperative behaviour towards all species within the Federation. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Chipped&#039;&#039;&#039;. Dionae must ensure registration with the Federation.&lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Council of Dionae Integration and Adoption Certification&#039;&#039;&#039;. The Dionae has been certified by the Council as having been raised by a Skrellian Quya, and complied with recommendations, or was raised by another Dionae with a score higher than 5.51 that has been approved.&lt;br /&gt;
 &lt;br /&gt;
+ &#039;&#039;&#039;Cultural and Education Development&#039;&#039;&#039;. Pursuing further education and skills development that enhances both personal growth and societal contribution, as designated by the Council of Dionae Integration and Adoption. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Religion&#039;&#039;&#039;. Following a State-sanctioned religion, or the Orthodox Eternal. &lt;br /&gt;
&lt;br /&gt;
+ &#039;&#039;&#039;Growth and Multiplying&#039;&#039;&#039;. A Dionae has complied with the regulations regarding reproduction. &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;
==== Deductive Behaviours ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Displaying disloyalty to the Federation&#039;&#039;&#039;. Actions or speech that undermine the Federation’s authority or values. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Destructive&#039;&#039;&#039;. Engaging in uncontrolled or harmful growth that poses risks to the environment or other citizens.&lt;br /&gt;
 &lt;br /&gt;
- &#039;&#039;&#039;Criminal Activities&#039;&#039;&#039;. Dionae have an obligation to report unsanctioned mergings or splittings, and failing to notify the Federation of such behaviour is considered infringing on its regulations for Dionae – they will be considered to have an association with criminal elements. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Neglect of Duties&#039;&#039;&#039;. Failing to contribute to societal or environmental responsibilities expected of Dionae, as outlined by the Council of Dionae Integration and Adoption. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Anti-Social Behaviour&#039;&#039;&#039;. Engaging in behaviours that disrupt social harmony or negatively impact the Federation’s wellbeing. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Violation of Scientific Ethics&#039;&#039;&#039;. Participating in unethical scientific practices or research that endangers others or the environment. Those who leave the Covenant of Xrim, particularly the Scorned, and seek residence in the Federation generally get this applied to them. &lt;br /&gt;
&lt;br /&gt;
- &#039;&#039;&#039;Religion&#039;&#039;&#039;. Following a non-State sanctioned religion, but in particular, the Iron Eternal, unless it is the Enlightened&#039;s perspective. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monitoring===&lt;br /&gt;
&lt;br /&gt;
Dionae are routinely monitored by the Council of Dionae Integration and Adoption, mostly through their chips. Each Dionae, upon being disgorged, is required to be chipped as soon as possible. This provides them with an identification number, attached to it generally is every significant action that a Dionae will ever do. This system is public, and any citizen of the Nralakk Federation may search the identification number of a Dionae to acquire a detailed infographic on their actions throughout their life. Dionae further must ensure that they are approved by the Council of Dionae Integration and Adoption to reproduce, failure to do so has been considered an offence within the Nralakk Federation and can result in an index rating being lowered and a fine. It is not uncommon for the Council of Dionae Integration and Adoption to perform routine examinations on Dionae, usually on a biannual period, to ensure that no unsanctioned mergings or splittings have occurred. &lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
&lt;br /&gt;
Dionae are not allowed to reproduce without express permission from the Council of Dionae Integration and Adoption. Though a biological impulse, and not necessarily able to be controlled, reproduction is still monitored within the Federation. Dionae must submit themselves to the Council to be approved to raise the next generation, where failure to be approved typically results in the newborns being assigned to another Dionae, or being raised by a Skrellian Quya. Similarly to Skrell, Dionae must sustain a high enough index rating, and further be issued a certification, to be able to reproduce. Dionae may only reproduce in designated areas, such as the Spiral Garden’s Nurseries – this is to ensure that they are chipped in an appropriate amount of time, and their needs are taken care of before undergoing evaluation by the Council of Dionae Integration and Adoption.&lt;br /&gt;
&lt;br /&gt;
=== Genetic Absorption ===&lt;br /&gt;
&lt;br /&gt;
There are strict regulations concerning genetic absorption for Dionae. Those found to be engaging in unsanctioned genetic absorption can find themselves with heavy deductions and possibly even conviction if the absorption caused damage to the environment or peoples of the [[Nralakk Federation]]. The Council of Dionae Integration and Adoption has placed across the Federation multiple sites in which Dionae can explore genetic absorption – following an appointment, of course. The “Greenhouse Education Centres” are entirely overseen by the Council, and ensure the regulation of genetic absorption in the Nralakk Federation. Over the course of their operation, they hold drives to acquire genetic information – donating is therefore incentivised by an increase in a non-Dionae’s increase in their index rating. The genetic information presented is then categorised and stored. To acquire such the ability to absorb these donations, Dionae must first acquire an appointment with the Greenhouse Education Centre, undergo a brief evaluation, and depending on their index rating, be presented with genetic information for absorption. Tertiary numericals are generally only allowed to absorb blood samples, with secondary numericals being offered more significant samples, and lastly, only primary’s being allowed active nerve tissue and brain matter.&lt;br /&gt;
&lt;br /&gt;
=== Re-education ===&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]] has long been recognized for its stringent control over its populace, ensuring that every citizen adheres to its societal norms and values. Among the Federation&#039;s many unique populations, the Dionae have distinctive physiological traits and require special methods of control and re-education. The Federation&#039;s approach to managing and ensuring the loyalty of the Dionae is both intricate and invasive, involving advanced techniques of re-education that border on biological manipulation. The physiological and psychological nature of Dionae necessitates a different approach to re-education compared to other species within the Federation. Being composed of smaller individuals that can split and merge when necessary, a unique challenge was presented to the Federation. Traditional re-education methods are often ineffective or impossible due to their collective consciousness and physiological make-up. To address this, the Federation employs are more invasive and intricate method, and when a Dionae is identified as being “non-compliant” or “non-desirable” as a result of their Social Compatability Index rating, the Dionae will be forced to split into its individual nymphs. These nymphs are generally absorbed into pre-selected, loyal Dionae. The individual nymphs will typically be conditioned by these Dionae, instilling them with the values and ideals of the Federation. It involves intense psychological conditioning, and once these has been complete, the next step in the process begins. The individual nymphs will then be required to absorb genetic material presented to them. The most common being spinal fluid, and typically reinforced with other donations from “loyal” citizens of the Federation – such as blood, or bone marrow. This can be a repeated process and generally is only considered “concluded” when the examining re-education officer has confirmed that each nymph has been successfully re-educated. They are then permitted to remerge, with their index rating reset to five; a fresh start under the guiding eye of the [[Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
=== Council of Dionae Integration and Adoption ===&lt;br /&gt;
&lt;br /&gt;
The Council of Dionae Integration and Adoption was temporarily implemented shortly after the first contact with the species and saw permanent status in 2240 CE. The Council is typically appointed by the Grand Council of the Nralakk Federation, in which those selected to oversee the affairs shall serve a maximum of twenty years – or two ten-year terms. They are the administrators of Dionae affairs within the Nralakk Federation. They monitor the species through their various facilities scattered across the Federation’s territories, and will regularly conduct examinations of Dionae at “random”. Though when initially implemented it comprised mostly of Skrell, its total appointments are roughly 30% Dionae – who work in conjunction with the Council to ensure that their species complies with the Federation’s regulations on their existence. The Council of Dionae Integration and Adoption is also important to the general existence of Dionae within the Federation. They will certify that Nymphs have been chipped, and maintain a roll of “registered Gestalts” – even post-humorously. They also administrate the Greenhouse Education Centres, reporting back when genetic information has been donated and absorbed. Lastly, they are the foremost authority on reproduction, ensuring that Dionae comply with the reproductive regulations issued by the Council, and maintaining the Nurseries, and ensuring the general upkeep of the Spiral Gardens. &lt;br /&gt;
&lt;br /&gt;
== Employment Opportunities ==&lt;br /&gt;
&lt;br /&gt;
The [[Nralakk Federation]] restricts no employment opportunities from Dionae – with notable Dionae being found even in high administrative positions. Dionae are not merely inhabitants of Nralakk society but are cultivated with precise intentions to serve the Federation’s multifaceted needs. Their unique biological and cognitive abilities make them invaluable assets when tailored for specific purposes. From scientific research and industrial labour to diplomatic roles and intelligence operations, each Dionae is grown and nurtured to fulfil a predetermined duty, thus ensuring the Federation’s functionality and advancement. &lt;br /&gt;
&lt;br /&gt;
Within the scientific community, Dionae are cultivated for their unparalleled abilities and capacity for knowledge absorption. These Dionae are typically nurtured with the express intent to make them ideal for roles in scientific research and development – they are often granted additional appointments in which to gain genetic material from the Federation’s foremost minds, allowing them to inherit and build upon existing knowledge. They play a crucial role, despite their psionic deficits, in advancing the Federation’s technological and scientific frontiers, contributing to innovations in fields ranging from simple civilian designs to even advanced military applications. &lt;br /&gt;
&lt;br /&gt;
Although the Federation’s industrial sectors largely see themselves beginning to comprise mostly Vaurcaesian Workers – for a long period, it had heavily relied only on Dionae. Deep-space mining operations to underwater construction projects, Dionae were abundant and commonly seen contributing to the Federation’s advancing industrial foundation – their regenerative abilities and resilience make them ideal for tasks that would be too hazardous for Skrell. Though not afforded additional genetic material appointments like those grown for other purposes, they are allowed additional genetic material at their allocated materials so as to ensure they are efficient and capable of safely using such equipment. They are equipped to handle the most demanding and dangerous jobs, ensuring the continuous growth and maintenance of the Federation’s infrastructure. &lt;br /&gt;
&lt;br /&gt;
A budding population of Dionae have even been selected for administrative and diplomatic roles, in which the species&#039; ability to very quickly, and efficiently, integrate with non-Dionae has become advantageous. Acting as leaders, envoys and even mediators on behalf of the Federation, these Dionae are nurtured with additional genetic material appointments so as to allow them to absorb the subtleties of inter-species relations and diplomacy, but also the ability to effectively administrate. The ability to perceive and understand multiple perspectives simultaneously makes them invaluable, particularly in these roles. Dionae have become a more common-sighted species to represent the Federation as time marches on, maintaining its influence and fostering peaceful relations with its own populace and other States. &lt;br /&gt;
&lt;br /&gt;
Rumours do circulate that a very small population of Dionae is kept hidden, and unknown to the greater Federation, so as to conduct intelligence and surveillance missions. Some claim that these Dionae are conditioned to have unwavering loyalty to the Federation, and to ensure that subversive elements are easily discovered and thwarted. The Federation has repeatedly issued denials of such rumours, stating that the Ruipkala accepts and even maintains a sizeable quantity of Dionae – there is no reason, nor desire, for the Federation to engage in such activities. Those who believe in the conspiracy theory often coin these Dionae as “Tupshrooms”.&lt;br /&gt;
&lt;br /&gt;
=== Dionae in the Government ===&lt;br /&gt;
Dionae acting as officials within the [[Nralakk Federation]] must meet certain requirements. They must have a Social Compatability Index rating exceeding 7.58 and must be at least one hundred and eighty years of age – each Nymph that is. A Nymph that is not at least the prescribed minimum age can result in the Dionae being disqualified from being within the government. These requirementsextends to Consulars as well. Splitting and merging is completely forbidden. Dionae in any government role are not allowed to split or merge unless dire circumstances force such occurrence. Typically, Dionae will be assigned a senior official to oversee their roles – particularly in regard to acting as Consulars. Dionae Consulars for the Nralakk Federation are assigned a Skrellian Senior Diplomat who oversees their conduct.&lt;br /&gt;
&lt;br /&gt;
== Living in the Federation ==&lt;br /&gt;
&lt;br /&gt;
Living in the [[Nralakk Federation]] as a Dionae is an experience marked by structure, purpose, and unwavering loyalty. Unlike other species within the Federation, Dionae exist not just as individuals but as necessary components of the machine, each with specific roles and responsibilities. From the moment they are cultivated, Dionae are embedded in a highly structured environment. They are nurtured in controlled facilities where their growth and development are monitored. The Spiral Gardens are often where Dionae will live and work, these specialized communities often house a certain population of Dionae – tailored to their roles in the Federation. Designed with an emphasis to promote collaboration and mutual support, the Spiral Gardens have become more than mere homes, but communal centres. Daily life for Dionae within the Federation is characterized by routine and discipline. Their schedules are often dictated by the desires of the Federation – though significant leeway is provided, allowing them personal freedoms to enjoy the luxuries of the Federation – it is necessary to balance work, education and communal activities hosted within the Spiral Gardens. The Federation may provide for their basic needs, ensuring that each has access to the resources required to not only survive, but thrive, but also to perform their duties effectively. &lt;br /&gt;
&lt;br /&gt;
===The Spiral Gardens===&lt;br /&gt;
 &lt;br /&gt;
[[File:Replacement_Image.png|400px|thumb|right|The Spiral Gardens of the Nralakk Federation]]&lt;br /&gt;
The Spiral Gardens can be found across the [[Nralakk Federation]] and is nearly on every planet colonised by the State. They are a breathtaking testament to the Federation’s ongoing efforts to harmonise nature and technology. Expansive, and intricately designed, they serve as both homes and communal centres for Dionae – a sanctuary in which they can thrive, connect, and contribute to the Federation’s collective well-being. Aptly named for their unique architectural design, characterized by ascending, spiral-shaped terraces that rise towards the sky, each terrace often acts as a garden on their own. Each is connected by gently sloping pathways and translucent bridges, allowing for easy movement through the gardens. At night, the Spirals Gardens are illuminated by bioluminescent plants – alongside normal lights – so as to ensure the safety of Dionae. It is designed to maximize exposure to natural sunlight during the day, with reflective surfaces and strategically placed light channels ensuring that every corner is bathed in light. The Spiral Gardens are the epicentre of Dionae communal life. &lt;br /&gt;
&lt;br /&gt;
Not only do they gather to rest, but also to engage in social activities. Large, open spaces within the Gardens serve as communal gathering areas, with a mixture of spontaneous and organised events by the Spiral Garden Borough Councillor. Considered a rather vocal species, their songs – complex harmonies that convey emotions, stories and knowledge – are a fundamental aspect of their identity. The Gardens are designed to enhance this vocalization, with natural acoustics and resonant materials that amplify their songs. The Gardens act as a vast, living instrument, amplifying the voices of the Dionae, but also ensuring their social needs are met. The Spiral Gardens are also outfitted with Nurseries. These are large areas dedicated to the reproduction of Dionae and often have a Council of Dionae Integration and Adoption facility attached. Hundreds of Nymphs are grown in these areas, specifically tailored to ensure that those newly disgorged will be given every opportunity to survive and contribute to the greater [[Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
=== Relationships in the Federation ===&lt;br /&gt;
&lt;br /&gt;
Dionae, being unique among sophont species, do not have a biological desire to reproduce, which results in their lack of traditional forms of romance and attraction. Instead, their form of romance is distinctly alien and is mostly observed with Skrell citizens. Dionae romance involves a gestalt consciousness developing an emotional dependency on a person over decades. This relationship requires unanimous feelings among all Nymphs in the gestalt. It is a challenging development, requiring significant effort and dedication due to the long-term emotional bonds that form. A Dionae relationship often includes the unique aspect of experiencing the world through the significant other’s genetic material – it is not uncommon for Dionae to absorb the body of their significant other, gaining all their memories and experiences. This process is highly regulated, and the significant other must have lodged the requirement paperwork with the Nralakk Federation prior to their death for it to occur. Those that do perform this process generally have a profound grief for a prolonged period of time, in which they mourn deeply. Dionae that absorb their significant other typically will carry on their partner’s legacy, adopting a name that reflects their mourning and pursuing activities that their partner enjoyed. Most gestalts in relationships are of Singular Sound, involving a shared abstract consciousness that does not require winning over multiple minds. However, post-death merging with a partner creates a unique mind type known as Mourning Mass. Mourning Mass is the only known way this unique mind type can occur. &lt;br /&gt;
&lt;br /&gt;
=== Societal Limitations ===&lt;br /&gt;
&lt;br /&gt;
The Federation keeps a strict tab on Dionae, as stated already, but particularly on their size and mindtypes. The Federation has sought to ensure that Dionae may not exceed an Argus-sized form, and that they develop a mindtype of the “correct” nature, where if one is of the “incorrect” nature Nymphs will be required to split, and seek new partners to form a gestalt. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Correct Mindtypes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Singular Sound &lt;br /&gt;
&lt;br /&gt;
*Competence Choir&lt;br /&gt;
&lt;br /&gt;
*Tyrannical Tune &lt;br /&gt;
&lt;br /&gt;
*Harmonius Hymn &lt;br /&gt;
&lt;br /&gt;
*Seasoned Song&lt;br /&gt;
&lt;br /&gt;
*Bloodless Band &lt;br /&gt;
&lt;br /&gt;
*Emphatic Echo &lt;br /&gt;
&lt;br /&gt;
*Scholary Song &lt;br /&gt;
&lt;br /&gt;
*Mourning Mass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Incorrect Mindtypes&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Tumultuous Tacet&lt;br /&gt;
 &lt;br /&gt;
*Chaotic Charcophony &lt;br /&gt;
&lt;br /&gt;
*Voided Vocals&lt;br /&gt;
&lt;br /&gt;
*Scarlet Score&lt;br /&gt;
&lt;br /&gt;
*Nocturne Notes&lt;br /&gt;
&lt;br /&gt;
== Conglomerated Choir of Nralakk ==&lt;br /&gt;
&lt;br /&gt;
The Conglomerated Choir of Nralakk represents a unique mixture of Voidic Proto-Culture and terrestrial Dionae. It has created a multi-faceted community within the [[Nralakk Federation]], where the traditions and behaviour from before they were integrated intertwine with the modern influences of terrestrial life. Those from the Conglomerated Choir, at least originally, view themselves as emergent concepts or ideas constituted from their base parts. However, exposure to the other species&#039; notions of personhood has introduced a new layer of self-perfection, creating a hybrid understanding that allows for more nuanced interactions with non-Dionae. While they treat others as amalgams of beliefs and ideas, they are more open to understanding and incorporating the concepts of ego and individuality. They are known for their raw, sincere and unfiltered communication – this is balanced by the Federation’s emphasis on diplomacy and cooperation, creating a unique communication style that presents as both candid and respectful. Many still continue to use Rootsong, as it remains a crucial component of their culture, but most if not all Dionae have adopted Nral’malic as it was required for their integration, but it has been noted that the voidic tendencies do sometimes make their way into Nral’malic communication. The Conglomerated Choir’s sense of time and perspective is deeply influenced by their Voidic roots. Their natural lifespan gives them a long-term view that surpasses even the Skrell. This perspective has created a mix of curiosity, empathy and even desire to make relationships with non-Dionae. The Federation’s emphasis on communal collaboration has encouraged this perspective, and despite the Voidic’s tendencies to look down on “temporals” majority of the Dionae from the Conglomerated Choir has become eager to learn and cooperate within the Federation. The integration of both voidic and terrestrial traits has created a unique culture within the Federation, one that is adaptable, having embraced the new ideas and values of the Federation while maintaining their unique identity and traditions from their roots. &lt;br /&gt;
&lt;br /&gt;
Following the discovery of the Conglomerated Choir and the [[Nralakk Federation]] went through intense diplomatic negotiations, discussing options for the Dionae if it wished to stay within Federation territory until a consensus was finally reached. The Federation was still rebuilding after [[Skrell_Synthetic_Age#Culmination_of_Glorsh-Omega|Glorsh-Omega’s disappearance]] and required assistance, combined with the Dionae’s ability to survive in some of the most extreme conditions, the Choir was quick to offer its services to the [[Skrell]] in rebuilding their society. While at first, many Skrell believed the Diona to be untrustworthy, still reeling from Glorsh-Omega’s betrayal of their species, the cluster proved to be a key player in the rebuilding of the Federation. After twenty-three years of assistance, the burgeoning Federation announced the species’ full integration into Nralakk society in 2240 CE, which was ratified in 2245 CE along with the official establishment of the [[Skrell_Recent_History#Reunification_of_the_Nralakk_Federation|Second Nralakk Federation]]. The two species have formed an inseparable bond from this experience, with the Dionae respecting the Skrell for the kindness they have shown to the species, and the [[Skrell]] being humbled by the efforts of the Dionae in helping to rebuild a nation they had no obligation to aid. Today, members of the Conglomerated Choir are treated well by the Federation as a reward for their service in the past, with those who had an active role at the time having reached idol status in some cases. Their treatment by the Federation, along with their first-hand experience witnessing the destruction Glorsh-Omega brought upon the [[Skrell]], has contributed to the members of the Choir being staunchly anti-synthetic, believing that Glorsh-Omega is proof that the proliferation of artificial intelligence is ultimately dangerous, and the use of unshackled positronics by humanity is a grievous mistake. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>CatsinHD</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Port_Antillia&amp;diff=35874</id>
		<title>Port Antillia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Port_Antillia&amp;diff=35874"/>
		<updated>2025-05-18T18:51:36Z</updated>

		<summary type="html">&lt;p&gt;CatsinHD: Replaces AI art with temp images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Port Antillia&lt;br /&gt;
|System = Estrella de las Iselas&lt;br /&gt;
|Image = Port Antillia Flag.png&lt;br /&gt;
|Sector = [[Corporate Reconstruction Zone]]&lt;br /&gt;
|Capital = Provincial State Capitals&lt;br /&gt;
|Species = Human&lt;br /&gt;
|Languages = Tau Ceti Basic. Solarian Common and Tradeband.&lt;br /&gt;
|Nation = [[Republic of  Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
One of the more recent planets to be colonised in the [[Orion Spur]], &#039;&#039;&#039;Port Antillia&#039;&#039;&#039; had great ambitions of being a vital port between the [[Sol Alliance|Jewel Worlds]] and the [[Republic of Elyra|Serene Republic of Elyra]]. Due to its novel colonisation, it faced severe struggles, which were exacerbated by frequent natural disasters. Ultimately this resulted in its early collapse - only really seeing itself somewhat stabilised nearly a century later.  It has its roots within the nations which formed the Caribbean Federation, who found themselves facing extinction from the ecological crisis that [[Earth]] endured. &lt;br /&gt;
&lt;br /&gt;
Despite millions becoming part of the colonisation effort, no one truly knew the dangers present on Port Antillia. Due to its relative youth on the cosmic scale, the planet experiences earthquakes rather frequently, which produce tsunamis that pose a threat to cities that dot the coasts of Port Antillia. Additionally, volcanic activity is yet another persistent danger with some of the largest eruptions across the inhabited parts of Orion Spur being registered to the planet. Many of the major population centres are equipped to deal with these problems, but there are still minor settlements that have to contend with the hostile geological activity of the planet, with most residents having accepted that they are simply a part of life on Port Antillia. &lt;br /&gt;
&lt;br /&gt;
Port Antillia is now a malleable colony within the [[Corporate Reconstruction Zone]], with limitless potential for the [[Stellar Corporate Conglomerate]]. Juggling its integration into the [[Republic of Biesel]] with its own internal struggles, the volatile circumstances of the planet allow it to be the perfect playing ground for any who wishes to mould its progression. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Due to Port Antillia’s rather insular and unstable history as the singular colonisation attempt by the Caribbean Federation, characters born on Port Antillia will have names and appearances consistent with the peoples of Antilles. Only those native to Port Antillia may take its accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Humanity as a species stretched from [[New Hai Phong]] to [[Xanu Prime]] by the time that Port Antillia had been colonised, in 2336. However, many had been left out of the colonial fervour, most notably of which was the [[Earth|Caribbean]] Federation. These dotted island nations had neither the influence nor wealth to commence their own colonisation efforts during the initial wave that engulfed [[Earth]] during the early days of the [[Sol Alliance|Solarian Alliance]]. Many suffered greatly as [[Earth]]’s spiralled into ecological collapse, where the smaller islands found themselves swallowed whole. Overpopulation and overcrowding quickly became significant issues across the islands that had survived the swelling seas, and despite the efforts to repair the damage, it would not soon be alleviated. Soon, the provinces that previously made the Caribbean Federation found themselves offered opportunities for better living amongst the stars - Port Antillia, a tropical paradise that would be instrumental to interstellar trade in the region. &lt;br /&gt;
&lt;br /&gt;
Tension was high among the fleets by the time it reached the planet. Spread across the various regions of Port Antillia, each became more and more insular as refugees were fed into the fledgling colonies. Problems quickly started piling up as time went on. Almost immediately it was discovered that the agricultural attempts could not survive the high phosphorus content present and it was necessary to adapt to native flora - eventually yielding the discovery of the Spindlekann. Those within the more phosphoric regions resigned themselves to a combination of hunting and fishing where possible. Even the most barren colonial outposts managed to teeter between surviving and starvation with supplemented food parcels from both the more fortunate colonies and the [[Sol Alliance|Solarian Alliance]]. However, the unstable success of Port Antillia quickly ended following the first major natural disasters. &lt;br /&gt;
&lt;br /&gt;
Having barely gotten off the ground when the planet’s active tectonics began to threaten the colonial outposts, Port Antillia became one of many colonies that struggled to survive as incoming supplies dwindled. By the time the Solarian Alliance had attempted to institute precautionary measures, whatever colonial government that existed had collapsed, and the surviving communities were forced to retreat and rely on the resources on the planet in order to maintain their survival. While contact with one another continued briefly, it came to a stop in 2348. The [[Sol Alliance|Solarian Alliance]] had assumed that its attempt had failed, and resigned the project as having collapsed into an anarchist state. The next fifty years saw notable moments that then became instrumental in the creation of the current social, economical and political situation of Port Antillia as they attempted to survive their newfound “sovereignty”. &lt;br /&gt;
&lt;br /&gt;
Without the means to sustain their populations, and being fearful of alien diseases, natural disasters, or other potentially malicious situations, these settlements turned to cooperation among themselves in order to sustain themselves in an attempt to assure that some, if not all, would survive the trying times ahead. While contact with one another continued briefly following the collapse of the overarching colonial government, eventually the dwindling resources available forced the settlements to steer all available efforts into fueling whatever food industries existed or nascent industries - which allowed maritime trade to bloom, where it became important, both as a means of communication and continued survival as supplies arrived. Some, in time, managed to overcome their new environment and fared rather well. Others had to fight to simply stave off starvation, and find clean water. &lt;br /&gt;
&lt;br /&gt;
During the early days of the attempted Antillean recovery, earthquakes had started to become a common occurrence across the Fètil Chain, most affected were the islands centred around the regional capital of &#039;&#039;&#039;Saint Lawrence&#039;&#039;&#039;. Many perished as their hastily built residences collapsed as a result of the equipment restricted from them during the initial colonisation planning, eventually resulting in several advances relating to the ability to withstand the earthquakes - many of which averaged towards the higher end of the Richter scale. Tsunamis became rather frequent as a direct result of these earthquakes as well. Cities across the &#039;&#039;&#039;Fètil Chain&#039;&#039;&#039; found themselves washed away along the coasts, forcing many to move higher up to escape these repeated onslaughts. Eventually, houses across the Chain saw themselves constructed across higher altitudes and eventually implemented with shock absorbers, mostly made from the Giant Column Sponges, to resist the motion of these sizeable earthquakes. &lt;br /&gt;
[[File:Replacement_Image.png|thumb|Mount Sauveur still threatens Port Antillia, even decades after its last eruption.]]&lt;br /&gt;
The lack of developed infrastructure had significantly halted Port Antillia’s progression. From the colonial outposts across the planet arose new, emergent city-states that relied heavily upon trading with their other colonial counterparts and the resources within their immediate surrounding region in order to survive. Despite these attempts, Port Antillia never saw any full recovery of sorts and remained a rather insignificant colony within the Solarian frontier. So much so, that the [[Sol Alliance|Solarian Alliance]] had only begun reconnecting to the descendants of the original colonists in 2398 when it felt it necessary, despite the planet having required its assistance decades earlier. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, twenty years after the first major instances of earthquakes within the &#039;&#039;&#039;Fètil Chain&#039;&#039;&#039;, it was believed a similar occurrence was happening across the &#039;&#039;&#039;Mayabeque Isles&#039;&#039;&#039;. It wasn’t until the violent eruption of Monte Sauveur on an islet near the regional capital of Neuva Havana that they truly realised the hidden dangers buried within Port Antillia. Obvious signs of the impending detonation came too late for those in the area to realise their fatal mistake with mass evacuations only called just four hours prior to its eventual eruption. It is considered one of the deadliest and most destructive volcanic events to have occurred on Port Antillia. The explosion could be heard over three thousand miles away. Those within seventy kilometres of Mount Sauveur had their eardrums ruptured by the pressure wave generated by the enormous explosion. Hot ash began to settle across the &#039;&#039;&#039;Mayabeque Isles&#039;&#039;&#039; first, killing thousands from the fires that it ignited. It generated a tsunami so great it destroyed several cities along the western coasts of &#039;&#039;&#039;Centro del Mondyal&#039;&#039;&#039;. Port Antillia was enshrouded by a volcanic winter that dropped the average temperature 4.7°C, and mud rain fell regularly for months following the eruption. The skies burned red for almost eight years after Mount Sauveur’s detonation, a beautiful sight for such a tragic incident in the history of Port Antillia. Volcanic eruptions would continue to occur rather regularly across the planet, not as large as Mount Sauveur, however.  &lt;br /&gt;
&lt;br /&gt;
By 2423, the majority of the after-effects of the Mount Sauveur Eruption had settled, and life began to return to new normalcy, where these natural disasters were expected and prepared for to the best of the colonists’ abilities. Despite all its shortcomings, Port Antillia managed to keep its head above the water, eventually developing a rather strong intraplanetary economy, reliant on maritime trade instituted by a barter system between the now-established city-states. The next forty years saw little change in the progression of Port Antillia, restrictions placed upon the colony by the [[Sol Alliance|Solarian Alliance]] had prevented any possibility of advancing, and regression had even started to occur in some regions across the planet. Megacorporations were unheard of, and instead, intrareliance on one another was practically forced in order to continue surviving. &lt;br /&gt;
&lt;br /&gt;
By the time the [[KING OF THE WORLD|Solarian Collapse]] had occurred, Port Antillia found itself in extremely volatile circumstances, where it was forced to juggle its integration within the [[Corporate Reconstruction Zone]] and its own internal struggles. The political, social and economic scene of Port Antillia is incredibly malleable, where the planet had not yet decided its position on anything, but more importantly the megacorporations, and the boons and curses that come with either standing with or against them. Largely ignored in the immediate aftermath, Port Antillia has become the new focus for many [[Stellar Corporate Conglomerate|megacorporations]] as they realise the possibilities of a largely untapped planet that has remained somewhat out of touch with the wider interstellar community.&lt;br /&gt;
&lt;br /&gt;
== Environment ==&lt;br /&gt;
[[File:Replacement_Image.png|400px|thumb|Guayamouc, a lush tropical paradise within the western hemisphere.]]&lt;br /&gt;
Port Antillia predominately has chains of islands, along with a singular large continent that is surrounded by atolls, isles, islets and cays. The majority of these are shield volcanos that have experienced millennia of erosion as the tides break on the beaches - alongside the rather frequent tectonic shifts and the ensuing tsunamis. The varied topography of Port Antillia includes misty plateaus, craggy ocean cliffs, tropical coastal areas, and lava deserts - all of which are surrounded by jungles of native flora. Despite the fertility in some areas across the planet, volcanic ash has destroyed much of the possibility of life from spreading in other regions as a result of the phosphorus that settled within the soil, thwarting any attempt from native flora to survive. &lt;br /&gt;
&lt;br /&gt;
The planet enjoys a tropical climate with two discrete seasons. September through February - referred to as &#039;&#039;&#039;Fresano&#039;&#039;&#039; - is the dry season, less humid and considerably colder, with temperature highs and lows between 23°C and 27°C. March through August - or rather &#039;&#039;&#039;Veruroso&#039;&#039;&#039; - is a significantly warmer period where humidity skyrockets and the temperature frequently hits heights between 33°C and 42°C. Both allow for an almost year-round agricultural season which permits the quick blooming of native food crops to sustain the evergrowing population across Port Antillia. These conditions also routinely allow for extreme monsoons to develop during a short period between Fresano and Veruroso - while not always destructive, some have developed into problematic storms that have resulted destruction. There have been several news approaches with the assistance of new technology to help deal with the consequences of these frequent natural disasters as Antilleans adapt. &lt;br /&gt;
&lt;br /&gt;
=== Regions ===&lt;br /&gt;
[[File:Port Antillia Map.png|thumb|A map depicting the landmasses of Port Antillia. It depicts Desconhecida, a continent not yet inhabited as a result of the vast phosphoric deserts that prevent vegetation from taking root. ]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== The Fètil Chain ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fètil Chain exists as a link between Centro del Mondyal and Guayamouc and now forms the &#039;&#039;&#039;Saint Lawrence&#039;&#039;&#039; province. The archipelago has almost three dozen islands within its geographical region, some of which devote themselves to a simple agrarian idyll lifestyle, where vast industrialization was avoided across the islands - except those closest to either Centro del Myondal or Guayamouc, that have become important trading ports. The Chain is considered crucial to the maritime trading that occurs between the eastern and western hemispheres, where the Fètil Chain has leveraged its importance to remain largely successful and as a result, the region sees itself as somewhat more well-off compared to others across the planet - even in spite of the frequent earthquakes that impact it. &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;
==== Guayamouc ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guayamouc is made up of four major islands and numerous smaller islands that are remnants of a long, partially volcanic island arc, which now forms the provinces of &#039;&#039;&#039;Arthezé&#039;&#039;&#039; and &#039;&#039;&#039;Agüeybaná&#039;&#039;&#039;. During the initial colonisation of Port Antillia, Guayamouc was considered one of the more fortunate regions thanks to its presence of Spindlekann, and its overall fertility that allowed for agricultural practices to take hold. However, industries outside of crop cultivation were almost nonexistent as the mineral riches were just out of reach, deep within the oceanic basin that it was nestled upon. It is considered one of the least developed regions of Port Antillia, however, is the one with the most potential to excel if the means were acquired to exploit the province’s deep-sea mineral deposits. &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;
==== Mayabeque Isles ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Five volcanic islands that are just off the eastern coast of the central continent, the Mayabeque Isles are now considered the province of &#039;&#039;&#039;Nueva Havana&#039;&#039;&#039;. Each island has at least one volcano, most have more, that erupted countless times to form the isles that exist today. Due to this, there is a significantly higher percentage of phosphorus within its soil, making it difficult for agricultural practices to take hold - whereas those on the island have instead relied on fishing and hunting to stave off malnutrition until the limited cooperation between Port Antillia’s nation-states commenced and those with more fertile agricultural regions within the east helped fill quotas and supply the isles with their excess crops. During the attempted Antillean recovery, it focused on becoming a critical trading hub within the western hemisphere. Some shipyards and drydocks still produce and repair ships, but most have been retrofitted into factories to expand their industrial profile. Today, the Isles are considered the most affluent region of Port Antillia, despite all its setbacks during the early days of the planet’s colonisation. &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;
==== Woodhall Atoll ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whilst, not an actual atoll, Woodhall Atoll is a rather large island that has an enormous lake nestled within the extinct volcano crater that sits at its centre. It comprises a large majority of the &#039;&#039;&#039;Caymanas&#039;&#039;&#039; province, and is quite far off the northern shore of the central continent, where is it known as a labyrinth clutch of houses clasping to the side of Mount Saint Catherine. Frequently called the “Windy Atoll”, almost every nook and cranny of the island has been built over, with proposals of possibly draining the crater as the problem of overcrowding continues to hinder them. Similarly to the problem that the Mayabeque Isles face, Woodhall Atoll has had to heavily rely on fishing to keep its population fed, which has become a critical industry to the continued survival of the region. Other cities within the region utilize stilts and expand over the shallow waters to keep overpopulation at bay. It is considered one of the poorest provinces on Port Antillia. &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;
==== Centro del Mondyal ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The central continent of which the other islands surround, Centro del Mondyal is ecologically diverse. Sharing similarities to both what can be found within the western and eastern hemispheres, where the provinces of &#039;&#039;&#039;Mirabel&#039;&#039;&#039; and &#039;&#039;&#039;Carrington&#039;&#039;&#039; have established themselves on opposite ends - essentially dividing the mainland into two as they expanded throughout the history of Port Antillia. A rivalry of sorts does exist between the two as they assert territorial claims against each other, however, they have developed an economy that relies on the survival of the other, forcing them into peaceful cooperation to sustain their existence. Due to the size of the central continent, and the abundance of resources present, its developed regions are considered well-off, however, the rural outskirts have found themselves cast aside in favour of progressing the inner districts of the city-states. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
=== Flora and Fauna ===&lt;br /&gt;
==== Flora ====&lt;br /&gt;
&lt;br /&gt;
Port Antillia finds itself home to a plethora of flourishing flora, as a result of the fertility that remains behind following the rather frequent volcanic activity the planet experiences. Areas in which flora has managed to take hold and bloom typically find themselves jungles composed of native ferns, tropical trees, and enormous flowers that give the planet its hallmark natural beauty. The flora of Port Antillia is adapted to the heightened phosphorus contents within the soil - to an extent - where some regions lay bare as a result of the overwhelming quantity of the mineral, there are many others that have a thriving ecosystem. The abundance of phosphorus in the soil proved to be too much for the Solarian agricultural transplants brought by colonists, who had to rapidly adapt themselves to the native flora or face starvation. Poorly situated colonies at the beginning of the colonisation of Port Antillia - specifically, settlements established on the more desolate islands - were unable to adapt, resulting in their subsequent disappearance as their numbles dwindled. &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;Notable Flora&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Glowshrooms&#039;&#039;&#039; are considered the most notable among Port Antilleans. Depending on the amount of phosphorus present within the soil it grows, these flowers can shine as bright as a floodlight. Glowshrooms have also been known to be used by those within the rural regions of Port Antillia as an alternative to candles - ones that don’t necessarily require replacing. They most commonly grow in close proximity to either extinct or dormant volcanos or the fringes of lava deserts. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spindlekanns&#039;&#039;&#039; are a popular, fast-growing crop found across Port Antillia. One of the easiest agricultural products to grow, Spindlekanns have been instrumental in the “success” of Port Antillia. The inside of the Spindlekanns is a nutritious, sweet mesocarp that is a staple where the hard, spiky bark used to conceal the interior is a good building material - similar in colour to bamboo. While nowadays only the more rural, or those prone to earthquakes, regions of Port Antillia use Spindlekanns as a building material, while major population centres still rely on the mesocarp that it hides within as a staple for their diet. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giant Column Sponges&#039;&#039;&#039; are yet another common sight across Port Antillia. Taller than two men standing atop one another, the Giant Column Sponges make great cattle fodder for the domesticated fauna of the planet. While slow growing, these gigantic plants are often shredded and used across ranches due to the extent that a singular column can stretch. They have also been used across the Fètil Chain to make shock absorbers to lessen the damage inflicted by the region’s frequent earthquakes. Many have attempted to make cuisine out of the sponges, but it has a remarkably bitter aftertaste that can take days to get rid of. It is a common prank among friends to spread shredded sponge into meals. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
==== Fauna ====&lt;br /&gt;
&lt;br /&gt;
Life is still somewhat “underdeveloped” across Port Antillia. Reminiscent of prehistoric mammals on Earth, much of the fauna present appear similar in appearance to creatures that have been extinct for millions of years. A vast majority of the creatures live beneath the waves due to the large percentage of the planet being underwater. Those that do manage to survive on the surface are predominately composed of herbivores that congregate in herds. Omnivores and carnivores are significantly smaller, usually feasting on insects or fish. Similarly to the attempted Solarian transplants of crops, animals quickly found themselves out-competed and  phased out shortly thereafter as the high phosphorous content created health issues. &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;Notable Fauna&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Antillean Unicorns&#039;&#039;&#039; are a rather common animal that exists across the eastern archipelago of Port Antillia. Despite the mythology that surrounds “unicorns” on Earth, Antillean Unicorns seem to be a combination of both deer and giraffes, with a similar appearance to the Quagga that existed across the plains of Southern Africa - obviously with a singular horn protruding from their skull, with some of the largest horns measured at an astounding meter. They were domesticated and later ranched following Port Antillia’s colonisation. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;White Papiyosa&#039;&#039;&#039; is a butterfly-like insect that has largely been regarded as a pest by Antilleans. The White Papiyosa relies heavily on Spindlekann in order to reproduce, laying their eggs, infesting and afterwards rendering the stalks inedible as during the larval stage it feasts on the fleshy interior of the plant. Despite their status as a pest, they are an incredibly stunning species, with a wingspan of 1.2 feet (36cm) that shows various hues of lilac. They previously dominated the southeastern regions of Port Antillia, but following the extensive use of Spindlekann have spread across the entire eastern hemisphere. There is a rather small movement attempting to petition for the White Papiyosa to be regarded as a protected species, however, it has been unsuccessful so far in achieving its ambition. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bayollas&#039;&#039;&#039; are frankly some of the largest species within the Orion Spur.  Similar in appearance to whales, Bayollas reach almost 60 meters in length and can weigh as much as 360 tonnes in mass. They employ similar feeding strategies to maximise their feeding efficiency as seen in Solarian blue whales - assisted by the phosphorus-rich oceans of Port Antillia that are significantly more abundant in plankton. They primarily reside within the deepest segments of the planet’s oceans, with very few sightings across the shallower, inhabited coasts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Replacement_Image.png|thumb|The beaches of Port Antillia often find themselves home to clutches of Giant Column Sponges.]]&lt;br /&gt;
&lt;br /&gt;
=== System of Port Antillia ===&lt;br /&gt;
&lt;br /&gt;
The system of Port Antillia contains 7 different celestial bodies, including the orange star that it orbits: &#039;&#039;&#039;Estrella de las Iselas&#039;&#039;&#039; or just &#039;&#039;&#039;las Iselas&#039;&#039;&#039;. Mostly devoid of asteroids within its inner system, las Iselas has several dwarf planets referred to as the &#039;&#039;&#039;Islas Pequeñas&#039;&#039;&#039;, or the &#039;&#039;&#039;Pequeñas&#039;&#039;&#039;, that have managed to be recognised by the Union of Port Antillia throughout their inhabitation of the aquatic planet. The largest found themselves named thanks to the colonial roots of the colonists of Port Antillia; &#039;&#039;&#039;Tortuga&#039;&#039;&#039;, &#039;&#039;&#039;Acklins&#039;&#039;&#039; and &#039;&#039;&#039;Canouan&#039;&#039;&#039;. Though there is currently little interest in these planets and the rest of the Pequeñas, there have been rumours of the megacorporations expressing an interest to explore and staking mineral rights, with little success so far it seems. &lt;br /&gt;
&lt;br /&gt;
Further in, &#039;&#039;&#039;Port Antillia&#039;&#039;&#039; rests decently within the habitable area of las Iselas, much closer to its orbiting star than other colonies throughout the Orion Spur, with theories as to its capture as a rogue planet during las Iselas’ later days – a reason for explaining why the planet still sees geological interruptions as it still adapts to its newfound circumstances. Port Antillia’s moons, &#039;&#039;&#039;Pigwo&#039;&#039;&#039; and &#039;&#039;&#039;Pipiti&#039;&#039;&#039; are also a big influence on the tides of the planet, with adjusting tides around the clock, some of the seas of Port Antillia away from the continents see themselves rife with swirls, luring adrenaline junkies masquerading themselves as sailors or explorers. &lt;br /&gt;
&lt;br /&gt;
Past Port Antillia, the final two planets orbit. &#039;&#039;&#039;Soana&#039;&#039;&#039; and &#039;&#039;&#039;Sabinul&#039;&#039;&#039;. The former a gas giant, and the latter a smaller gas giant, both locked in a binary orbit of one another. Though exploration by both the [[Sol Alliance|Solarian Alliance]] and the [[Republic of Biesel]] indicates that extracting the gasses within would be dangerous as a result of the shifting gravity wells, it hasn’t been ruled out by the Union of Port Antillia. Some speculate the Union’s decision to not rule out the usage of Soana and Sabinul is due to the government’s position that Port Antillia should eventually become self-sufficient from the varying prices of hydrogen, and the declining presence of phoron.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
[[File:Port Antillia Flag.png|400px|thumb|The Flag of the Union of Port Antillia.]] &lt;br /&gt;
&lt;br /&gt;
Port Antillia prior to its integration within the [[Corporate Reconstruction Zone]], did not have an official government, instead, each nation-state functioned as an independent power. Each formed from a singular colonial outpost and expanded across the region they found themselves within, creating their own complicated and complex political environments. However, its introduction as a potential planetary state within the [[Republic of Biesel]] has forced the hands of the nation-states and resulted in a bifurcated state referred to as the “Union of Port Antillia” that currently exists as a transitional government meant to build the foundation necessary for the planet to enter into a new era. &lt;br /&gt;
&lt;br /&gt;
The Union of Port Antillia has largely not taken any steps in building a foundation with which the planet can progress. Premier Incumbent Toño de Avila is primarily regarded as incompetent and unable to lead the people of Port Antillia. Halfway through his first term in 2464, Toño de Avila announced his intention to resign, where his position would be filled by an individual selected by the people of Port Antillia in an early election, bringing an end to the transitional government, and ushering in an era where Port Antillia would decide its future.&lt;br /&gt;
&lt;br /&gt;
Following the conclusion of the 2464 Elections, Julien Guerrier was sworn in as Premier of the Union of Port Antillia. Representing the Social Democratic Front of Port Antillia, he has announced that his party shall perform their duties without any hindrance, where undue delay shall not occur in his fight for uplifting the common Antillean and subsequently the entirety of Port Antillia. Despite their loss, the other candidates are still considered integral to the political, social and economic state of the planet and ensure their voices will be heard. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Political Parties ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Antillean Libertarian Party&#039;&#039;&#039; (‘ALP’) strongly follows Corporatocracy, where those within the party advocate for the promotion of stronger ties to the Republic of Biesel, and greater integration of the Stellar Corporate Conglomerate across Port Antillia – mostly through giving them considerable advantages that would make it unfeasible for local companies to survive against the giants. They see unrestricted corporatocracy as a means to push Port Antillia to become one of the greats. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Social Democratic Front of Port Antillia&#039;&#039;&#039; (‘SDF-PA’) adheres to Xanusanii Social Democracy and believes that to secure the planet&#039;s future, regulated economic cooperation must occur, where the Stellar Corporate Conglomerate must supplement existing industries instead of taking them over. While it does recognise the need for integration within the greater Republic of Biesel, it believes that it must be done through the choices of Antilleans, and not for those that wish to exploit the planet. It seeks to uplift Port Antillia through social welfare efforts, funded by megacorporate taxes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coalition for Antillean Social Democracy&#039;&#039;&#039; (‘CASD’) pushes forward the beliefs contained within Solarian Social Democracy and seeks to uplift the average Antillean through policies that focus on significantly regulating megacorporate influence – mostly through preserving the common labourer’s working power. They are vehemently against the presence of artificial workers, or Integrated Positronic Chassis, and stand against their introduction to Port Antillia. They believe realigning with the Solarian Alliance is likely to fare better than further integrating within the Republic of Biesel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Antillean People’s Party&#039;&#039;&#039; (‘APP’) focuses on Solarian Populism, where the party is staunchly against the introduction of megacorporations and fights for the return of Port Antillia to the Solarian Alliance. Additionally, members of the APP push for immigration reform and restrictions of synthetic life, where they decry the destruction of the Antillean way of life should non-Antilleans be allowed to fester. The party advocates for a stronger Antillean military presence within the Corporate Reconstruction Zone, and supports any steps taken to rectify this. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Provincial Authority === &lt;br /&gt;
&lt;br /&gt;
The former nation-states now find themselves being recognised as provinces within the Union of Port Antillia, each with its own elected Chancellors. As part of the agreement that resulted in the creation of the Union, Chancellors would have far-reaching powers within their own provinces - where their authority closely resembled that of a federal republic, despite claims that the supreme authority would be the office of the Premier. A minority still calls for amendments to such, however, many have further added that it is a contingency in the event of yet another failed Premier. The provincial states are as follows: Nueva Havana, Caymanas, Carrington, Mirabel, Arthezé, Agüeybaná and Saint Lawrence.&lt;br /&gt;
&lt;br /&gt;
=== Notable Antilleans ===&lt;br /&gt;
&lt;br /&gt;
==== Attorney-General Iara Galindez ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Born: August 11th, 2426&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the younger candidates vying for the Premier of Port Antillia, Iara Galidez considers herself a [[Human Ideologies and Governments|corporatocratic revolutionist]]. Having already dabbled in the political environment as the Attorney-General of the Nueva Havana province, of which she is endorsed by &#039;&#039;&#039;Chancellor Gustava Saint Martin&#039;&#039;&#039;, she has regularly advocated for legislation aimed at fostering an advantageous environment for megacorporations and believes that doing so will propel Port Antillia and assist in reaching its full potential through rapid, sweeping changes supported by megacorporations. She managed to gain significant traction within the province due to her calling for Premier Toño de Avila’s resignation and her campaign that calls for awareness of the issues faced by many within the less affluent regions of Port Antillia. She believes that a strong relationship with the [[Republic of Biesel]] is paramount to her planet’s success, and the introduction of [[Stellar Corporate Conglomerate|megacorporations]], and often blames the [[Sol Alliance|Solarian Alliance]] for the multitude of problems faced by Antilleans - and decries any return as a great step back.&lt;br /&gt;
&lt;br /&gt;
Following the 2464 Elections, Iara Galindez was not successful in her quest to become Premier. Despite this, she has announced the Antillean Libertarian Party will continue advocating for its convictions and pushing for an environment where the Stellar Corporate Conglomerate can prosper within the Corporate Reconstruction Zone.  &lt;br /&gt;
&lt;br /&gt;
==== Premier Julien Guerrier ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Born: April 15th, 2395&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Julien Guerrier is an already notable individual across Port Antillia, having been editor of the &#039;&#039;Travayè&#039;&#039; before his rise to the Chancellor of the Arthezé province. Born to an atypically wealthy family in Guayamouc, many have claimed that Guerrier was moulded to be leadership. With personal connections to aristocratic society, he was easily able to secure funding for his political whims, eventually culminating in the creation of his own newspaper, the &#039;&#039;Travayè&#039;&#039;. It found itself key to the rise of Guerrier within the political environment of Guayamouc and the greater Port Antillia, where the &#039;&#039;Travayè&#039;&#039; found itself filled with political leanings similar to that found within [[Human Ideologies and Governments|Xanusanii Social Democracy]]. Whilst he never stood defiantly against the [[Sol Alliance|Solarian Alliance]], he routinely asserted the necessity for Port Antillia to make sovereign decisions unimpeded by non-Antilleans during his reign as Chancellor of Arthezé. He was instrumental in the creation of the transitional government of the Union of Port Antillia and pushed for far-reaching powers to be awarded to the Chancellors in order to restrict any possible oversteps that might be taken by the office bearer of the Premier - which may be to his benefit, or downfall, depending on whether he is victorious in his attempt to become the leader of Port Antillia. &lt;br /&gt;
&lt;br /&gt;
Premier Incumbent, Julien Guerrier was successful in his vying for the office. He was sworn in shortly following the collection of the votes and announced to the greater Union of Port Antillia his intent to ensure the uplifting of Antilleans, and the protection of their way of life in the wake of the changes that the planet has gone through since its introduction to the Republic of Biesel. He additionally confirmed he’ll soon be taking steps for the people’s voice to be heard. &lt;br /&gt;
&lt;br /&gt;
==== Lorna Rieviere ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Born: February 23rd, 2432&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having risen to notoriety in the last two years since the collapse of the [[Sol Alliance|Solarian Alliance]], Lorna Rieviere is a political activist that is known for her demonstrations against Toño de Avila’s tenure as Premier. She has amassed significant traction within her home province of Caymanas, where she regularly spouts her conviction in [[Human Ideologies and Governments|Solarian Social Democracy]] during the campaigning assemblies she holds. While born on Port Antillia, Rieviere spent a considerable portion of the last decade on [[Callisto]], where she attained a bachelor&#039;s of politics and interstellar relations, and is likely the reason for her political leanings. While she acknowledges the problems created by the [[Sol Alliance|Solarian Alliance]], she believes that Port Antillia can only succeed whilst a part of its union. Her following is small compared to the other candidates, despite this many believe that she has a worthwhile shot at becoming the office bearer of Premier if only she can choose her battles carefully. Those that question her decisions are often victims of her wrath, which has pushed away some of her support bases.&lt;br /&gt;
&lt;br /&gt;
Despite her loss in the 2464 Election, Lorna Riviere congratulated Premier Incumbent Julien Guerrier for his success, and voiced her request to work closely with him in order to secure the future of Port Antillia, and protect the average Antillean from exploitation as the planet sees further integration within the interstellar community. &lt;br /&gt;
&lt;br /&gt;
==== Minister Isandro Burgos ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Born: December 16th, 2413&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A staunch follower of [[Human Ideologies and Governments|Solarian Populism]], Isandro Burgos has found success in the political environment of Port Antillia as a result of his views. The sudden introduction to the greater interstellar community, and now the issues it faces, have been pinned by Burgos as a result of the [[Republic of Biesel]]’s unwanted intervention in the development of Port Antillia. Having served as the Minister of Defence beneath Premier Toño de Avila, he has since rallied a considerable support base around his views against non-human immigration and the presence of [[Stellar Corporate Conglomerate|megacorporations]], where he advocates for a strong, self-sufficient Union of Port Antillia that returns to its rightful roots of the [[Sol Alliance|Solarian Alliance]]. While other candidates have denounced his approach to the future of the planet, he has one of the larger followings across Port Antillia despite several attempts by [[Biesellite_Security_and_Law#Biesel_Intelligence_Service|unknown parties]] to besmirch him. Time will only tell whether Burgos becomes a footnote in the history books or a monumental figure across the Union.&lt;br /&gt;
&lt;br /&gt;
Isandro Burgos was not successful in his attempt to become Premier of the Union of Port Antillia, and many found themselves concerned in the wake of his loss. However, he has congratulated Premier Incumbent Julien Guerrier and announced that although Antilleans may not have chosen him, he was glad that they had a choice in the matter. Regardless, he affirmed his intent to remain within the political sphere of Port Antillia, whether the Premier wished for him to stay or not. &lt;br /&gt;
&lt;br /&gt;
==== Admiral Arcelia de Castellon ====&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Born 16th November, 2416&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
Admiral Arcelia de Castellon is a notable deserter amongst Antilleans, where she was once a prominent commander within the Antillean Provincial Naval Fleets – having risen through the ranks of the Nueva Havana Navy prior to the unification of the planet. She and Minister Isandro Burgos had a long-standing public friendship throughout their years serving the Nueva Havana Navy. Following the planet’s introduction to the Republic of Biesel, and the Corporate Reconstruction, de Castellon abandoned her post – taking with her several fleets as she fled towards the free posts. Her location remains unknown and is a wanted outlaw by the Union of Port Antillia. &lt;br /&gt;
&lt;br /&gt;
== Culture and Demographics ==&lt;br /&gt;
&lt;br /&gt;
=== Fashion ===&lt;br /&gt;
[[File:Replacement_Image.png|200px|thumb|A Fètil dresses with slight alterations]]&lt;br /&gt;
&lt;br /&gt;
The diverse nature of the original colonists of Port Antillia allowed for a vibrant fashion to develop across the planet, where it found its roots in the [[Earth|Caribbean Federation]]. Antillean fashion emphasizes practicality with colourful flairs of personalization. While the colony of Mictlan has a taste for outlandishly bright colours, Antillean fashion tends to be either white or muted dark shades, with limited bright red or gold flairs. Sewn into the jacket or plum on the outside, flairs can be many different things, from single red lines running up the seam of a jacket, to a small complex pattern on each shoulder. &lt;br /&gt;
&lt;br /&gt;
Many Antilleans add flairs to their clothing either themselves or by having a family member do so. Too many flairs are considered gaudy and uncultured, the mark of a fashion sin, where the normal amount fluctuates between two or three per outfit. Formal clothing will have expensive and time-consuming flairs, whereas everyday clothing or work clothes may only have single sewn lines. Fashion across Port Antillia will usually be loose-fitting and flowing, made of native Antillean fibres or other thin-breathing materials to deal with the heat and humidity across the planet. &lt;br /&gt;
&lt;br /&gt;
Headwear is also yet another common sight in Antillean fashion, where wide-brimmed outback hats are used by the common labourer to keep the sun out of their eyes. Formal occasions see cattleman hats worn by men, whilst women employ unique headscarves – these formal headscarves find themselves becoming heirlooms passed down to the next generation of their families, those without an inheritance find themselves creating a new one – a process which is both expensive and time-consuming. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Notable Clothing ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guayamouc Shirts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A loose cotton shirt with four front pockets, these shirts were originally from the Caribbean back on Earth but are now ubiquitous across Port Antilla. Coming in both formal and casual styles, most Antilleans will have several of these shirts in their closets. These are worn mostly by men during formal occasions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fètil Dresses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A vast, flowing dress normally cut below the shoulders, Fètil dresses are the go-to fashion for Antillean women. These dresses are primarily worn during parties, or on holidays where dancing is commonplace. These dresses are known to tear frequently, to the annoyance of their wearers who must either pay for a fix or do it themselves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Antillean Suits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A short-sleeve suit jacket made thinner than usual, Antillean suits are designed for hot, wet environments where not even wearing an undershirt will help you stave off the sweat and heat. While most of the spur regards them as an oddity, they have found popularity on Mictlan where the similar climate makes them far more useful and comfortable than normal suits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Antilleans have developed into two linguistical categories, where they either predominately speak [[Languages|Solarian Common]] or [[Languages|Tradeband]], as a result of the planet’s collapse early in its colonisation. The provinces of Arthezé, Nueva Havana, Agüeybaná, and Mirabel encompass the Tradeband-speaking regions of Port Antilla, whilst the Caymanas, Carrington, and Saint Lawrence have proliferated [[Languages|Solarian Common]]. While it is not uncommon for Antilleans to be able to speak both, many only have an incredibly rudimentary grasp of their second language. &lt;br /&gt;
&lt;br /&gt;
There are two distinct dialects present on the planet, one that sees heavy lifting from [[Languages|Tradeband]] and the other more influenced by [[Languages|Solarian Common]]. It is relatively easy to identify the differences between each, Antilleans influenced by [[Languages|Tradeband]] sound more nasally and rhythmic, whereas those that grew up in regions where [[Languages|Solarian Common]] are more soft-spoken, and annunciated compared to other colonies. &lt;br /&gt;
&lt;br /&gt;
Since the planet’s integration within the [[Republic of Biesel]] following the collapse of the [[Sol Alliance|Solarian Alliance]], many found themselves having to learn [[Languages|Tau Ceti Basic]] in order to attempt to adapt to their newfound circumstances. There was a push by the transitional government for Antilleans to learn the language through state-run programmes, which saw some success within the more developed regions and provinces, however, the rural countryside still clings to their native tongue – unwilling to learn a language that has very little influence on the planet. While adoption of [[Languages|Tau Ceti Basic]]  has been slow, the planet does have a large number of speakers who have at least a basic understanding of the language, and census data shows that a minority of Antilleans self-report as polyglots as a result.&lt;br /&gt;
&lt;br /&gt;
=== Education ===&lt;br /&gt;
[[File:Replacement_Image.png|left|250px|thumb|The Mayabeque School of Health Sciences.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Human Educational Institutions#Republic of Biesel|Human Educational Institutions]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Despite the struggles faced by Port Antillia, it has managed to foster a vibrant academic environment. Antilleans adhered to stringent guidelines provided by the [[Sol Alliance|Solarian Alliance]] during the colonisation of the planet, where the colonial outposts ensured that the next generation would be able to adapt to their new environment and be taught critical skills necessary for the development of the planet with their tertiary levels of education focusing predominately on technical skills. Even during the planet’s fractured status, Antilleans were free to choose from any institutions that Port Antillia had to offer. Additionally, Antilleans that traditionally wished to immigrate often did so by advancing in academia.&lt;br /&gt;
&lt;br /&gt;
The three major institutes on Port Antillia are the Mayabeque School of Health Sciences, the Papiamentu University of Geological Sciences, and the Carrington Institute of Technology. Each of them has their own foutbol team, and are starting to grow a reputation as some of the premier STEM institutes within the Spur.&lt;br /&gt;
&lt;br /&gt;
[[File:Foutbol Teams.png|thumb|The Foutbol Clubs of Port Antillia, alongside the Arequipa FC of Mictlan. ]]&lt;br /&gt;
=== Sports and Recreation ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Foutbol&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Foutbol is the national Antillean sport, believed to be derived from football and beach volleyball. Unlike traditional soccer, foutbol players can only touch the ball with their knees, hips, and elbows. Because of its relatively simple rules, foutbol can be played in all kinds of improvised fields. Foutbol is considered the national sport, with professional teams being some of the most popular. Foutbol clubs have a deep sense of rivalry, stemming from the days when Port Antillia was an insolate planet with local governments. Some hooligans have taken their differences to the extreme, causing chaos in major foutbol games.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cricket&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cricket has remained a popular sport, even when separating from its colonial roots in the Caribbean Federation. It has become an important pastime among Antilleans, where teams have cropped up from the various provinces leading to regularly-held games to determine who truly is the best. The Antillean Cricket Cup is a well-liked tournament that has become an annual celebratory period and kicks off sometime in late June, where many take days off to congregate with their families and support their teams. Additionally, it is a widespread children’s game across primary and high schools. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dancing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Antilleans are known for their love of dance and music. Many forms of dance are celebrated across the provinces of Port Antillia, where the dances of the planet mostly are comprised of social dances, performed at social functions and celebrations – where learning the salsa, mambo and rumba has become important stepping stones in reaching adulthood for Antilleans, where rumba is particularly important for marriage ceremonies, where those marrying must perform the Danza del Matrimonio to “solidify” their union. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sailing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to the aquatic nature of Port Antillia, sailing is yet another popular recreational avenue among Antilleans. With the planet’s internal economy heavily relying on maritime routes, it is no surprise that it has spilt over into leisure instead of work, where cruises are a common sight, as well as boat racing across provincial courses. Similarly to the [[Biesel|Craterview Boat Racing Competition]], Antillean sailing tournaments are a global phenomenon that is closely watched by many as races occur around the clock, across Port Antillia.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
&lt;br /&gt;
Heavily inspired by its colonial roots of the [[Earth|Caribbean Federation]], Antillean cuisine finds itself having adapted to the native flora and fauna of the planet – with Spindlekann being a rather consistent staple of Antillean diets. Some dishes have found themselves becoming important to regional cultures, where there exist caveats between the various provinces in the preparation of a meal. The original colonists of Port Antillia quickly discovered the issues they uncovered the high phosphoric content of the planet’s soil – where some regions were forced to either hunt or fish to stave off starvation as a result of the lack of easily farmable land, as a result, some regional cuisine is often fish-based or meat-based, while those within the eastern hemisphere have a more plant-based diet thanks to its fertility.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== Notable Dishes ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pescadora&#039;&#039;&#039;&lt;br /&gt;
Pescadora, also known as fish sandwich, is either raw or pickled fish with cheese made from Antillean Unicorns between two slices of bread. It has become a popular food item across the Caymanas due to its relative cheapness and availability thanks to the province’s fishing-dominated economy. It is rarely appreciated outside of the Caymanas, but some cities along the northern coast of Carrington have begun enjoying the meal. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kann Rum&#039;&#039;&#039;&lt;br /&gt;
Having originated from the province of Arthezé, Kann Rum has quickly found its way across the entirety of Port Antillia. Crafted from the fermented juices of the Spindlekann, it has become a common drink to enjoy over dinner privately or to celebrate with at parties. Several flavours and variations exist, however, Spiced Kann Rum continues to be the most well-liked. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Roasted Antillean Unicorn&#039;&#039;&#039;&lt;br /&gt;
Cooked similarly to other red meats, Roasted Antillean Unicorn is commonly drizzled with juice extracts from Spindlekann as well as its boiled fleshy mesocarp, allowing for a rich, sweet meal to be made. It is not uncommon for upper-class Antilleans to have their meals garnished with the shavings of the creature’s horns. It is a common dish within the province of Nueva Havanna.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baked Spindlekann&#039;&#039;&#039; &lt;br /&gt;
Baked Spindlekann has become critical to the cuisine culture of both Arthezé and Agüeybaná – where it often serves as a side dish in almost every meal, from breakfast to dinner. Easily able to be prepared, really only needing some kind of oven to produce. It is a staple for both city-dwellers and those that live in the more rural regions of the provinces and has seen some minor commercialisation as it become incorporated into both junk and fast food avenues. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sugared Papiyosa&#039;&#039;&#039; &lt;br /&gt;
The prevalence of the White Papiyosa across Port Antillia, and their tastiness, has allowed for them to become a delicacy – where they initially found themselves soaked in Spiced Kann Rum and baked until crunchy. It has since evolved into a candy of sorts, popular amongst both adults and children, where it serves as a snack between meals thanks to its high protein and sweetness.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Religion and Folk Belief ===&lt;br /&gt;
&lt;br /&gt;
Christianity is the most common traditional organized religion in Port Antillia.. In particular, Roman Catholicism has remained steadfast as the most followed religion by Antilleans, where it exists as the official faith of many of the provinces. However, the Caymanas, Nueva Havana and Arthezé have notable beliefs present outside of Christianity, with Rastafari, Santeria and Haitian Vodou having footholds in the respective provinces. Whilst some adhere only to Haitian Vodou, many across Arthezé practice both the former and Christianity simultaneously – where they exist in an unofficial syncretism as they did within the [[Earth|Caribbean Federation]]. Santeria finds itself in a similar position as Haitian Vodou within Nueva Havana.&lt;br /&gt;
&lt;br /&gt;
Much of Antillean folk belief centres around the tumultuous nature that has dominated the planet and its newly settled peoples – the most prevalent of which is the eruption of Mount Sauveur, and the resulting fallout.  Though many eruptions had plagued the planet before, and indeed continue to do so, Mount Sauveur’s explosion is notable for the widespread damage it caused to the agricultural economies that are the backbone of almost every colony. Descendants of fishermen, farmers and other workers took after the lessons which their fathers had learned. A general belief system established itself through several generations, characterized by humility, a frugal lifestyle and indifference to loss. These Antilleans reason that if the natural world can take away so much progress so quickly, one should always be prepared to lose it all, and accept the current of life no matter how turbulent or calm. Outsiders remark that this fairly widespread attitude gives Antilleans an air of casual serenity, even through the worst disasters. It should be noted that not all residents of the planet share this thinking, particularly the newer generation who, having the opportunity to live a less rural lifestyle, are often frustrated with this carefree stereotype.&lt;br /&gt;
&lt;br /&gt;
Flora and fauna are similarly respected, with various traditions surrounding the harvest and consumption of the ever-abundant Spindlekann. Antilleans are almost never seen eating any dish made out of this plant with utensils, usually explained as a way of remaining closer to the precious earth that bore the food. The same applies to Antillean Unicorns, the ranchers of which have complicated slaughtering practices that include letting the animal age at least five years so as to respect the animal’s ‘sacrifice’ in return for nutrition. Handlers also keep the horns of the Unicorn in the belief that it stores the spirit of the creature, later using them as charms. The modern age has of course morphed this tradition, with the horns now used as a delicacy for those who are willing to pay a high price. Indeed, the only practice that has not been touched at all by the passing of time is the superstition regarding Bayollas. Despite vast economic benefits, Antillean fishermen have historically refused to hunt these rare creatures in fear of retaliation from the sea itself. The belief comes the idea that these titanic beings control the waves through their swimming patterns, summoning tsunamis and tide floods based on their mood and safety. Common fishermen believe that to hunt and butcher such a majestic being is tantamount to inviting the wrath of their brethren, while others simply find their beauty something that must be preserved. The most fervent of these believers tell legends of a sort of King of the Bayollas, an even more massive and ancient beast that can be distinguished by the vibrant colours that it is enshrouded in. Whether true or not is impossible to determine, as neither prospectors nor researchers are allowed to disturb these rarely-seen creatures.&lt;br /&gt;
&lt;br /&gt;
=== Major Holidays ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Celebración del Volcán&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
In remembrance of the volcanic eruptions that have shaped Port Antillia as those from the Mayabeque Isles know it, every year the locals organize a festival to commemorate the volcanos across the islands and the power that they hold. It is held annually every August, in addition, music festivals and fireworks are commonly associated with the celebration. It is not as popular outside of the Mayabeque Isles, however, some cities across Woodhall Atoll have been known to partake to celebrate the volcano on which the island rests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kanaval a Sezon&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A massive social celebration across Port Antillia, Kanaval a Sezon occurs during changeovers of the seasons – Fresano and Veruroso. While some Antilleans prefer to partake privately, provinces find themselves host to dozens of carnivals consisting of masquerade, dance and music.  Street theatre has also become a popular occurrence during the Kanaval a Sezon, with some of the largest being a sought-out experience by Antilleans during both Kanaval a Sezon festive periods.&lt;br /&gt;
&lt;br /&gt;
=== Maritime Crime ===&lt;br /&gt;
The nature of Port Antillia invited anarchist groups to form, where settlements that found themselves dwindling in their ability to sustain themselves saw large groups of their inhabitants flee: most began to filter into the colonised regions as refugees. Those that weren’t so lucky found themselves resorting to buccaneering. Within a decade following the collapse of the planetary government, piracy became a rampant problem as raids were carried out against the coastal regions of the nation-states of Port Antillia. Successfully thriving off these raids, these buccaneers eventually went on to settle various unnamed islands across the seas of the planet. Many proclaimed themselves to be against unnecessary coercion and hierarchy, those within these settlements didn’t see themselves as freebooters, but instead as a liberated people that went against the unfair authority of those that prospered and chose to turn away their families in their moment of vulnerability. &lt;br /&gt;
&lt;br /&gt;
The prevalence of pirates only further exacerbated the crises faced by Antilleans. Trading amongst one another was critical to the continued survival of the nation-states, meaning that the attacks by corsairs were seen as an existential threat to the future of Port Antillia. Nueva Havana deployed the first instance of an organised navy, and thus the struggle for the domination of the high seas began. Levying several attacks against those that preyed on their maritime vessels, Nueva Havana successfully repelled the unprepared pirates within the area. Once the news reached these free ports, a naval rivalry commenced. Soon thereafter, other nation-states began building up their own navies, fighting back against the scourge. &lt;br /&gt;
&lt;br /&gt;
Throughout the next few decades, the power exerted by these buccaneers waned. By 2408, they barely existed across the seas – where several provincial states declared their maritime territories free from the raiders. These anarchist states eventually found themselves instead becoming a safe haven for the detritus of Antillean society – ousted corrupt politicians, radical dissidents and others that found themselves not wanted within their society’s sphere of influence. It is not uncommon for missing individuals to turn up across these unnamed atolls, attempting to escape from whatever looms behind them. However, the introduction of the planet to the [[Republic of Biesel]] has resulted in some re-emergence of buccaneering. Dozens of fleets found themselves deserting the various Antillean navies, finding refuge across these anarchist states – rekindling the bygone buccaneering values that waned with their disappearance from the seas. Reports from the Antillean Provincial Naval Fleets paint a picture of the golden age of buccaneering slowly returning as the number of attacks on maritime vessels continues to mount.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
As a result of its turbulent history, lack of investment and unstable physical geography. Port Antillia’s economy lags even to this day behind the rest of the [[Sol Alliance|former middle-ring Solarian colonies]]. A low rate of industrialization leaves many areas of the planet still focused on fishing or farming for subsistence whilst in more urbanised regions the lack of investment and connection to the greater spur hampers development beyond basic industries built on what is readily available on the planet itself. Despite this, Port Antillia has plenty of potential for growth, and its recent introduction into the [[Corporate Reconstruction Zone]] has drawn the attention of the [[Stellar Corporate Conglomerate]] and its constituent megacorporations. Some of the planet&#039;s most urbanised areas are beginning to see a trickle of corporate investment.&lt;br /&gt;
&lt;br /&gt;
However, despite this, the trials Port Antillia has faced have led to the development of a robust and strong intraplanetary trade network. With access to the vast planetary sea being easy and cheap, countless trade ships move goods across sea lanes of the planet, with several staple ports serving as hubs for trade and the heart of the planetary economy. The core of this trade is focused on the trade of staple foods such as Spindlekann and Fish from rural regions in exchange for goods produced in the more urbanised regions of the planet, allowing for the planet to support populations in areas that otherwise would be incapable of such, and providing less developed regions with necessary goods they lack the expertise and equipment to produce.&lt;br /&gt;
&lt;br /&gt;
== Military and Provincial Navy ==&lt;br /&gt;
[[File:APNFF.png|thumb|left|450px|The Flag of the Antillean Provincial Navy Fleets.]]&lt;br /&gt;
&lt;br /&gt;
Naval fleets were formed out of necessity to combat the growing piracy problem experienced by Antilleans, with the first fleet assembled by the province of Nueva Havana. While initially inexperienced and disorganised, they were soon found to be the solution to the continued raids by buccaneers. Slowly, other nation-states began to develop their own fleets and contribute to fighting back the growing criminal element across the seas. However, those unfortunate enough to not have access to an abundant supply of minerals struggled to turn the tides of the conflict, with both the Fètil Chain and Guayamouc becoming breeding grounds for maritime crime. The unification of Port Antillia brought with it the creation of the &#039;&#039;&#039;Antillean Provincial Navy Fleet&#039;&#039;&#039;, a consolidated force made up of a myriad of naval assemblies. While adjusting to the new command structure took some time, they have become instrumental in the fight against the buccaneers that still prey on the aforementioned provincial states. &lt;br /&gt;
&lt;br /&gt;
The Antillean Provincial Naval Fleets are overseen by the Ministry of Defence, or more specifically Minister Isandro Burgos, and are divided into five command groups: Nueva Havana, Woodhall Atoll, Centro del Mondyal, Guayamouc and lastly the Fètil Chain. They have become instrumental in the protection of the planetary economy of Port Antillia. Mandatory military service was introduced in &#039;&#039;&#039;2405&#039;&#039;&#039; by various other nation-states, where it saw continued existence following the formation of the unified navy. Conscription can either be pursued at the age of eighteen or following the completion of an undergraduate degree. It is considered a criminal offence to evade conscription and can result in prosecution. &lt;br /&gt;
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A career in the Navy offers the opportunity to those from across Port Antillia to explore their region and the greater planet. Each person onboard plays a critical role in contributing to the operation and maintenance of their stationed ships, where mandatory training ensures a level of competency from all those that enter its ranks – essential life skills are also integrated to smooth transition from military to civilian life, where most conscripts eventually pursue other opportunities. It has become a rather unremarkable event in the average life of an Antillean, where it has merely become an expectation to serve within the Navy – even prior to the unification. However, those from Nueva Havana have taken to the call, and it has become a rite of passage for many. The province takes pride in its naval prowess, where those that choose to remain within its fleets are celebrated, while those that instead choose to return to civilian life oftentimes see themselves somewhat shunned by their families – where it is almost seen as an embarrassment to not continue serving. &lt;br /&gt;
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The Antillean Provincial Naval Fleets are composed of five command groups, which are further comprised of three companies: Battle, Scout and Marines forces. Battle forces are the primary engagement elements composed of both frigates and corvettes. These predominantly run into conflict with the criminal scourge that is present across Port Antillia’s seas, where ambushes are routinely composed by these forces – oftentimes they gain battle experience as they navigate the conflict. Scout forces see themselves as a critical instrument in the protection of the Antillean seas, where they escort the mercantile maritime vessels that trade between the various regions and are composed of corvettes and scouting aircraft. Lastly, the Marine forces are a collection of units cooperating with one – further split into expeditionary forces, air wings, and much more that one would typically find across the Orion Spur.&lt;br /&gt;
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== Provincial States ==&lt;br /&gt;
[[File:Replacement_Image.png|300px|thumb|Cities nestle themselves around dormant volcanos across Neuva Havana. ]]&lt;br /&gt;
=== Nueva Havana ===&lt;br /&gt;
Nueva Havana is one of the largest provinces across Port Antillia and predominately consists of descendants of colonists from within the Caribbean Federation’s Cuba. Spread out across the Mayabeque Isles, the province is home to three prominent population centres that contribute considerably to the industrial profile of Port Antillia, where without them significant shortages of consumer goods would occur. Urbanisation has become rampant within Nueva Havana, however, it has not proven to be a problem. It has seen a significant drop in unemployment and poverty and has subsequently skyrocketed the quality of life within the province. The largest cities are &#039;&#039;&#039;Velazco&#039;&#039;&#039;, &#039;&#039;&#039;Marbella&#039;&#039;&#039; and &#039;&#039;&#039;Arcos de Canasí&#039;&#039;&#039;. Despite the volcanic activity that interrupts the lives of those living in the province, it has exposed surface minerals that were easily minable and subsequently jumpstarted the region&#039;s development, even in spite of the deficiency of agricultural land present. &lt;br /&gt;
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=== Caymanas ===&lt;br /&gt;
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Still coming to grips with the planet’s integration within the [[Corporate Reconstruction Zone]], the province of Cayamanas experiences the most problems across Port Antillia. Its limited space to expand has resulted in overcrowding and overpopulation issues cropping up across the region of Woodhall Atoll. The descendants of colonists from Jamaica predominately make up the demographic of the province, where they have filtered into three major metropolitan areas that find themselves wedged against the craggy cliffs of the region: &#039;&#039;&#039;Eden&#039;&#039;&#039;, &#039;&#039;&#039;Durhamville&#039;&#039;&#039; and &#039;&#039;&#039;Orchard&#039;&#039;&#039;. Some portions of these cities find themselves growing outward across the shallow shores, sitting on stilts. Its industries focus primarily on fishing, crucial to feeding the evergrowing population of the province. Though some nascent industries exist, many are simple drydocks or small canning facilities devoted to preserving the supply of fish.&lt;br /&gt;
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=== Carrington ===&lt;br /&gt;
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Carrington is one of the luckier provinces that exist across Port Antillia, where it found itself situated within the abundant region of Centro del Mondyal, where a combination of fertile agricultural lands and surface minerals allowed for it to prosper. Its largest cities of &#039;&#039;&#039;Paragon&#039;&#039;&#039;, &#039;&#039;&#039;Bayleys&#039;&#039;&#039; and &#039;&#039;&#039;Greenridge&#039;&#039;&#039; are also the most developed, and the quality of life within them is comparable to the Solarian Middle Colonies. Despite the rivalry that exists with its continental counterpart of Mirabel, they have created an economy that relies on one another – especially as a method of exporting its goods to the eastern hemisphere. Founded by colonists from the Bahamas, Carrington has become one of the more affluent provinces, which has allowed its people to focus on academic and tertiary industries within its more developed regions, as opposed to its rural population that is cast aside in favour of progressing the inner districts.&lt;br /&gt;
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=== Mirabel ===&lt;br /&gt;
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Founded by those from the Dominican Republic, Mirabel has prospered similarly to Carrington, thanks to the abundance of resources within the region it finds itself having expanded across. Different to Carrington, Mirabel has focused its development along its coast, where towards the inner continental landmass there exist lava deserts that span kilometres. However, disregarding these barren wastelands, the province has done remarkably well managing its limited space – where a majority of the province has seen significant development in one way or another. Mirabel does rely on Spindlekann imports, where a large portion comes from Carrington and is supplemented by both Saint Lawrence and Arthezé. Its largest cities are &#039;&#039;&#039;Toza&#039;&#039;&#039;, &#039;&#039;&#039;Luisa&#039;&#039;&#039; and &#039;&#039;&#039;Hicotea&#039;&#039;&#039;. Its capital Toza has become instrumental in off-world trading, where the largest Antillean shuttleport exists, boosting its provincial economy quite significantly – where it has had an easier transition into the [[Republic of Biesel]] and the greater [[Corporate Reconstruction Zone]] compared to other provinces.&lt;br /&gt;
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=== Arthezé ===&lt;br /&gt;
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Colonised by those from the Caribbean Federation’s Haiti, the province of Arthezé finds itself in a tenuous position with the integration of Port Antillia within the Republic of Biesel. Many recognise that it needs outside assistance in order to begin developing into a state equal to the other provinces, but it also sees the negative consequences that such support will come with – where many have realised the dilemma that Arthezé finds itself within as one that is particularly dangerous as the megacorporations circle overhead like vultures. The majority of the province’s industries revolve around agriculture thanks to its abundant fertility, which has allowed enormous fields of Spindlekaan to sweep across its countryside. Existing within the region of Guayamouc, Arthezé comprises the four major islands, where it finds itself neighbouring the small volcanic island chain held by Agüeybaná. Its major population centres are: &#039;&#039;&#039;Sevré&#039;&#039;&#039;, &#039;&#039;&#039;Paradis&#039;&#039;&#039; and &#039;&#039;&#039;Benoil&#039;&#039;&#039;.&lt;br /&gt;
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=== Saint Lawrence ===&lt;br /&gt;
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Saint Lawrence has become critical to the maritime trading that occurs across Port Antillia, where the Fètil Chain comprises the entirety of the province and a crucial wayfaring route between Arthezé, Agüeybaná and Mirabel. The majority of Saint Lawrence is across dozens of small islands that are commonly only large to support a singular city. It frequently experiences earthquakes and the subsequent tsunami’s that it generates – but those across Saint Lawrence have begun adapting to these circumstances through engineering marvels created with the help of both giant column sponges and light building materials made from spindlekann. It finds itself descended from colonists from Barbados, with its three largest cities also serving as important ports: &#039;&#039;&#039;Fairview&#039;&#039;&#039;, &#039;&#039;&#039;Hopewell&#039;&#039;&#039; and &#039;&#039;&#039;Portland&#039;&#039;&#039;. Outside of these cities, the province is considered to be home to the most rural municipalities, many of which have developed into simple agrarian societies that form communities around the farming of spindlekann and the ranching of the Antillean Unicorn.&lt;br /&gt;
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=== Agüeybaná ===&lt;br /&gt;
In a similar position to Arthezé, Agüeybaná has realised in the wake of the Solarian Collapse the necessity to broaden their horizons, and move forward with the rest of Port Antillia. It fares slightly better than its other Guayamoucan counterpart thanks to small-scale mining operations across the more mountainous islands that form part of the volcanic chain it has established itself on. Its largest cities also serve as important ports in the region and are &#039;&#039;&#039;Casela&#039;&#039;&#039;, &#039;&#039;&#039;Benlloc&#039;&#039;&#039; and &#039;&#039;&#039;Salavinera&#039;&#039;&#039;. Its capital Salavinera is the only one where limited resource extraction occurs, which previously fueled its expansion across the smaller islands as it grew during the attempted Antillean recovery. It works closely with Arthezé, where the two regularly trade its surplus goods, with Spindlekann being a notable import to support the Agüeybaná population.&lt;/div&gt;</summary>
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		<summary type="html">&lt;p&gt;CatsinHD: Temporary image for any images on the wiki in need of a replacement, such as the use of AI art or destructively low-quality images.&lt;/p&gt;
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&lt;div&gt;== Summary ==&lt;br /&gt;
Temporary image for any images on the wiki in need of a replacement, such as the use of AI art or destructively low-quality images.&lt;/div&gt;</summary>
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