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		<id>https://wiki.aurorastation.org/index.php?title=Hivenet&amp;diff=36457</id>
		<title>Hivenet</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Hivenet&amp;diff=36457"/>
		<updated>2025-07-15T14:02:41Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: Spelling mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
The Hivenet, also known as &#039;&#039;&#039;Dk&#039;xyt&#039;&#039;&#039; (literally, &amp;quot;word, thought&amp;quot;) is an encrypted radio frequency that serves as the linguistic backbone of [[Vaurca]] interaction. A symphony of electromagnetic waves and pheromones, Hivenet allows Vaurcae to exchange information, thoughts, and emotions across vast distances, including deep space. The unique form of communication offered by the Hivenet is—alongside [[Virtual Reality]]—the basis of Vaurca society.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Throughout most of their history, Vaurcae communicated through a [[Vaurca History#The Age of Death|rudimentary language]] known as &#039;&#039;&#039;Vaurcese&#039;&#039;&#039;. Biological limitations largely constrained the Vaurcese; Vaurcae distributed pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae don&#039;t possess a vocal tract, spoken language was unknown to them until their arrival at the Spur.&lt;br /&gt;
&lt;br /&gt;
Vaurcese also consisted of various clicks and clacks that can be considered a rough transliteration of some of the more traditional Vaurcaesian words and names. Vaurcese is thought to have had regional variants, and some researchers hypothesize that it actually consisted of a linguistic family rather than a single language. It is also speculated that some Hives might have developed written forms of Vaurcese, but these have been lost.&lt;br /&gt;
&lt;br /&gt;
Around 54,000 years ago, the K&#039;lax Hive introduced a [[Vaurca_History#The_K&#039;lax_Bonanza_and_Technological_Revolution|game-changer for Vaurca communication]]—the &#039;&#039;&#039;Hivenet resonance pylons&#039;&#039;&#039;, also known as relay towers. This technological leap completely revolutionized Vaurca communication. They were no longer required to be local for complex messages, thus promoting the spread of the species into larger empires.&lt;br /&gt;
&lt;br /&gt;
After the widespread adoption of the Hivenet by the multiple Hives of Sedantis, the traditional Vaurcese was abandoned. However, the ancestral language has a place akin to classical human languages, often used for the formation of neologisms or some solemn phrases.&lt;br /&gt;
&lt;br /&gt;
==Protocols==&lt;br /&gt;
Protocols can be considered the &amp;quot;languages&amp;quot; of Hivenet. They are unique methods of pherolinguistic encryption that were traditionally enforced by each Hive. Since the rise of the Zo&#039;ra Hive, the Zo&#039;rane protocol has become the dominant protocol. However, other options still exist.&lt;br /&gt;
&lt;br /&gt;
===Zo&#039;rane Protocol===&lt;br /&gt;
The Zo&#039;rane protocol drastically improved the encryption method of the older K&#039;lax protocol. This new channel also allowed for the transmission of more complex emotions and a reduced latency. It is the protocol used by all major Hives in the [[Orion Spur]], and the only one that has been fully decrypted by [[Skrell]] and human governments.&lt;br /&gt;
&lt;br /&gt;
===Lii&#039;draic Protocol===&lt;br /&gt;
The Lii&#039;draic protocol was invented by the [[The Lii&#039;dra|Lii&#039;dra Hive]] after shifting to a hivemind. It was critical during the [[The Great Hive War|Great Hive War]], as it maintained a fog of war between the belligerents. The intricacies of this protocol are not fully understood, as it likely accommodates the unique augmentations and organization of the Lii&#039;dra Hive.&lt;br /&gt;
&lt;br /&gt;
After the Lii&#039;dra invasion of human space, the decryption of the Lii&#039;draic protocol has been something of deep interest for the safety of various factions. However, the Lii&#039;draic protocol is paradoxically &amp;quot;silent,&amp;quot; meaning there is no trace of radio waves left. The efforts of the Zo&#039;ra Hive to contribute to the decoding of the Lii&#039;draic protocol—a venture they began during the war—have been fruitless.&lt;br /&gt;
&lt;br /&gt;
===Unauthorized Flagsdale Protocol - &amp;quot;Wyvenet&amp;quot;===&lt;br /&gt;
The unauthorized [[Flagsdale]] protocol (UFP), colloquially known as &amp;quot;Wyvenet,&amp;quot; is a [https://forums.aurorastation.org/topic/16716-mendell-city-bugle/?do=findComment&amp;amp;comment=159121 highly illegal communication protocol] now adopted by many of the [[Queenless]] in [[Mendell City]]. It is named after Ka&#039;Akaix&#039;Wyve Zo&#039;ra, a Hivenet virtuoso who developed a channel free of human surveillance. It has yet to be decoded.&lt;br /&gt;
&lt;br /&gt;
The UFP is thought to be limited to Tau Ceti Space currently, with enormous efforts by both Zo&#039;rane authorities and the [[Republic of Biesel|Biesellite government]] to limit the propagation of the makeshift relays. The [[Nralakk Federation]] customs have also cooperated in inspecting for any Wyvenet relays that might enter their borders.&lt;br /&gt;
&lt;br /&gt;
==Transmissions==&lt;br /&gt;
Through Hivenet, Vaurcae possess the remarkable ability to transmit a spectrum of communication modalities, ranging from raw emotions to nuanced expressions of bodily language. Augmented by the intricate &#039;&#039;&#039;neural socket&#039;&#039;&#039; and the &#039;&#039;&#039;antennae&#039;&#039;&#039;, these transmissions transcend conventional linguistics, seamlessly conveying not just words but the very essence of thought itself. Unlike traditional language systems, Hivenet facilitates a direct transmission of conceptual frameworks, eliminating the potential for grammatical error and imbuing each recipient with a model understanding of the intended message. Consequently, Vaurcae do not merely receive language; they apprehend the essence of linguistic expression in its purest form. This unparalleled mode of communication has confounded human and Skrell scholars alike, prompting a profound reevaluation of linguistic theories in light of the Vaurcae&#039;s extraordinary capabilities.&lt;br /&gt;
&lt;br /&gt;
Though [[Synthetics|stationbounds and other artificial intelligences]] are capable of &amp;quot;understanding&amp;quot; Hivenet, their grasp of the transmissions is limited and localized. Non-Vaurcae actors that receive Hivenet frequencies do not &amp;quot;hear&amp;quot; the echoes and cannot decode some of the more unique expressions provided by pherolinguistics. Furthermore, the translation from pure thought to binary has led to some mistakes, with computerized recipients of Hivenet often misinterpreting the Vaurcae they &amp;quot;hear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
The Hivenet can only be described as a pheromonal and electromagnetic symphony. For the Vaurca listener, the amalgamation of frequencies received never stops. These &amp;quot;voices&amp;quot; are heard by Vaurcae at all times, even if no other members of the species are present. However, the &amp;quot;voices&amp;quot; will only become faint echoes if a Vaurca is away from a relay or another user.&lt;br /&gt;
&lt;br /&gt;
Conversations within the Hivenet are referred to as &#039;&#039;&#039;entangled thought threads&#039;&#039;&#039;—interconnected streams of information that give rise to non-linear communication. Consequently, a Vaurca can engage in multiple discussions simultaneously, with its capacity bounded solely by its stream of consciousness and the emission of pheromones. This is why some Vaurcae may encounter challenges when attempting profound conversations with other species.&lt;br /&gt;
&lt;br /&gt;
The very notion of severance from the Hivenet is utterly distressing for a Vaurca. Instances of such disconnection, albeit rare, have resulted in the demise of the individual, as the ensuing silence precipitates a profound and detrimental impact on their cognitive processes. Beating all odds, [[Queenless#The_Lost_of_the_Traverse|the Lost of the Traverse]] are some of the few Vaurcae that have survived without Hivenet communication in recent years.&lt;br /&gt;
&lt;br /&gt;
===Consonance===&lt;br /&gt;
Consonance embodies a unique process through which a Vaurca can individually address another within the Hivenet. This is accomplished by signaling the recipient through their distinctive pheromone trail. However, consonance does not guarantee private communication; all other Vaurcae within proximity remain capable of receiving the transmitted message clearly.&lt;br /&gt;
&lt;br /&gt;
===Synchronicity===&lt;br /&gt;
Synchronicity is a process wherein multiple Vaurcae seamlessly align their thought pulses, generating a synchronized wave of information propagation within the Hivenet. In contrast to consonance, synchronicity addresses groups, typically encompassing entire broods or [[Vaurca_Culture_and_Society#The_Ta_and_Hive_Leadership|hive-cells]]. This process is often facilitated by [[Vaurca_Biology#Type_CB_-_Gynes,_Female_Breeders|Breeders]] and is likely transmitted from a more robust Hivenet connection, thereby reaching greater distances.&lt;br /&gt;
&lt;br /&gt;
===Harmonization===&lt;br /&gt;
Harmonization denotes the process in which Vaurcae synchronize their neural frequencies with the Hivenet, amplifying the efficiency of information exchange. Typically utilized for significant discussions, this process initiates a &amp;quot;thread,&amp;quot; and some harmonic threads have persistently continued uninterrupted since before [[Vaurca_History#The_Exodus|the Exodus]]. Regarded as the most &amp;quot;private&amp;quot; form of a Hivenet conversation, harmonization gradually fades for non-participants, although they may still perceive a faint echo of the exchange.&lt;br /&gt;
&lt;br /&gt;
===Occlusion===&lt;br /&gt;
Occlusion is the act of blocking a single Hivenet user, a measure exclusive to Breeders. It serves as an extreme recourse to resolve irreconcilable differences between two parties unwilling to cooperate. Despite its potency, approval for occlusion is seldom granted, and it is expressly prohibited to attempt occlusion on a hive-cell mate. The occlusion of a Vaurca from another Hive is a more complex undertaking, demanding consent from both Hives. Regarded as an ultimate measure, Vaurcae subjected to occlusion are susceptible candidates for voiding.&lt;br /&gt;
&lt;br /&gt;
Another form of occlusion, termed general occlusion, involves a Breeder temporarily &amp;quot;muting&amp;quot; a specific Vaurca on the Hivenet in response to misbehavior. This timeout can be disconcerting for the muted user and typically puts an end to any ongoing local disputes. Similar to the more stringent and formal occlusion, a Vaurca frequently subjected to general occlusion is at an increased risk of voiding.&lt;br /&gt;
&lt;br /&gt;
==Resonance Pylons==&lt;br /&gt;
Resonance pylons are colossal architectural marvels that function as the central servers and relay hubs of the Hivenet. In their early stages, pylons took the form of a network of towers, collectively contributing to the preservation and fortification of the Hivenet signal. However, the evolution of technology has given rise to a more sophisticated iteration of resonance pylons, now operating as distinctive servers meticulously designed to amplify the Hivenet frequency.&lt;br /&gt;
&lt;br /&gt;
The [[SCCV Horizon]] is equipped with a compact Hivenet relay to ensure seamless communication among the Vaurcae abroad. This relay is independent of the main pylons found across the Orion Spur and also serves to scan for any Hivenet protocols, including Lii&#039;draic.&lt;br /&gt;
&lt;br /&gt;
===Relay Innovations===&lt;br /&gt;
The resonance pylons situated on [[Sedantis I|Sedantis]], characterized by intricate design, used a self-contained communicative architecture that was entirely localized. The Hivenet did not require travel beyond the planet&#039;s confines, as Vaurcae were not a spacefaring species. A significant evolutionary leap in Hivenet&#039;s framework occurred prior to the Exodus. During this phase, the new Hiveships needed specialized Hivenet servers. These new servers play a pivotal role in sustaining seamless communication between Hiveships and facilitating communication among the Vaurcae onboard.&lt;br /&gt;
&lt;br /&gt;
This second generation of resonance pylons used quantum entanglement nodes—swift, faster-than-light relays generating entangled particle pairs capable of instantaneous information transfer irrespective of physical distance. However, despite their revolutionary technology, these systems exhibited limitations in deep space. The restrictions introduced by the second-generation pylons resulted in numerous issues during the Exodus, leading to frequent miscommunication and misunderstandings among the Hiveships.&lt;br /&gt;
&lt;br /&gt;
Since the arrival of the Vaurcae to the Orion Spur, the resonance pylons and the Hivenet network embraced [[Bluespace|bluespace technology]]. Strategically positioned in Vaurca-dense regions, these pylons leverage the same bluespace node infrastructure as the extranet, significantly extending their communicative reach across the known galaxy.&lt;br /&gt;
&lt;br /&gt;
===Main Resonance Pylons===&lt;br /&gt;
====Flagsdale====&lt;br /&gt;
The Flagsdale resonance pylon stands as the original Hivenet tower in human space, erected by [[Nanotrasen]] shortly after the relocation of the Zo&#039;ra to Biesel. Serving as the primary Hivenet pylon for a period, the Flagsdale tower spearheaded the third generation of resonance pylons using bluespace. However, its history is marred by crime and instability, characteristic of the infamous district within Mendell City.&lt;br /&gt;
&lt;br /&gt;
The denizens of the Flagsdale slum have, on multiple occasions, sabotaged the resonance pylon, inducing instability in the Hivenet signal across Biesel for extended periods—sometimes lasting hours or even days. One notably infamous instance unfolded during the [https://forums.aurorastation.org/topic/15636-orion-spur-oracle/?do=findComment&amp;amp;comment=151421 Flagsdale riots of 2463]. The consequential signal instability in what was the operational hub of the bluespace Hivenet prompted its reclassification to a relay in early 2466.&lt;br /&gt;
&lt;br /&gt;
====New Gibson Relay====&lt;br /&gt;
The [[New Gibson]] pylon functioned as an auxiliary Hivenet relay during blackouts, ensuring connectivity during the tumultuous early stages of the Hivenet&#039;s transition to bluespace. However, situated within a relatively modest Vaurca settlement and subject to sporadic maintenance, the mast met its demise in 2465. In its stead, an urban complex emerged, strategically designed to attract human residents. This act signaled the ongoing gentrification endeavor in [[New Gibson#Xerxes|Xerxes]]. The swing in Xerxes&#039; demographic landscape affected Tau Ceti&#039;s Vaurcae population until the inauguration of a new resonance pylon.&lt;br /&gt;
&lt;br /&gt;
====Caprice====&lt;br /&gt;
Considered the first of its kind and the sole authentic &amp;quot;fourth-generation&amp;quot; resonance pylon in the Orion Spur, the Caprician mast stands as a colossal architectural marvel, having evolved into one of the premier tourist attractions on the Vaurcaesian planet since its inauguration. Fondly nicknamed Vaur&#039;s Tower, its technological innovations cater not so much to Vaurcae but rather to the human readers interpreting its logs. This distinctive resonance pylon stands alone in its ability to accurately capture the intricacies of pherolinguistic expressions, ensuring minimized noise in Hivenet logs. Regarded as a significant leap forward in Hivenet surveillance, it guarantees that no messages escape the attention of human observers. It was [https://forums.aurorastation.org/topic/16567-caprice-sun/?do=findComment&amp;amp;comment=172339 inaugurated in early 2466] not without controversy by some sectors of Vaurca society.&lt;br /&gt;
&lt;br /&gt;
====Tret====&lt;br /&gt;
The [[Tret]] resonance pylon built by the K&#039;lax Hive, known simply as &#039;&#039;&#039;Mast 1&#039;&#039;&#039;, serves as the Hive&#039;s primary server for the Hivenet. Integrated seamlessly with one of Tret&#039;s iconic Radiant-Energy Spires, this towering structure boasts the capability to harness power without overburdening the energy network. Unlike Vaur&#039;s Tower, tailored for broader Spur monitoring, Mast 1 capitalizes on the laissez-faire stance of the [[Izweski Hegemony]] towards Hivenet affairs, utilizing the cutting-edge technology facilitated by bluespace Hivenet to experiment on latency and improving the Zo&#039;rane protocol.&lt;br /&gt;
&lt;br /&gt;
Mast 1 maintains a connection with Mast 2, a smaller relay nestled in [[Moghes]]. During peak traffic hours, both towers emanate a beam of light that interconnects them, facilitating seamless communication. While predominantly innocuous, this light beam has faced criticism from certain [[Unathi]] quarters, who perceive it as emblematic of Vaurca intervention in their home planet and excessive augmentation.&lt;br /&gt;
&lt;br /&gt;
====Diulszi====&lt;br /&gt;
The primary resonance pylon in Skrellian space is located in the [[Diulszi#Orbital_Research_Platform_Iolan|Orbital Research Platform Iolan]], situated on the planet Diulszi. The infrastructure is predominantly repurposed from the planet&#039;s earlier days as a research facility, consequently presenting greater limitations compared to the more recent resonance pylons. Nonetheless, the Iolan mast remains immensely powerful, guaranteeing surveillance over the C&#039;thuric mainworld.&lt;br /&gt;
&lt;br /&gt;
====Qerr&#039;Malic====&lt;br /&gt;
The resonance pylon located in [[Qerr&#039;Malic|Qerr&#039;Malic]], commonly referred to as &#039;&#039;&#039;Sq&#039;irq&#039;&#039;&#039;, is officially designated as the &amp;quot;secondary&amp;quot; Hivenet tower in Skrellian space in terms of function. However, owing to its strategic proximity to the Skrellian homeworld and a lesser presence of C&#039;thur intervention, Sq&#039;irq acts as the primary facility for the collation of Hivenet logs. In Sq&#039;irq, Skrellian authorities have full access to all logs generated in the Nralakk Federation. The specific functions of the Sq&#039;irq pylon remain a subject of ongoing debate, as Skrell authorities refrain from publicly disclosing the extent of the facility&#039;s capabilities. The operation of this tower has become a significant point of contention between the [[Mouv, The Recondite Queen|Mouv brood]] and Skrellian authorities.&lt;br /&gt;
&lt;br /&gt;
====Skrellian Relays====&lt;br /&gt;
In collaboration with the Nralakk Federation, the C&#039;thur have integrated their Hivenet infrastructure with the pre-existing Nlom relay network found throughout Federation space. This integration has significantly expanded the Hivenet&#039;s range far more rapidly than would have been otherwise possible and has arguably enhanced its security against sabotage. However, it also entails a level of surveillance paralleled only by the new Vaur&#039;s Tower in Caprice.&lt;br /&gt;
&lt;br /&gt;
===Surveillance and Logs===&lt;br /&gt;
Interest in monitoring Hivenet operations surged following the first contact with Vaurcae. Concerns about potential Vaurca uprisings or assertions of independence prompted close surveillance of Hivenet communications. However, Hivenet observers encounter many of the same challenges as artificial intelligence.&lt;br /&gt;
&lt;br /&gt;
In reality, Hivenet logs are chaotic and, despite encryption, rife with noise. Background chatter, tangential discussions, and echoes are captured, printed, and archived incessantly by Hivenet towers, contributing to the disorder. Observers must undergo extensive training to discern terrorist threats and potential illicit activities, yet the ideal of reading all logs without backlog remains unattainable.&lt;br /&gt;
&lt;br /&gt;
Vaurcae opinions on surveillance are divided, with some individuals supporting the measures while others vehemently oppose them. The Zo&#039;ra Hive has displayed the most cooperation with Biesellite authorities, while the C&#039;thur exhibit resistance but comply with Federation watchdogs. Although not mandated by the Izweski Hegemony to surrender their logs, the K&#039;lax Hive remains under supervision by both Biesel and Nralakk authorities.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Armed_Forces&amp;diff=36456</id>
		<title>Tau Ceti Armed Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Armed_Forces&amp;diff=36456"/>
		<updated>2025-07-15T13:09:21Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: Capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:TCAFInsignia.png|thumb|The insignia of the Tau Ceti Armed Forces. ]]&lt;br /&gt;
&lt;br /&gt;
Created following the myriad of problems experienced during the annexation of the [[Corporate Reconstruction Zone]] and the growing tensions across the Orion Spur, the Tau Ceti Armed Forces aims to ensure the protection of the sovereignty of the [[Republic of Biesel]] and to ensure that its light of liberty keeps shining. The Tau Ceti Armed Forces is built of four divisional service branches which consist of the &#039;&#039;&#039;Tau Ceti Minutemen&#039;&#039;&#039;, &#039;&#039;&#039;Republican Fleets&#039;&#039;&#039;, &#039;&#039;&#039;Foreign Legion&#039;&#039;&#039; and lastly the &#039;&#039;&#039;Auxiliary Corporate Forces&#039;&#039;&#039;. The Minutemen and Fleet are full-time professional organizations, whereas the Legion utilizes a part-time volunteer program. The &#039;&#039;&#039;President of the Republic of Biesel&#039;&#039;&#039; is the commander-in-chief of the armed forces and forms military policy with several of the departments comprising the greater Biesellite government.&lt;br /&gt;
&lt;br /&gt;
Rooted within the Tau Ceti Foreign Legion, which now exists as a divisional branch, the Tau Ceti Armed Forces additionally has a reserve force which stands as a method of ensuring that in need of additional manpower, they’re available to ensure the light of liberty that Biesel refers to remains shining. However, individuals can only be moved to reservists after completing at least four years of active service, or two years for the Foreign Legion. Those within pre-existing reserves of the Foreign Legion have already been moved over to the Tau Ceti Armed Forces’ reserve. Those within the reserve are provided with a moderate stipend but are only eligible if their income doesn’t exceed a certain threshold.&lt;br /&gt;
&lt;br /&gt;
Those that have completed active service within the Tau Ceti Armed Forces can apply to have their student debt covered by the &#039;&#039;&#039;Tau Ceti Corporate Scholarship&#039;&#039;&#039; funded by the constituent megacorporations of the [[Stellar Corporate Conglomerate]] – which has become a popular method among the youth of Biesel to ensure an education, where they might not have been able to afford it prior to enlisting. Though believed to have gotten better since the creation of the Tau Ceti Armed Forces, there is still a notable bias to non-humans, with a majority of them being deployed to the dangerous regions where injuries and casualties are more likely to occur, but there is yet to see whether this will hamper non-humans from ascending the ranks. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Ranks ==&lt;br /&gt;
&lt;br /&gt;
Ranks in ascending order, beginning with Recruit Legionnaire and ending with General, or Admiral if one is within the Republican Fleets. In order to attain your commission, an enlisted person is required to purchase a certificate of commission or have it sponsored by the Stellar Corporate Conglomerate. Upon purchasing the certificate of commission (a rather expensive undertaking) an enlisted person must still undergo training in order to be promoted to a commissioned officer. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&amp;gt;&lt;br /&gt;
=== Enlisted ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Recruit Legionnaire (RLgn) &lt;br /&gt;
*Legionnaire (Lgn)&lt;br /&gt;
*Senior Legionnaire (SLgn)&lt;br /&gt;
*Prefect (Pfct)&lt;br /&gt;
*Senior Prefect (SPfct) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&amp;gt;&lt;br /&gt;
=== Commissioned ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Aspirant (Asp)&lt;br /&gt;
*Decurion (Dcn)&lt;br /&gt;
*Centurion (Cnt)&lt;br /&gt;
*Captain (Cpt)&lt;br /&gt;
*Major (Mjr)&lt;br /&gt;
*Lieutenant-Colonel (LtCol) &lt;br /&gt;
*Colonel (Col)&lt;br /&gt;
*General (Gen) / Admiral (Adm)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Branches =&lt;br /&gt;
== Tau Ceti Minutemen == &lt;br /&gt;
&lt;br /&gt;
Most similar to the Tau Ceti Foreign Legion prior to the implementation of the Tau Ceti Armed Forces, the Tau Ceti Minutemen– or sometimes merely the Minutemen – now seeks to replace and complete the objectives of the defunct armed forces it replaced. It is the most well-funded service branch and is fully equipped to deal with the threats posed to the Republic of Biesel. The Minutemen are expecting to see themselves act as a secondary policing force within the Corporate Reconstruction Zone; managing riots, hunting insurgents and ensuring compliance with the laws of the Republic. Due to its similarity to the now defunct Tau Ceti Foreign Legion, the new service branch has found itself poaching many of the former’s effective volunteers, offering better pay than that of the incorporated service branch – generating animosity between those that elected to pursue the opportunity, and those that remain behind in the Foreign Legion. &lt;br /&gt;
&lt;br /&gt;
=== Operational Unit Structure ===&lt;br /&gt;
The operational unit structure of the Tau Ceti Minutemen plays a crucial role in ensuring the hierarchy of orders issued either during times of peace, or conflict. Beginning with Field Army, it descends to Corps, Division, Legion, Cohort, Century, Maniple, Troop, Section and lastly Team. Though most see themselves following a naming structure that relies on numbers, Division and Legion have a different approach: the former relies on landmarks, and the latter on notable figures within the greater Orion Spur – such as the Greatkrag Artillery Division or the Roosevelt Medical Legion. The Minutemen are composed of three Field Armies, each with three Corps, followed by six Divisions within a Corps, and fifteen Legions within a Division. Legions can be comprised of any amount of Cohorts, Centuries, Maniples, Troops and Sections. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Special Forces ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== The Bloody Century ====&lt;br /&gt;
Either famous or infamous depending on one’s news sources, the Bloody Century was for a time, the most talked about unit of the newly formed Tau Ceti Armed Forces. An overstrength century, it is composed exclusively of Unathi and Tajara veterans of the wars of Moghes, Adhomai, and Gakal’zaal, and is considered the most experienced and effective line unit of the Minutemen. &lt;br /&gt;
&lt;br /&gt;
The Century rose to prominence on Mictlan, where rumors about their efficacy and ruthlessness spread. After footage displaying the unit’s atrocities leaked and spread all over the Extranet, Mictlani civilians and insurgents alike began to fear the scarlet red hand used as the century’s icon. Several calls to dismantle the unit have been made in the halls of Tau Ceti’s parliament, but the Minutemen have rejected every one. It carved a swathe of destruction through Samaritan occupied territories as a raiding party, and was the first unit on the beachhead during the failed Operation Jakali. Since the conclusion of the Peacekeeper Mandate on Mictlan, the Bloody Century has been set upon Western CRZ, occupying a string of smaller colonies where, should the ongoing ceasefire break down, they will be able to take the fight directly to Solarian insurgents.&lt;br /&gt;
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==== Zo’ra’s Chosen ====&lt;br /&gt;
A century of [[Vaurca]] warriors, Zo’ra’s Chosen are an example of the fighting prowess of the Zo’ra Hive. They are a mobile infantry century, relying on gunships, transport shuttles, and fast maneuver warfare to destroy their enemies. An experimental concept for the TCFL and TCAF, mobile infantry centuries were introduced as an attempt to develop counter insurgency units for fighting on Mictlan. Vaurca specifically were chosen to pioneer these centuries, due to their Hivenet allowing near instantaneous communication, allowing for unprecedented levels of coordination. Since their introduction, Zo’ra’s Chosen have quietly won battle after battle, using their high level of information sharing and coordination to consistently outmaneuver their opponents. However, unlike other units, their style of fast maneuver warfare can only be practiced under certain battlefield conditions, such as the lack of enemy anti-air and consistent resupply.&lt;br /&gt;
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==== The Redsnouts ==== &lt;br /&gt;
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Sought out for their strength and resilience, it was inevitable that the Redsnouts be formed. Owing to their origins within the Tau Ceti Foreign Legion, and the creation of a Breacher-esque suit during the height of the Peacekeeper Mandate, the Tau Ceti Armored Unathi Infantry Century has become renowned for their shock tactics across the battlefield, capable of withstanding significant incoming damage. Those within the Century can easily be identified through their snouts, painted in crimson-red in near-ritualistic fashion once they find themselves integrated within the ranks of the Redsnouts. &lt;br /&gt;
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It borrows many principles from the Breacher-wearing [[Unathi]] Soldiers of the [[Izweski Nation|Hegemony]], with the Redsnouts wearing heavy hardsuit-like armour of [[Tau Ceti]] innovation to act as infantry-sized tanks across conflict zones, and despite being capable of shrugging off large amounts of punishment, the lesser-quality hardsuit doesn&#039;t generally sustain itself as long compared to its Hegemonic counterpart, where efficient and quick usage is generally the only way to ensure the fullest potential can be reached. Additionally, they are cumbersome and slow, thanks to the heavy weaponry to complement the Redsnout-Suit. The majority of those selected for the Redsnouts are [[Unathi]] Legionnaires that have proven to be &amp;quot;unwavering&amp;quot; in the face of overwhelming firepower, where they proved their ability to fight and remain calm on the battlefield. &lt;br /&gt;
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The Redsnouts have earned themselves an infamous reputation across [[Mictlan]], where during the quelling of the planet&#039;s more insurgent regions during the Peacekeeper Mandate, with ruthlessness becoming the centre of criticism across the planet. With claims and rumours of significant destruction in the wake of their marches, with which the Redsnouts blame insurgents for spreading, the Century maintains that it is necessary to undermine enemy fortifications to ensure a &amp;quot;level&amp;quot; playing field. There even exist rumours that the crimson-red colours across the snouts of the Century aren&#039;t merely just paint, but the blood of their victims.&lt;br /&gt;
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==== Tau Ceti Intervention Command ====&lt;br /&gt;
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Tau Ceti Intervention Command (‘TCIC’) is a [[Skrell]]-dominated special operations unit within the Tau Ceti Armed Forces. Informally known as &amp;quot;Frogmen&amp;quot;, TCIC is responsible for counterterrorism and reconnaissance operations, with the responsibilities divided into two century-level groups that operate independently of one another. Each century is named after a stellar body within Tau Ceti, while each descending group is given a letter designation. Intervention Command always has two centuries active at all times, but has several reserve centuries that can be mobilised when required.&lt;br /&gt;
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Intervention Command has its roots in [[Skrell]] units that served in the Tau Ceti Foreign Legion, renowned for their ability to perform rapid strikes on enemy positions and scout terrain that would normally be considered inhospitable for regular troops. The Minutemen capitalised on the experiences of these [[Skrell]] to equip a light yet effective force, unencumbered by hostile climates and with a natural affinity for strategic planning.&lt;br /&gt;
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&#039;&#039;&#039;Active Centuries&#039;&#039;&#039; &lt;br /&gt;
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*Field Manoeuvre Group &amp;quot;Gibson&amp;quot;: Responsible for the unit&#039;s more conventional military operations, tasked with conducting reconnaissance, raiding, and insertion and extraction operations, typically while attached to a conventional combat group. TCIC&#039;s Field Manoeuvre Groups avoid direct conflict where possible, preferring quick engagements at long range rather than prolonged firefights.&lt;br /&gt;
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*Intervention Group &amp;quot;Valkyrie&amp;quot;: Conducts counterterrorism operations throughout Republic space. Intervention Groups work closely with law enforcement within Tau Ceti and the Corporate Reconstruction Zone to combat terrorist and insurgent organisations and also play a role in training local law enforcement and military organisations in anti-terrorism and counter-insurgency tactics. Intervention Group &amp;quot;Valkyrie&amp;quot; is currently focusing its efforts on Mictlan - despite the dwindling presence of the Samaritans.&lt;br /&gt;
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==== Tau Ceti Powered Support Detachment ====&lt;br /&gt;
The Tau Ceti Powered Support Detachment is a [[Vaurca|Vaurcaesian]] special operations unit specializing in providing heavy fire and sabotage on the battlefield while maintaining more flexibility and mobility than a traditional mechanized unit through the extensive use of small, highly augmented, and equipped groups. It is composed of and supplied almost entirely by the Vaurcae of the Court of Queens, primarily the [[Vaurca_Hives|Zo’ra Hive]] and falls under the command of the Tau Ceti Armed Forces. The Powered Support Detachment, abbreviated as &amp;quot;PSD&amp;quot; among soldiers of the Armed Forces, consists normally of two roughly century-sized detachments each named after famous cities and locations from Vaurca history and mythology, though the nature of the species means they can be rapidly shifted between the two or split into several smaller teams depending on equipment availability, cost and need. Vaurca who are moved from the PSD to another deployment by the Queens typically have their augments removed and replaced with ones more appropriate to the job. &lt;br /&gt;
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&#039;&#039;&#039;Active Centuries&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Mobile Salvo Team &amp;quot;Xtykt&#039;lotec&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Mobile Salvo Team &amp;quot;Xtykt&#039;lotec&amp;quot; is by far the most prominent of the two currently active centuries and is considered the primary unit of the Powered Support Detachment. It is most well known for its unique formation, referred to as the &amp;quot;Kayak Maneuver&amp;quot; after the theater during the Great Hive War in which it was first deployed at scale. A single Mobile Salvo Team team following the Kayak Maneuver typically consists of five Warrior Vaurca, one of whom is heavily gene-edited to increase size, muscle density, and dull pain receptors. This Warrior is then equipped with a Zo&#039;rane designed hardsuit referred to as a &amp;quot;Yer&#039;kay,&amp;quot; which loosely translates to &amp;quot;Bastion,&amp;quot; and used to fulfill a role not unlike that of a specialist weapons team. While these Bastion hardsuits are equipped with triple-layer plasteel, a variety of Zo&#039;rane medical injectors, and a suite of enhanced targeting systems, the most notable feature is the presence of a shoulder-mounted heavy-weapons hardpoint. It is capable of changing depending on the situation, even rapidly in the field provided a reasonably competent engineer is present and fits a variety of specially designed apparatus such as heavy-cannons and a subsequent laser variation, a mortar, an anti-vehicle round not unlike the Stellar Corporate Conglomerate designed PEAC, and a minigun, the Bastion allows a great deal of in-deployment adaptability. Whilst many of the configurations require the user remain stationary to deploy the hardpoint mounted weapon, magclaws digging into the ground below and helping stabilize the operator and internal exosuit for the recoil, the minigun permits limited movement allowing a team to lay down cover, although admittedly at a near snail&#039;s pace. These Bastion suits are the centerpoint of a Mobile Salvo Team, with three of the remaining Warriors in the squad serving as augmented infantry, equipped to draw fire, provide cover for the deployed Bastion operator, or secure a path ahead when performing a rapid re-location whereas the final Warrior is trained to instead take the job of a combat engineer tasked with performing emergency repairs, reloading ammunition stocks when depleted, or if needed, carrying and swapping out the heavy weapon. &lt;br /&gt;
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&#039;&#039;&#039;Light Disruption Division &amp;quot;Kis&#039;lokt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Despite having more warriors, the Division is the less well-known century of the Powered Support Detachment, frequently being overshadowed by the flashier Bastions of the Mobile Salvo Team, who clearly stand out, and though employing different tactics, they still adhere to the same general doctrine of mobility and augmentation. Whereas the Mobile Salvo Team focuses on mobile fire support, the warriors of the Light Disruption Division instead prioritize heavy augmentation geared towards supporting urban close-quarters warfare and clearing enemy emplacements. The Warriors work in small teams of four or five, many of which may be deployed together towards a single goal, and use the Vaurca&#039;s innate communication abilities to coordinate joint maneuvers at a terrifying pace, breaching and clearing a building or structure, covering one another going room to room and signaling the location of enemies all without uttering a single word. Additional heavy support or distraction, if required, is provided by a Mobile Salvo Team or another TCAF unit. They are highly augmented and gene-modified, although with what varies heavily depending on cost and need, ranging from symbiotic organs that can filter poisons and clot bleeding to augmented drug glands, stronger mandibles, faster neurotransmitters, electric graspers, circadian clocks that reduce the need for sleep, hardened carapaces, and anything in between. The firearms they use are frequently the TCAF standard for close combat, but they can be outfitted differently depending on the situation and integrated weaponry isn&#039;t unheard of.&lt;br /&gt;
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==== Rainmakers ====&lt;br /&gt;
The Tau Ceti Rainmakers are a special forces unit consisting of [[Tajara]] specializing in the operation and usage of artillery and explosive equipment. The Rainmakers have two distinct duties. The usage of explosives on the enemy and the finding and dismantling of explosives, either ones that failed to detonate during a conflict or planted by irregulars in areas the Tau Ceti Foreign Legion are trying to secure and protect. On the battlefield, the Rainmakers utilized designs created by Zavodskoi and Hephaestus for the Foreign Legion. These are typically missile-loaded trucks, rocket and grenade launchers specially made to devastate enemy fortifications and exosuits or hardsuits, or the &amp;quot;Noise-Maker&amp;quot; artillery cannon. Made to be capable of firing a maximum of four shells at once and featuring a large, medium, and small (Roughly the size of a small car) version, these pieces of artillery are the most favoured tool for the offensive operations of the Rainmakers. In space operations, squads of Rainmakers provide support fire and assist in taking out any ship or station sections that can pose a threat to troops. The dismantling of explosives is typically done in heavily armoured Foreign Legion suits marked with a distinctive red. Veterans who arrive at [[Tau Ceti]] from [[Adhomai]] with explosives experience have wound up in the Rainmakers. More often than not, these are people who baulked at the idea of joining the [[Private Military Contracting Group|PMCG&#039;s Kazarrhaldiye&#039;s Operations Group]] for several reasons.&lt;br /&gt;
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==== The Positronic Century ====&lt;br /&gt;
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The Third Recon Century, known internally as &amp;quot;The Positronic Century&amp;quot; is a formation made up almost entirely of IPC personnel. In recognition of [[Synthetic_Factions|Synthetic Liberation Front]] efforts in rescuing President Dorn during Frost&#039;s Incursion, many members of the organisation were offered pardons in exchange for service in the Foreign Legion, their skills in infiltration and combat translating well to military life. Although receiving standard training and capable of functioning as well in intelligence gathering and reconnaissance as any other Tau Cetian formation, the Positronic Century is more frequently employed in monitoring the vast amounts of organic and IPC refugees pouring in from the Sol Alliance, as well as the [[Corporate Reconstruction Zone]] and monitoring and combating terrorist organisations. The seeming lack of a unique frontline utility for this unit has led many military observers to suspect that in the event of war, the Positronic Century would be used as a stay-behind unit, not meeting any invaders head-on, but rather laying low and striking at enemy supply lines and sowing confusion among their ranks.&lt;br /&gt;
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The unit is infamous for its employment of shell frames, often using them as infiltrators to blend in within the [[Corporate Reconstruction Zone]]. Although mostly unfounded, rumours and conspiracy theories abound of the Positronic Battalion being used for everything from sabotaging Trinary protests all the way to killing Prime Minister Frost. This is not helped by the unit commanders&#039; policy of refusing to publicly comment on its operations. This overlap of responsibility has led to an inter-service rivalry with the TCIC, not helped by the attitudes between Synthetic and Skrell members of each unit.&lt;br /&gt;
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==== Hazardous Environment Gestalt Unit ====&lt;br /&gt;
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The &#039;&#039;&#039;Hazardous Environment Gestalt Unit&#039;&#039;&#039; (&#039;HEGU&#039;) are an experimental unit, comprised entirely with [[Dionae]]. They are trained for urban combat in environmentally compromised conditions, whether through natural disasters, dirty bombs, biological/chemical warfare, and even practice contingencies for anomalous incidents involving bluespace. Due to the nature of their work, they are also trained in disaster containment, counterterrorism, and specialize against unconventional opponents. &lt;br /&gt;
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Achieving such a broad range of specializations in a single unit requires taking advantage of Dionae’s properties, both their physical resilience and abilities with respect to blood knowledge. Not only are they able to rapidly onboard new training via blood and shared merging, but they are also able to harvest their enemies as they fight, compromising the positions and tactics of their opponents.&lt;br /&gt;
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There are two divisions within the unit, designed in such a manner as to operate closely. They are known as the Lever and the Fulcrum.&lt;br /&gt;
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&#039;&#039;&#039;The Lever&#039;&#039;&#039;&lt;br /&gt;
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The Levers are the primary “infantry” division of the unit. Draped in heavy slabs of modular armour plates, they serve as the working tendrils of the HEGU. Spending most of their operations bathing in UV light, usually they spare subtlety for armour and firepower. Rather than fielding mechs, multiple HEGU units choose instead to merge together into a near-Argus-sized humanoid, shifting armoured plates and weapons into position.&lt;br /&gt;
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&#039;&#039;&#039;The Fulcrum&#039;&#039;&#039;&lt;br /&gt;
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The Fulcrum are the support backbone of the unit, as HEGU’s mechanized division. Vehicles are comprised of modular “Contra” IFVs, designed to either haul equipment, move HEGU, and provide supporting fire for troops. Instead of a conventional piloting configuration, the piloting gestalt is usually poured into an opening in the top, and then evenly distributes itself across the custom-milled interior of the vehicle, giving it unparalleled awareness and control. Unlike the Levers, the Fulcrum are sourced exclusively from the jungles of Mictlan, and employ their understanding of biomass to assist primarily in disaster relief.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Equipment and Personnel ===&lt;br /&gt;
Considered the most well-equipped and funded, the Tau Ceti Minutemen have access to high-quality military apparatus and training, provided mostly by the ever-giving megacorporations that dominate the Orion Spur. However, the majority of the articles have their origins in Kumar Arms – a subsidiary of Zavodskoi Interstellar – which has grown considerably within the [[Republic of Biesel]] since the collapse of the Solarian Alliance and the diminishment of the market there, funnelling armaments into the Tau Ceti Armed Forces. Kumar Arms was responsible for providing equipment during the days of the Tau Ceti Foreign Legion’s campaign on Mictlan, with the majority of the military equipment found usually sporting a [[Zavodskoi Interstellar]] logo – which has created some tension with Mictlani and the megacorporation. &lt;br /&gt;
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Salaries within the Tau Ceti Minutemen are above that of the other services branches within the armed forces, having remained at their Peacekeeper Mandate levels following the “successful” conclusion of the Mictlan campaign. The increased salary margins have shown some success in encouraging enlistment within the Tau Ceti Armed Forces – in particular, those seeking to join the ranks of the Minutemen, even those promoted from within the Foreign Legion desiring a position in the former once they’ve completed their active service requirements.&lt;br /&gt;
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The Tau Ceti Minutemen have instituted standardised training across those within its structures – despite its recent formation and little experience, the Minutemen have already contracted the [[Private Military Contracting Group]] in order to commence training its troops – with each of the associated private military companies within the megacorporation having a unique usage in the training. The end of the Peacekeeper Mandate and the Minutemen’s commitment to Mictlan has only increased the rate of training given to the Minutemen, as veteran combat troops now return home with newly gained experience. It is the hope of the Tau Ceti Minutemen that eventually they will phase out the third-party training, where a sufficient number has been reached where they can rely on themselves to train Recruit Legionnaires, and those seeking to climb the military ranks of the service branch. The branch’s main backbone sees support from veterans of the Tau Ceti Foreign Legion that have elected to continue their military career with the Minutemen, the majority of which maintain deployment within the eastern jungles of [[Mictlan]], attempting to bring the planet into unity. However, it is unlikely without additional training and experience that the Minutemen would manage to rival stronger powers.&lt;br /&gt;
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While touted as a successful campaign publicly, many within the higher echelons of the Minutemen believe the campaign was a failure, the new Armed Forces being unable to wipe out the Samaritans in totality. The reasons for this perceived failure vary, with many blaming politicians, fearful of the civilian unrest within Tau Ceti’s gravity well, being often blamed for the failure and resulting peace deal. The campaign has left deep scars that will persist for years in the foundation of the Minutemen as well, as a year of riot suppression, willful ignorance of atrocities, and poor command cultures in the face of insurgencies have pushed back professionalization of the Minutemen significantly. It is unclear when, or if, they will be able to shake the remnants of the Peacekeeper Mandate off, and become a fully professional force.&lt;br /&gt;
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== Foreign Legion ==&lt;br /&gt;
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One of the most recognized symbols of the [[Republic of Biesel]], the [[Tau Ceti Foreign Legion]] (TCFL) was the first official attempt at creating a standing army for the Republic’s defence. Today, it operates in much the same way - in exchange for at least two years of service, less fortunate immigrants to the Republic may be granted citizenship and meagre pay so that they can establish new, profitable lives within it. Throughout its short lifetime, the organization has already fought in several key operations for the sake of the Republic – the Second Solarian Invasion of Biesel in 2462, and the notorious [[Corporate Reconstruction Zone|Peacekeeper Mandate]].&lt;br /&gt;
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Although overshadowed by the greater organization that came to surround it, the Tau Ceti Foreign Legion remains the root of the Tau Ceti Armed Forces, both in terms of reputation and manpower. The Legion is the entry point for many of the citizens who, having shown not only their prowess but also their desire to continue operating in the field, go on to become professional soldiers under the many different divisions of the Tau Ceti Armed Forces. Much of the wider organization is staffed this way. Despite this, the monetary situation of the Foreign Legion has not improved, as funding is increasingly funnelled towards the newer and more prestigious Armed Forces. As a result, Legionary supplies and equipment have yet again become strained, a move many volunteers are increasingly viewing as unapologetic backsliding.&lt;br /&gt;
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Those who continue to serve under the aegis of the TCFL are assigned to gruelling tasks far away from the heart of the Republic. Merchant escorts, asteroid infantry and corporate-ground patrolmen, Legionnaires remain the backbone of most operations keeping the [[Corporate Reconstruction Zone]] ‘peaceful’. These assignments, previously described as challenging at best, are now considered shameful by a growing number of recruits, and brutal by non-humans, who are often sent out to perform tasks to which they may not be suited. The Foreign Legion’s most recent deployment to pacify CRZ regions such as [[Mictlan]] has seen many old and new volunteers traumatized and questioning the reasons for the TCFL’s existence. Some have even been galvanized by the rhetoric of Samaritan forces, spelling an uncertain future for the Republic’s most celebrated and hated heroes.&lt;br /&gt;
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== Mictlan Defense Force ==&lt;br /&gt;
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The Mictlan Defense Force in the years following the Solarian Collapse has undergone upheaval after upheaval. It is one of the two planetary defense forces within the Republic of Biesel, technically under the aegis of the Tau Ceti Armed Forces, but separate, organized by, and loyal to the Mictlani government. While previously it was under Tau Ceti Foreign Legion control, then Minutemen, the end of the Peacekeeper Mandate for Mictlan has seen the MDF re-emerge as a semi-independent force, much better equipped than in the past and dedicated to the defense of the planet. Despite its semi-independent nature, Biesel Security forces still closely watch the MDF, and ensure its continued loyalty to the Republic.&lt;br /&gt;
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== Republican Fleets ==&lt;br /&gt;
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The Republican Fleets are regarded by many as a less prestigious branch of the TCAF, their reputation rooted in the failure of the Foreign Legion’s naval forces to repel the &#039;&#039;&#039;Second Solarian Incursion of 2462&#039;&#039;&#039; without external assistance from other powers. Badly mauled during the Second Incursion, the remaining naval forces of [[Tau Ceti]] have been bolstered by Solarian defectors from the [[Corporate Reconstruction Zone]] who are often of debatable loyalty, talent, and skill. The Republican Fleets are mostly equipped with formerly Solarian Navy vessels which fell under the control of [[Biesel]] during the Solarian Collapse. While effective patrol craft, many of these vessels are dated and are in the process of being retrofitted after extended periods of sitting mothballed in the Solarian Middle and Outer Ring. [[Zavodskoi Interstellar]] is heavily involved in the modernization of many of these vessels and some have been sent as far afield as Zhurong in the [[Empire of Dominia]] for work as the Corporate Reconstruction Zone’s largest naval yard, the planet of &#039;&#039;&#039;Hang Tuah’s Rest&#039;&#039;&#039; in the Hinterlands, lies firmly under the control of the anti-Biesel and Solarian Navy-supported &#039;&#039;&#039;Solarian People’s Liberation Fleet&#039;&#039;&#039;. Government funding for the Republican Fleets is limited, with the Tau Ceti Minutemen receiving far more funding and corporate equipment.&lt;br /&gt;
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A culture of corruption permeates the Republican Fleets due to many of its personnel being former Solarian Navy officers from the more corrupt, and less professional, Middle and Outer Ring sections of the Alliance’s Navy. Bribes to receive ranks are common, and many Republican Fleet officers are willing to look the other way for crimes such as smuggling in exchange for a cut of the profits – or illegal goods such as narcotics. Surplus equipment owned by the Republican Fleets often “goes missing” from storehouses and naval yards, and many of its logistics personnel are suspected of embezzlement or other forms of malfeasance. Though, megacorporations seem to benefit from these “missing” goods – [[Zavodskoi Interstellar]] profiteering from lucrative contracts to replace them. Private military vessels and outside observers assigned to the Republican Fleets remark that, while they are effective patrol forces, they are less effective than their regional counterparts. Imperial Fleet liaison officers from the [[Empire of Dominia]], sent in conjunction with Zavodskoi Interstellar to train the Republican Fleet’s officers, have repeatedly expressed frustration at the poor quality of many TCAF naval officers. Most of the Republican Fleet’s strength is concentrated at the Zoleth Line, where the TCAF hopes the presence of heavy static defences will supplement their dated vessels and often poor officers.&lt;br /&gt;
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=== Operational Unit Structure ===&lt;br /&gt;
The Republican Fleets operate within Quadrants, designed by the Secretary of Defense [[The Trasens|Nathan Trasen]], to ensure a consistent force is capable of tackling any issues – in conjunction with megacorporate fleets patrolling – that may crop up within these regions. The Republican Fleet is composed differently than the Minutemen, instead, approaching a rather simple scheme: Sub-Quadrant, Fleet Group, Fleet, Ship, Department, Shift, Team.&lt;br /&gt;
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==== Fleet Sectors ====&lt;br /&gt;
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The Republican Fleet has three sectors they maintain consistent patrol of, in particular built around Tau Ceti, to ensure where necessary a defensive front can be launched. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tau Ceti&#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;
This sector covers Tau Ceti’s gravity well, out to the Romanavich Cloud. Five fleet groups are assigned to the overall sector and used in both subsectors. It is considered a training ground for the Fleet as new recruits are first assigned here to learn the ropes of their vessels under the watchful eye of paid mercenaries and foreign naval officers. Very little of note for the fleet occurs within Tau Ceti’s gravity well, and the vast majority of operations revolve around stopping smugglers or responding to distress beacons. The ships in the Tau Ceti sector are some of the oldest and least upgraded, with many dating to before Biesel’s independence.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eastern Corporate Reconstruction Zone&#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;
Covering the [[Corporate Reconstruction Zone]] to the galactic east of [[Tau Ceti]], the Eastern Sector is further divided up into North Eastern and South Eastern, each having two fleet groups assigned to it. The threat of invasion is negligible, and naval operations in the Eastern CRZ are almost entirely logistical; supporting the Mictlan Defense Force, keeping trade lanes clear of pirates, and protecting corporate assets. Most ships deployed to the Eastern CRZ will perform the same task for months on end, before rotating out to [[Mictlan]] for shore leave. Fleet vessels assigned to this area often interact with Coalition and Elyran vessels, and rarely encounter Solarian vessels. &lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Western Corporate Reconstruction Zone&#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;
Boarding the [[Sol Alliance|Solarian Alliance]], the Western Sector boasts the largest number of Republican Fleet ships of any sector as it contains the Zoleth Line and other defensive installations with the goal of fighting off another invasion. It has no sub-sectors, with each fleet group assigned an area of operations across along the length of the Zoleth Line. The best ships and personnel are sent to the Western CRZ, as in the eyes of the Republic, the [[Sol Alliance|Solarian Alliance]] and its statelets remain the largest threat. Those deployed to the Western CRZ see more action than most other fleets, dealing with everything from refugees, pirates, both unaligned and remnants of the Southern Fleet Administration such as its 23 Tactical Group (commonly known as Beauchamp’s Marauders), the now ceased SSMD raids, as well as protecting Orchid Moon, NanoTrasen’s mining outpost in Valley Hale.&lt;br /&gt;
&lt;br /&gt;
The main duty of the Western CRZ Fleets is to contain and combat the &#039;&#039;&#039;Solarian People’s Liberation Fleet (SPLF)&#039;&#039;&#039;, which is based alongside a region of the Western CRZ bordering the [[Sol Alliance|Alliance]] known as the Hinterlands. Home the largest naval yard in the CRZ in the orbit of the panthalassic world of &#039;&#039;&#039;Hang Tuah’s Rest&#039;&#039;&#039;, itself the headquarters of the SPLF, the Hinterlands are a vehemently pro-Sol and anti-Biesel section of the CRZ which has remained out of Biesel’s control since the Collapse due to the intervention of the 15th, 16th, and 17th squadrons of the 35th Fleet under the command of Mictlani Solarian Navy officer Agustín Cabanas. Commander Cabanas, a defector from the Solarian Restoration Front, has rallied an unlikely combination of Solarian Navy vessels, System Defense Forces, and militarized civilian vessels and has consistently outmanoeuvred and defeated his Biesellite counterparts. As the Solarian Civil War draws to a close the TCAF and SPLF are currently in a semi-formal ceasefire negotiated by local Republican Fleet leaders, but most believe it is only a matter of time before combat flares up again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Equipment and Personnel ===&lt;br /&gt;
Recently formed, the Republican Fleet is just starting the long process of building up their strength, both in terms of personnel and equipment. Unlike the Minutemen or Foreign Legion, there is no readily available surplus of corporate-produced equipment available for the Republican Fleets. Already, both have been contracted to ensure that the Fleets shall be at full operational level, however, it is expected to take at least three years to reach number’s deemed adequate. For now, the Fleet makes use of the absorbed Tau Ceti Foreign Legion ships and vessels acquired during the annexation of the Corporate Reconstruction Zone in 2462. In a perhaps bitter irony, much of the Fleet meant to protect the Republic from the Alliance consists of formerly Solarian vessels – some pulled from mothballed storage and others defected from regional Navy garrisons.. &lt;br /&gt;
&lt;br /&gt;
Personnel within the Fleets have lower salaries than their counterparts in the Minutemen – significantly lowering morale, and recruitment – further necessitating the retention of formerly Solarian Navy personnel. The poor salaries of Fleet personnel has contributed to the culture of corruption which now defines much of its ranks, as the personnel who cannot make ends meet with their Fleet salaries often find themselves turning to graft, embezzlement, or smuggling. Promises of pay raises by the TCAF and President Dorn have done little to curb the corruption of the Republican Fleets, and few officers wish to investigate the financial crimes of their subordinates. After all, they are often on the take themselves. &lt;br /&gt;
&lt;br /&gt;
Training within the Fleets is poor compared to the other branches, Captains struggle to find downtime to allow their crewmen to engage in simulators, and get accustomed to the routine regarding drills. There is a sharp divide in practical ability between the personnel of the Tau Ceti Foreign Legion, those formerly of the Solarian Navy, and new recruits from the [[Republic of Biesel|Republic]] and [[Corporate Reconstruction Zone]]. Further complicating issues are conflicts in leadership between ex-Solarian Navy and ex-TCFL officers, who often have radically different outlooks on naval strategies. The hiring of foreign officers from the Elyran Navy, Imperial Fleet, and Coalition to train Republican Fleet personnel has brought some success, but a unified command structure remains some time away.&lt;br /&gt;
&lt;br /&gt;
Compounding these issues is a lack of trust between ex-TCFL and ex-Solarian Navy personnel in the Republican Fleets, and species-based tensions between formerly Solarian Navy personnel and the nonhuman members of the Republican Fleets. Many former TCFL personnel view their ex-Navy counterparts with distrust and apprehension, fearing many will defect to the [[Sol Alliance|Alliance]] – or the SPLF – in the event of a serious conflict, and believing many are more loyal to the Credits they earn than the ideals of the Republic. Ex-Navy personnel look down upon their ex-TCFL counterparts, viewing them as jumped-up corporate militias who have never won an engagement without outside assistance. Species-based tensions are common, with vaurca and tajara often banned from serving on ex-Solarian vessels by their captains and ex-Solarian personnel often restricted from Legion vessels.&lt;br /&gt;
&lt;br /&gt;
== Auxiliary Corporate Forces ==&lt;br /&gt;
&lt;br /&gt;
In addition to being a corporate paramilitary organization, the Auxiliary Corporate Forces are a proper branch of the Tau Ceti Armed Forces, providing the new Armed Forces with a professional and well-equipped backbone, as they are largely funded by their parent corporations and equipped with top-notch arsenals. In contrast to the Minutemen, Fleets, and Legion, who are still relatively untrained, underequipped, and nascent organizations, the Auxiliary Corporate Forces, with its well-trained mercenaries, can provide the Republic with short-term protection. &lt;br /&gt;
&lt;br /&gt;
It seems wasteful to invest heavily in building a military for an organization focused on making money, and many expected the Auxiliary Corporate Forces to be ill-equipped, corporations reluctant to spend money on combat. The megacorporations, especially NanoTrasen, have now realized, though, that if the new anti-corporate [[Sol Alliance|Solarian Alliance]] ever had another “rogue actor” who decided to invade again and succeeded, the power they enjoy within the Republic of Biesel would be moot. The cost of protecting the Republic&#039;s profitable assets until the new armed forces could do that for them was worth the cost, even if their profit margins dwindled slightly.&lt;br /&gt;
&lt;br /&gt;
Members are mainly recruited from [[Zavodskoi Interstellar]] or the [[Private Military Contracting Group]], although [[Hephaestus Industries]], and [[NanoTrasen]] do also contribute to the ranks. While the Auxiliary Corporate Forces has some larger formations, such as fleets and legion-sized formations, roughly half its personnel are organized into smaller Maniple formations that support bigger Minutemen or Fleet formations. Though publicly the Auxiliary Corporate Forces operate as a branch of the Tau Ceti Armed Forces, swearing allegiance to the [[Republic of Biesel]] and its government, it is an open-secret their priorities rest in ensuring the protection of megacorporate assets. &lt;br /&gt;
&lt;br /&gt;
Recruitment for the Auxiliary Corporate Forces relies on carefully selected personnel from the constituent megacorporations within the [[Stellar Corporate Conglomerate]], where it is unlikely that a standard employee within any particular security detail would be selected, but instead those that draw the eye of those capable of shifting the balances – in particular, those within higher management of the megacorporations. &lt;br /&gt;
&lt;br /&gt;
=== Operational Unit Structure ===&lt;br /&gt;
&lt;br /&gt;
The operational structure of the Auxiliary Corporate Forces is essentially non-existent, as units from different corporations use the structure they had prior to the advent of the Auxiliary Corporate Forces. Most squad-sized units follow a slightly more complex version of the structure used by the famed NanoTrasen Emegency Response Teams. &lt;br /&gt;
&lt;br /&gt;
=== Equipment and Personnel ===&lt;br /&gt;
&lt;br /&gt;
Designated as an “elite military force” within the Spur, the Auxiliary Corporate Forces are able to supply themselves with advanced technology offered by their parent megacorporations through “donations” and “investments” as outlined by the existing People’s Protection Act signed into force by President Dorn. Simply put rumours across the ranks of the Tau Ceti Armed Forces play into the fact that they could possibly even take on Tupkala from the [[Nralakk Federation]] – though there has been little interest in comparing such. The more significant benefactors of the Auxiliary Corporate Forces are [[Zavodskoi Interstellar]] with the assistance of its subsidiary Kumar Arms, whilst [[NanoTrasen]] provides a steady supply of “leased” ships, with even the NDV Icarus finding itself within the Auxiliary Corporate Forces’ fleets.&lt;br /&gt;
&lt;br /&gt;
==Praetorians==&lt;br /&gt;
The most recent of the branches added to the Tau Ceti Armed Forces, the praetorians are the next evolution of the previous sentinels, and tasked with the protection of government installations, high-ranking members, and similar. It is made up mostly of an amalgamation of previous BSSB agents, and serving members of the Minutemen, equipped with high-end equipment to aid in their defensive mission. Serving in the Praetorians is a life-time career, but is a well-paid one. For this reason, alongside their unique skill set, playing former praetorians as player characters is not allowed. Only Humans and Skrell may join the Praetorians.&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Armed_Forces&amp;diff=36455</id>
		<title>Tau Ceti Armed Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Armed_Forces&amp;diff=36455"/>
		<updated>2025-07-15T13:08:29Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: Capitalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:TCAFInsignia.png|thumb|The insignia of the Tau Ceti Armed Forces. ]]&lt;br /&gt;
&lt;br /&gt;
Created following the myriad of problems experienced during the annexation of the [[Corporate Reconstruction Zone]] and the growing tensions across the Orion Spur, the Tau Ceti Armed Forces aims to ensure the protection of the sovereignty of the [[Republic of Biesel]] and to ensure that its light of liberty keeps shining. The Tau Ceti Armed Forces is built of four divisional service branches which consist of the &#039;&#039;&#039;Tau Ceti Minutemen&#039;&#039;&#039;, &#039;&#039;&#039;Republican Fleets&#039;&#039;&#039;, &#039;&#039;&#039;Foreign Legion&#039;&#039;&#039; and lastly the &#039;&#039;&#039;Auxiliary Corporate Forces&#039;&#039;&#039;. The Minutemen and Fleet are full-time professional organizations, whereas the Legion utilizes a part-time volunteer program. The &#039;&#039;&#039;President of the Republic of Biesel&#039;&#039;&#039; is the commander-in-chief of the armed forces and forms military policy with several of the departments comprising the greater Biesellite government.&lt;br /&gt;
&lt;br /&gt;
Rooted within the Tau Ceti Foreign Legion, which now exists as a divisional branch, the Tau Ceti Armed Forces additionally has a reserve force which stands as a method of ensuring that in need of additional manpower, they’re available to ensure the light of liberty that Biesel refers to remains shining. However, individuals can only be moved to reservists after completing at least four years of active service, or two years for the Foreign Legion. Those within pre-existing reserves of the Foreign Legion have already been moved over to the Tau Ceti Armed Forces’ reserve. Those within the reserve are provided with a moderate stipend but are only eligible if their income doesn’t exceed a certain threshold.&lt;br /&gt;
&lt;br /&gt;
Those that have completed active service within the Tau Ceti Armed Forces can apply to have their student debt covered by the &#039;&#039;&#039;Tau Ceti Corporate Scholarship&#039;&#039;&#039; funded by the constituent megacorporations of the [[Stellar Corporate Conglomerate]] – which has become a popular method among the youth of Biesel to ensure an education, where they might not have been able to afford it prior to enlisting. Though believed to have gotten better since the creation of the Tau Ceti Armed Forces, there is still a notable bias to non-humans, with a majority of them being deployed to the dangerous regions where injuries and casualties are more likely to occur, but there is yet to see whether this will hamper non-humans from ascending the ranks. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Ranks ==&lt;br /&gt;
&lt;br /&gt;
Ranks in ascending order, beginning with Recruit Legionnaire and ending with General, or Admiral if one is within the Republican Fleets. In order to attain your commission, an enlisted person is required to purchase a certificate of commission or have it sponsored by the Stellar Corporate Conglomerate. Upon purchasing the certificate of commission (a rather expensive undertaking) an enlisted person must still undergo training in order to be promoted to a commissioned officer. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&amp;gt;&lt;br /&gt;
=== Enlisted ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Recruit Legionnaire (RLgn) &lt;br /&gt;
*Legionnaire (Lgn)&lt;br /&gt;
*Senior Legionnaire (SLgn)&lt;br /&gt;
*Prefect (Pfct)&lt;br /&gt;
*Senior Prefect (SPfct) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:50%&amp;quot;&amp;gt;&lt;br /&gt;
=== Commissioned ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Aspirant (Asp)&lt;br /&gt;
*Decurion (Dcn)&lt;br /&gt;
*Centurion (Cnt)&lt;br /&gt;
*Captain (Cpt)&lt;br /&gt;
*Major (Mjr)&lt;br /&gt;
*Lieutenant-Colonel (LtCol) &lt;br /&gt;
*Colonel (Col)&lt;br /&gt;
*General (Gen) / Admiral (Adm)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Branches =&lt;br /&gt;
== Tau Ceti Minutemen == &lt;br /&gt;
&lt;br /&gt;
Most similar to the Tau Ceti Foreign Legion prior to the implementation of the Tau Ceti Armed Forces, the Tau Ceti Minutemen– or sometimes merely the Minutemen – now seeks to replace and complete the objectives of the defunct armed forces it replaced. It is the most well-funded service branch and is fully equipped to deal with the threats posed to the Republic of Biesel. The Minutemen are expecting to see themselves act as a secondary policing force within the Corporate Reconstruction Zone; managing riots, hunting insurgents and ensuring compliance with the laws of the Republic. Due to its similarity to the now defunct Tau Ceti Foreign Legion, the new service branch has found itself poaching many of the former’s effective volunteers, offering better pay than that of the incorporated service branch – generating animosity between those that elected to pursue the opportunity, and those that remain behind in the Foreign Legion. &lt;br /&gt;
&lt;br /&gt;
=== Operational Unit Structure ===&lt;br /&gt;
The operational unit structure of the Tau Ceti Minutemen plays a crucial role in ensuring the hierarchy of orders issued either during times of peace, or conflict. Beginning with Field Army, it descends to Corps, Division, Legion, Cohort, Century, Maniple, Troop, Section and lastly Team. Though most see themselves following a naming structure that relies on numbers, Division and Legion have a different approach: the former relies on landmarks, and the latter on notable figures within the greater Orion Spur – such as the Greatkrag Artillery Division or the Roosevelt Medical Legion. The Minutemen are composed of three Field Armies, each with three Corps, followed by six Divisions within a Corps, and fifteen Legions within a Division. Legions can be comprised of any amount of Cohorts, Centuries, Maniples, Troops and Sections. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Special Forces ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== The Bloody Century ====&lt;br /&gt;
Either famous or infamous depending on one’s news sources, the Bloody Century was for a time, the most talked about unit of the newly formed Tau Ceti Armed Forces. An overstrength century, it is composed exclusively of Unathi and Tajara veterans of the wars of Moghes, Adhomai, and Gakal’zaal, and is considered the most experienced and effective line unit of the Minutemen. &lt;br /&gt;
&lt;br /&gt;
The Century rose to prominence on Mictlan, where rumors about their efficacy and ruthlessness spread. After footage displaying the unit’s atrocities leaked and spread all over the Extranet, Mictlani civilians and insurgents alike began to fear the scarlet red hand used as the century’s icon. Several calls to dismantle the unit have been made in the halls of Tau Ceti’s parliament, but the Minutemen have rejected every one. It carved a swathe of destruction through Samaritan occupied territories as a raiding party, and was the first unit on the beachhead during the failed Operation Jakali. Since the conclusion of the Peacekeeper Mandate on Mictlan, the Bloody Century has been set upon Western CRZ, occupying a string of smaller colonies where, should the ongoing ceasefire break down, they will be able to take the fight directly to Solarian insurgents.&lt;br /&gt;
&lt;br /&gt;
==== Zo’ra’s Chosen ====&lt;br /&gt;
A century of [[Vaurca]] warriors, Zo’ra’s Chosen are an example of the fighting prowess of the Zo’ra Hive. They are a mobile infantry century, relying on gunships, transport shuttles, and fast maneuver warfare to destroy their enemies. An experimental concept for the TCFL and TCAF, mobile infantry centuries were introduced as an attempt to develop counter insurgency units for fighting on Mictlan. Vaurca specifically were chosen to pioneer these centuries, due to their hivenet allowing near instantaneous communication, allowing for unprecedented levels of coordination. Since their introduction, Zo’ra’s Chosen have quietly won battle after battle, using their high level of information sharing and coordination to consistently outmaneuver their opponents. However, unlike other units, their style of fast maneuver warfare can only be practiced under certain battlefield conditions, such as the lack of enemy anti-air and consistent resupply.&lt;br /&gt;
&lt;br /&gt;
==== The Redsnouts ==== &lt;br /&gt;
&lt;br /&gt;
Sought out for their strength and resilience, it was inevitable that the Redsnouts be formed. Owing to their origins within the Tau Ceti Foreign Legion, and the creation of a Breacher-esque suit during the height of the Peacekeeper Mandate, the Tau Ceti Armored Unathi Infantry Century has become renowned for their shock tactics across the battlefield, capable of withstanding significant incoming damage. Those within the Century can easily be identified through their snouts, painted in crimson-red in near-ritualistic fashion once they find themselves integrated within the ranks of the Redsnouts. &lt;br /&gt;
&lt;br /&gt;
It borrows many principles from the Breacher-wearing [[Unathi]] Soldiers of the [[Izweski Nation|Hegemony]], with the Redsnouts wearing heavy hardsuit-like armour of [[Tau Ceti]] innovation to act as infantry-sized tanks across conflict zones, and despite being capable of shrugging off large amounts of punishment, the lesser-quality hardsuit doesn&#039;t generally sustain itself as long compared to its Hegemonic counterpart, where efficient and quick usage is generally the only way to ensure the fullest potential can be reached. Additionally, they are cumbersome and slow, thanks to the heavy weaponry to complement the Redsnout-Suit. The majority of those selected for the Redsnouts are [[Unathi]] Legionnaires that have proven to be &amp;quot;unwavering&amp;quot; in the face of overwhelming firepower, where they proved their ability to fight and remain calm on the battlefield. &lt;br /&gt;
&lt;br /&gt;
The Redsnouts have earned themselves an infamous reputation across [[Mictlan]], where during the quelling of the planet&#039;s more insurgent regions during the Peacekeeper Mandate, with ruthlessness becoming the centre of criticism across the planet. With claims and rumours of significant destruction in the wake of their marches, with which the Redsnouts blame insurgents for spreading, the Century maintains that it is necessary to undermine enemy fortifications to ensure a &amp;quot;level&amp;quot; playing field. There even exist rumours that the crimson-red colours across the snouts of the Century aren&#039;t merely just paint, but the blood of their victims.&lt;br /&gt;
&lt;br /&gt;
==== Tau Ceti Intervention Command ====&lt;br /&gt;
&lt;br /&gt;
Tau Ceti Intervention Command (‘TCIC’) is a [[Skrell]]-dominated special operations unit within the Tau Ceti Armed Forces. Informally known as &amp;quot;Frogmen&amp;quot;, TCIC is responsible for counterterrorism and reconnaissance operations, with the responsibilities divided into two century-level groups that operate independently of one another. Each century is named after a stellar body within Tau Ceti, while each descending group is given a letter designation. Intervention Command always has two centuries active at all times, but has several reserve centuries that can be mobilised when required.&lt;br /&gt;
&lt;br /&gt;
Intervention Command has its roots in [[Skrell]] units that served in the Tau Ceti Foreign Legion, renowned for their ability to perform rapid strikes on enemy positions and scout terrain that would normally be considered inhospitable for regular troops. The Minutemen capitalised on the experiences of these [[Skrell]] to equip a light yet effective force, unencumbered by hostile climates and with a natural affinity for strategic planning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Centuries&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
*Field Manoeuvre Group &amp;quot;Gibson&amp;quot;: Responsible for the unit&#039;s more conventional military operations, tasked with conducting reconnaissance, raiding, and insertion and extraction operations, typically while attached to a conventional combat group. TCIC&#039;s Field Manoeuvre Groups avoid direct conflict where possible, preferring quick engagements at long range rather than prolonged firefights.&lt;br /&gt;
&lt;br /&gt;
*Intervention Group &amp;quot;Valkyrie&amp;quot;: Conducts counterterrorism operations throughout Republic space. Intervention Groups work closely with law enforcement within Tau Ceti and the Corporate Reconstruction Zone to combat terrorist and insurgent organisations and also play a role in training local law enforcement and military organisations in anti-terrorism and counter-insurgency tactics. Intervention Group &amp;quot;Valkyrie&amp;quot; is currently focusing its efforts on Mictlan - despite the dwindling presence of the Samaritans.&lt;br /&gt;
&lt;br /&gt;
==== Tau Ceti Powered Support Detachment ====&lt;br /&gt;
The Tau Ceti Powered Support Detachment is a [[Vaurca|Vaurcaesian]] special operations unit specializing in providing heavy fire and sabotage on the battlefield while maintaining more flexibility and mobility than a traditional mechanized unit through the extensive use of small, highly augmented, and equipped groups. It is composed of and supplied almost entirely by the Vaurcae of the Court of Queens, primarily the [[Vaurca_Hives|Zo’ra Hive]] and falls under the command of the Tau Ceti Armed Forces. The Powered Support Detachment, abbreviated as &amp;quot;PSD&amp;quot; among soldiers of the Armed Forces, consists normally of two roughly century-sized detachments each named after famous cities and locations from Vaurca history and mythology, though the nature of the species means they can be rapidly shifted between the two or split into several smaller teams depending on equipment availability, cost and need. Vaurca who are moved from the PSD to another deployment by the Queens typically have their augments removed and replaced with ones more appropriate to the job. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Centuries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mobile Salvo Team &amp;quot;Xtykt&#039;lotec&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mobile Salvo Team &amp;quot;Xtykt&#039;lotec&amp;quot; is by far the most prominent of the two currently active centuries and is considered the primary unit of the Powered Support Detachment. It is most well known for its unique formation, referred to as the &amp;quot;Kayak Maneuver&amp;quot; after the theater during the Great Hive War in which it was first deployed at scale. A single Mobile Salvo Team team following the Kayak Maneuver typically consists of five Warrior Vaurca, one of whom is heavily gene-edited to increase size, muscle density, and dull pain receptors. This Warrior is then equipped with a Zo&#039;rane designed hardsuit referred to as a &amp;quot;Yer&#039;kay,&amp;quot; which loosely translates to &amp;quot;Bastion,&amp;quot; and used to fulfill a role not unlike that of a specialist weapons team. While these Bastion hardsuits are equipped with triple-layer plasteel, a variety of Zo&#039;rane medical injectors, and a suite of enhanced targeting systems, the most notable feature is the presence of a shoulder-mounted heavy-weapons hardpoint. It is capable of changing depending on the situation, even rapidly in the field provided a reasonably competent engineer is present and fits a variety of specially designed apparatus such as heavy-cannons and a subsequent laser variation, a mortar, an anti-vehicle round not unlike the Stellar Corporate Conglomerate designed PEAC, and a minigun, the Bastion allows a great deal of in-deployment adaptability. Whilst many of the configurations require the user remain stationary to deploy the hardpoint mounted weapon, magclaws digging into the ground below and helping stabilize the operator and internal exosuit for the recoil, the minigun permits limited movement allowing a team to lay down cover, although admittedly at a near snail&#039;s pace. These Bastion suits are the centerpoint of a Mobile Salvo Team, with three of the remaining Warriors in the squad serving as augmented infantry, equipped to draw fire, provide cover for the deployed Bastion operator, or secure a path ahead when performing a rapid re-location whereas the final Warrior is trained to instead take the job of a combat engineer tasked with performing emergency repairs, reloading ammunition stocks when depleted, or if needed, carrying and swapping out the heavy weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Disruption Division &amp;quot;Kis&#039;lokt&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Despite having more warriors, the Division is the less well-known century of the Powered Support Detachment, frequently being overshadowed by the flashier Bastions of the Mobile Salvo Team, who clearly stand out, and though employing different tactics, they still adhere to the same general doctrine of mobility and augmentation. Whereas the Mobile Salvo Team focuses on mobile fire support, the warriors of the Light Disruption Division instead prioritize heavy augmentation geared towards supporting urban close-quarters warfare and clearing enemy emplacements. The Warriors work in small teams of four or five, many of which may be deployed together towards a single goal, and use the Vaurca&#039;s innate communication abilities to coordinate joint maneuvers at a terrifying pace, breaching and clearing a building or structure, covering one another going room to room and signaling the location of enemies all without uttering a single word. Additional heavy support or distraction, if required, is provided by a Mobile Salvo Team or another TCAF unit. They are highly augmented and gene-modified, although with what varies heavily depending on cost and need, ranging from symbiotic organs that can filter poisons and clot bleeding to augmented drug glands, stronger mandibles, faster neurotransmitters, electric graspers, circadian clocks that reduce the need for sleep, hardened carapaces, and anything in between. The firearms they use are frequently the TCAF standard for close combat, but they can be outfitted differently depending on the situation and integrated weaponry isn&#039;t unheard of.&lt;br /&gt;
&lt;br /&gt;
==== Rainmakers ====&lt;br /&gt;
The Tau Ceti Rainmakers are a special forces unit consisting of [[Tajara]] specializing in the operation and usage of artillery and explosive equipment. The Rainmakers have two distinct duties. The usage of explosives on the enemy and the finding and dismantling of explosives, either ones that failed to detonate during a conflict or planted by irregulars in areas the Tau Ceti Foreign Legion are trying to secure and protect. On the battlefield, the Rainmakers utilized designs created by Zavodskoi and Hephaestus for the Foreign Legion. These are typically missile-loaded trucks, rocket and grenade launchers specially made to devastate enemy fortifications and exosuits or hardsuits, or the &amp;quot;Noise-Maker&amp;quot; artillery cannon. Made to be capable of firing a maximum of four shells at once and featuring a large, medium, and small (Roughly the size of a small car) version, these pieces of artillery are the most favoured tool for the offensive operations of the Rainmakers. In space operations, squads of Rainmakers provide support fire and assist in taking out any ship or station sections that can pose a threat to troops. The dismantling of explosives is typically done in heavily armoured Foreign Legion suits marked with a distinctive red. Veterans who arrive at [[Tau Ceti]] from [[Adhomai]] with explosives experience have wound up in the Rainmakers. More often than not, these are people who baulked at the idea of joining the [[Private Military Contracting Group|PMCG&#039;s Kazarrhaldiye&#039;s Operations Group]] for several reasons.&lt;br /&gt;
&lt;br /&gt;
==== The Positronic Century ====&lt;br /&gt;
&lt;br /&gt;
The Third Recon Century, known internally as &amp;quot;The Positronic Century&amp;quot; is a formation made up almost entirely of IPC personnel. In recognition of [[Synthetic_Factions|Synthetic Liberation Front]] efforts in rescuing President Dorn during Frost&#039;s Incursion, many members of the organisation were offered pardons in exchange for service in the Foreign Legion, their skills in infiltration and combat translating well to military life. Although receiving standard training and capable of functioning as well in intelligence gathering and reconnaissance as any other Tau Cetian formation, the Positronic Century is more frequently employed in monitoring the vast amounts of organic and IPC refugees pouring in from the Sol Alliance, as well as the [[Corporate Reconstruction Zone]] and monitoring and combating terrorist organisations. The seeming lack of a unique frontline utility for this unit has led many military observers to suspect that in the event of war, the Positronic Century would be used as a stay-behind unit, not meeting any invaders head-on, but rather laying low and striking at enemy supply lines and sowing confusion among their ranks.&lt;br /&gt;
&lt;br /&gt;
The unit is infamous for its employment of shell frames, often using them as infiltrators to blend in within the [[Corporate Reconstruction Zone]]. Although mostly unfounded, rumours and conspiracy theories abound of the Positronic Battalion being used for everything from sabotaging Trinary protests all the way to killing Prime Minister Frost. This is not helped by the unit commanders&#039; policy of refusing to publicly comment on its operations. This overlap of responsibility has led to an inter-service rivalry with the TCIC, not helped by the attitudes between Synthetic and Skrell members of each unit.&lt;br /&gt;
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==== Hazardous Environment Gestalt Unit ====&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Hazardous Environment Gestalt Unit&#039;&#039;&#039; (&#039;HEGU&#039;) are an experimental unit, comprised entirely with [[Dionae]]. They are trained for urban combat in environmentally compromised conditions, whether through natural disasters, dirty bombs, biological/chemical warfare, and even practice contingencies for anomalous incidents involving bluespace. Due to the nature of their work, they are also trained in disaster containment, counterterrorism, and specialize against unconventional opponents. &lt;br /&gt;
&lt;br /&gt;
Achieving such a broad range of specializations in a single unit requires taking advantage of Dionae’s properties, both their physical resilience and abilities with respect to blood knowledge. Not only are they able to rapidly onboard new training via blood and shared merging, but they are also able to harvest their enemies as they fight, compromising the positions and tactics of their opponents.&lt;br /&gt;
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There are two divisions within the unit, designed in such a manner as to operate closely. They are known as the Lever and the Fulcrum.&lt;br /&gt;
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&#039;&#039;&#039;The Lever&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Levers are the primary “infantry” division of the unit. Draped in heavy slabs of modular armour plates, they serve as the working tendrils of the HEGU. Spending most of their operations bathing in UV light, usually they spare subtlety for armour and firepower. Rather than fielding mechs, multiple HEGU units choose instead to merge together into a near-Argus-sized humanoid, shifting armoured plates and weapons into position.&lt;br /&gt;
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&#039;&#039;&#039;The Fulcrum&#039;&#039;&#039;&lt;br /&gt;
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The Fulcrum are the support backbone of the unit, as HEGU’s mechanized division. Vehicles are comprised of modular “Contra” IFVs, designed to either haul equipment, move HEGU, and provide supporting fire for troops. Instead of a conventional piloting configuration, the piloting gestalt is usually poured into an opening in the top, and then evenly distributes itself across the custom-milled interior of the vehicle, giving it unparalleled awareness and control. Unlike the Levers, the Fulcrum are sourced exclusively from the jungles of Mictlan, and employ their understanding of biomass to assist primarily in disaster relief.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment and Personnel ===&lt;br /&gt;
Considered the most well-equipped and funded, the Tau Ceti Minutemen have access to high-quality military apparatus and training, provided mostly by the ever-giving megacorporations that dominate the Orion Spur. However, the majority of the articles have their origins in Kumar Arms – a subsidiary of Zavodskoi Interstellar – which has grown considerably within the [[Republic of Biesel]] since the collapse of the Solarian Alliance and the diminishment of the market there, funnelling armaments into the Tau Ceti Armed Forces. Kumar Arms was responsible for providing equipment during the days of the Tau Ceti Foreign Legion’s campaign on Mictlan, with the majority of the military equipment found usually sporting a [[Zavodskoi Interstellar]] logo – which has created some tension with Mictlani and the megacorporation. &lt;br /&gt;
&lt;br /&gt;
Salaries within the Tau Ceti Minutemen are above that of the other services branches within the armed forces, having remained at their Peacekeeper Mandate levels following the “successful” conclusion of the Mictlan campaign. The increased salary margins have shown some success in encouraging enlistment within the Tau Ceti Armed Forces – in particular, those seeking to join the ranks of the Minutemen, even those promoted from within the Foreign Legion desiring a position in the former once they’ve completed their active service requirements.&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Minutemen have instituted standardised training across those within its structures – despite its recent formation and little experience, the Minutemen have already contracted the [[Private Military Contracting Group]] in order to commence training its troops – with each of the associated private military companies within the megacorporation having a unique usage in the training. The end of the Peacekeeper Mandate and the Minutemen’s commitment to Mictlan has only increased the rate of training given to the Minutemen, as veteran combat troops now return home with newly gained experience. It is the hope of the Tau Ceti Minutemen that eventually they will phase out the third-party training, where a sufficient number has been reached where they can rely on themselves to train Recruit Legionnaires, and those seeking to climb the military ranks of the service branch. The branch’s main backbone sees support from veterans of the Tau Ceti Foreign Legion that have elected to continue their military career with the Minutemen, the majority of which maintain deployment within the eastern jungles of [[Mictlan]], attempting to bring the planet into unity. However, it is unlikely without additional training and experience that the Minutemen would manage to rival stronger powers.&lt;br /&gt;
&lt;br /&gt;
While touted as a successful campaign publicly, many within the higher echelons of the Minutemen believe the campaign was a failure, the new Armed Forces being unable to wipe out the Samaritans in totality. The reasons for this perceived failure vary, with many blaming politicians, fearful of the civilian unrest within Tau Ceti’s gravity well, being often blamed for the failure and resulting peace deal. The campaign has left deep scars that will persist for years in the foundation of the Minutemen as well, as a year of riot suppression, willful ignorance of atrocities, and poor command cultures in the face of insurgencies have pushed back professionalization of the Minutemen significantly. It is unclear when, or if, they will be able to shake the remnants of the Peacekeeper Mandate off, and become a fully professional force.&lt;br /&gt;
&lt;br /&gt;
== Foreign Legion ==&lt;br /&gt;
&lt;br /&gt;
One of the most recognized symbols of the [[Republic of Biesel]], the [[Tau Ceti Foreign Legion]] (TCFL) was the first official attempt at creating a standing army for the Republic’s defence. Today, it operates in much the same way - in exchange for at least two years of service, less fortunate immigrants to the Republic may be granted citizenship and meagre pay so that they can establish new, profitable lives within it. Throughout its short lifetime, the organization has already fought in several key operations for the sake of the Republic – the Second Solarian Invasion of Biesel in 2462, and the notorious [[Corporate Reconstruction Zone|Peacekeeper Mandate]].&lt;br /&gt;
&lt;br /&gt;
Although overshadowed by the greater organization that came to surround it, the Tau Ceti Foreign Legion remains the root of the Tau Ceti Armed Forces, both in terms of reputation and manpower. The Legion is the entry point for many of the citizens who, having shown not only their prowess but also their desire to continue operating in the field, go on to become professional soldiers under the many different divisions of the Tau Ceti Armed Forces. Much of the wider organization is staffed this way. Despite this, the monetary situation of the Foreign Legion has not improved, as funding is increasingly funnelled towards the newer and more prestigious Armed Forces. As a result, Legionary supplies and equipment have yet again become strained, a move many volunteers are increasingly viewing as unapologetic backsliding.&lt;br /&gt;
&lt;br /&gt;
Those who continue to serve under the aegis of the TCFL are assigned to gruelling tasks far away from the heart of the Republic. Merchant escorts, asteroid infantry and corporate-ground patrolmen, Legionnaires remain the backbone of most operations keeping the [[Corporate Reconstruction Zone]] ‘peaceful’. These assignments, previously described as challenging at best, are now considered shameful by a growing number of recruits, and brutal by non-humans, who are often sent out to perform tasks to which they may not be suited. The Foreign Legion’s most recent deployment to pacify CRZ regions such as [[Mictlan]] has seen many old and new volunteers traumatized and questioning the reasons for the TCFL’s existence. Some have even been galvanized by the rhetoric of Samaritan forces, spelling an uncertain future for the Republic’s most celebrated and hated heroes.&lt;br /&gt;
&lt;br /&gt;
== Mictlan Defense Force ==&lt;br /&gt;
&lt;br /&gt;
The Mictlan Defense Force in the years following the Solarian Collapse has undergone upheaval after upheaval. It is one of the two planetary defense forces within the Republic of Biesel, technically under the aegis of the Tau Ceti Armed Forces, but separate, organized by, and loyal to the Mictlani government. While previously it was under Tau Ceti Foreign Legion control, then Minutemen, the end of the Peacekeeper Mandate for Mictlan has seen the MDF re-emerge as a semi-independent force, much better equipped than in the past and dedicated to the defense of the planet. Despite its semi-independent nature, Biesel Security forces still closely watch the MDF, and ensure its continued loyalty to the Republic.&lt;br /&gt;
&lt;br /&gt;
== Republican Fleets ==&lt;br /&gt;
&lt;br /&gt;
The Republican Fleets are regarded by many as a less prestigious branch of the TCAF, their reputation rooted in the failure of the Foreign Legion’s naval forces to repel the &#039;&#039;&#039;Second Solarian Incursion of 2462&#039;&#039;&#039; without external assistance from other powers. Badly mauled during the Second Incursion, the remaining naval forces of [[Tau Ceti]] have been bolstered by Solarian defectors from the [[Corporate Reconstruction Zone]] who are often of debatable loyalty, talent, and skill. The Republican Fleets are mostly equipped with formerly Solarian Navy vessels which fell under the control of [[Biesel]] during the Solarian Collapse. While effective patrol craft, many of these vessels are dated and are in the process of being retrofitted after extended periods of sitting mothballed in the Solarian Middle and Outer Ring. [[Zavodskoi Interstellar]] is heavily involved in the modernization of many of these vessels and some have been sent as far afield as Zhurong in the [[Empire of Dominia]] for work as the Corporate Reconstruction Zone’s largest naval yard, the planet of &#039;&#039;&#039;Hang Tuah’s Rest&#039;&#039;&#039; in the Hinterlands, lies firmly under the control of the anti-Biesel and Solarian Navy-supported &#039;&#039;&#039;Solarian People’s Liberation Fleet&#039;&#039;&#039;. Government funding for the Republican Fleets is limited, with the Tau Ceti Minutemen receiving far more funding and corporate equipment.&lt;br /&gt;
&lt;br /&gt;
A culture of corruption permeates the Republican Fleets due to many of its personnel being former Solarian Navy officers from the more corrupt, and less professional, Middle and Outer Ring sections of the Alliance’s Navy. Bribes to receive ranks are common, and many Republican Fleet officers are willing to look the other way for crimes such as smuggling in exchange for a cut of the profits – or illegal goods such as narcotics. Surplus equipment owned by the Republican Fleets often “goes missing” from storehouses and naval yards, and many of its logistics personnel are suspected of embezzlement or other forms of malfeasance. Though, megacorporations seem to benefit from these “missing” goods – [[Zavodskoi Interstellar]] profiteering from lucrative contracts to replace them. Private military vessels and outside observers assigned to the Republican Fleets remark that, while they are effective patrol forces, they are less effective than their regional counterparts. Imperial Fleet liaison officers from the [[Empire of Dominia]], sent in conjunction with Zavodskoi Interstellar to train the Republican Fleet’s officers, have repeatedly expressed frustration at the poor quality of many TCAF naval officers. Most of the Republican Fleet’s strength is concentrated at the Zoleth Line, where the TCAF hopes the presence of heavy static defences will supplement their dated vessels and often poor officers.&lt;br /&gt;
&lt;br /&gt;
=== Operational Unit Structure ===&lt;br /&gt;
The Republican Fleets operate within Quadrants, designed by the Secretary of Defense [[The Trasens|Nathan Trasen]], to ensure a consistent force is capable of tackling any issues – in conjunction with megacorporate fleets patrolling – that may crop up within these regions. The Republican Fleet is composed differently than the Minutemen, instead, approaching a rather simple scheme: Sub-Quadrant, Fleet Group, Fleet, Ship, Department, Shift, Team.&lt;br /&gt;
&lt;br /&gt;
==== Fleet Sectors ====&lt;br /&gt;
&lt;br /&gt;
The Republican Fleet has three sectors they maintain consistent patrol of, in particular built around Tau Ceti, to ensure where necessary a defensive front can be launched. &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;Tau Ceti&#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;
This sector covers Tau Ceti’s gravity well, out to the Romanavich Cloud. Five fleet groups are assigned to the overall sector and used in both subsectors. It is considered a training ground for the Fleet as new recruits are first assigned here to learn the ropes of their vessels under the watchful eye of paid mercenaries and foreign naval officers. Very little of note for the fleet occurs within Tau Ceti’s gravity well, and the vast majority of operations revolve around stopping smugglers or responding to distress beacons. The ships in the Tau Ceti sector are some of the oldest and least upgraded, with many dating to before Biesel’s independence.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eastern Corporate Reconstruction Zone&#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;
Covering the [[Corporate Reconstruction Zone]] to the galactic east of [[Tau Ceti]], the Eastern Sector is further divided up into North Eastern and South Eastern, each having two fleet groups assigned to it. The threat of invasion is negligible, and naval operations in the Eastern CRZ are almost entirely logistical; supporting the Mictlan Defense Force, keeping trade lanes clear of pirates, and protecting corporate assets. Most ships deployed to the Eastern CRZ will perform the same task for months on end, before rotating out to [[Mictlan]] for shore leave. Fleet vessels assigned to this area often interact with Coalition and Elyran vessels, and rarely encounter Solarian vessels. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Western Corporate Reconstruction Zone&#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;
Boarding the [[Sol Alliance|Solarian Alliance]], the Western Sector boasts the largest number of Republican Fleet ships of any sector as it contains the Zoleth Line and other defensive installations with the goal of fighting off another invasion. It has no sub-sectors, with each fleet group assigned an area of operations across along the length of the Zoleth Line. The best ships and personnel are sent to the Western CRZ, as in the eyes of the Republic, the [[Sol Alliance|Solarian Alliance]] and its statelets remain the largest threat. Those deployed to the Western CRZ see more action than most other fleets, dealing with everything from refugees, pirates, both unaligned and remnants of the Southern Fleet Administration such as its 23 Tactical Group (commonly known as Beauchamp’s Marauders), the now ceased SSMD raids, as well as protecting Orchid Moon, NanoTrasen’s mining outpost in Valley Hale.&lt;br /&gt;
&lt;br /&gt;
The main duty of the Western CRZ Fleets is to contain and combat the &#039;&#039;&#039;Solarian People’s Liberation Fleet (SPLF)&#039;&#039;&#039;, which is based alongside a region of the Western CRZ bordering the [[Sol Alliance|Alliance]] known as the Hinterlands. Home the largest naval yard in the CRZ in the orbit of the panthalassic world of &#039;&#039;&#039;Hang Tuah’s Rest&#039;&#039;&#039;, itself the headquarters of the SPLF, the Hinterlands are a vehemently pro-Sol and anti-Biesel section of the CRZ which has remained out of Biesel’s control since the Collapse due to the intervention of the 15th, 16th, and 17th squadrons of the 35th Fleet under the command of Mictlani Solarian Navy officer Agustín Cabanas. Commander Cabanas, a defector from the Solarian Restoration Front, has rallied an unlikely combination of Solarian Navy vessels, System Defense Forces, and militarized civilian vessels and has consistently outmanoeuvred and defeated his Biesellite counterparts. As the Solarian Civil War draws to a close the TCAF and SPLF are currently in a semi-formal ceasefire negotiated by local Republican Fleet leaders, but most believe it is only a matter of time before combat flares up again.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Equipment and Personnel ===&lt;br /&gt;
Recently formed, the Republican Fleet is just starting the long process of building up their strength, both in terms of personnel and equipment. Unlike the Minutemen or Foreign Legion, there is no readily available surplus of corporate-produced equipment available for the Republican Fleets. Already, both have been contracted to ensure that the Fleets shall be at full operational level, however, it is expected to take at least three years to reach number’s deemed adequate. For now, the Fleet makes use of the absorbed Tau Ceti Foreign Legion ships and vessels acquired during the annexation of the Corporate Reconstruction Zone in 2462. In a perhaps bitter irony, much of the Fleet meant to protect the Republic from the Alliance consists of formerly Solarian vessels – some pulled from mothballed storage and others defected from regional Navy garrisons.. &lt;br /&gt;
&lt;br /&gt;
Personnel within the Fleets have lower salaries than their counterparts in the Minutemen – significantly lowering morale, and recruitment – further necessitating the retention of formerly Solarian Navy personnel. The poor salaries of Fleet personnel has contributed to the culture of corruption which now defines much of its ranks, as the personnel who cannot make ends meet with their Fleet salaries often find themselves turning to graft, embezzlement, or smuggling. Promises of pay raises by the TCAF and President Dorn have done little to curb the corruption of the Republican Fleets, and few officers wish to investigate the financial crimes of their subordinates. After all, they are often on the take themselves. &lt;br /&gt;
&lt;br /&gt;
Training within the Fleets is poor compared to the other branches, Captains struggle to find downtime to allow their crewmen to engage in simulators, and get accustomed to the routine regarding drills. There is a sharp divide in practical ability between the personnel of the Tau Ceti Foreign Legion, those formerly of the Solarian Navy, and new recruits from the [[Republic of Biesel|Republic]] and [[Corporate Reconstruction Zone]]. Further complicating issues are conflicts in leadership between ex-Solarian Navy and ex-TCFL officers, who often have radically different outlooks on naval strategies. The hiring of foreign officers from the Elyran Navy, Imperial Fleet, and Coalition to train Republican Fleet personnel has brought some success, but a unified command structure remains some time away.&lt;br /&gt;
&lt;br /&gt;
Compounding these issues is a lack of trust between ex-TCFL and ex-Solarian Navy personnel in the Republican Fleets, and species-based tensions between formerly Solarian Navy personnel and the nonhuman members of the Republican Fleets. Many former TCFL personnel view their ex-Navy counterparts with distrust and apprehension, fearing many will defect to the [[Sol Alliance|Alliance]] – or the SPLF – in the event of a serious conflict, and believing many are more loyal to the Credits they earn than the ideals of the Republic. Ex-Navy personnel look down upon their ex-TCFL counterparts, viewing them as jumped-up corporate militias who have never won an engagement without outside assistance. Species-based tensions are common, with vaurca and tajara often banned from serving on ex-Solarian vessels by their captains and ex-Solarian personnel often restricted from Legion vessels.&lt;br /&gt;
&lt;br /&gt;
== Auxiliary Corporate Forces ==&lt;br /&gt;
&lt;br /&gt;
In addition to being a corporate paramilitary organization, the Auxiliary Corporate Forces are a proper branch of the Tau Ceti Armed Forces, providing the new Armed Forces with a professional and well-equipped backbone, as they are largely funded by their parent corporations and equipped with top-notch arsenals. In contrast to the Minutemen, Fleets, and Legion, who are still relatively untrained, underequipped, and nascent organizations, the Auxiliary Corporate Forces, with its well-trained mercenaries, can provide the Republic with short-term protection. &lt;br /&gt;
&lt;br /&gt;
It seems wasteful to invest heavily in building a military for an organization focused on making money, and many expected the Auxiliary Corporate Forces to be ill-equipped, corporations reluctant to spend money on combat. The megacorporations, especially NanoTrasen, have now realized, though, that if the new anti-corporate [[Sol Alliance|Solarian Alliance]] ever had another “rogue actor” who decided to invade again and succeeded, the power they enjoy within the Republic of Biesel would be moot. The cost of protecting the Republic&#039;s profitable assets until the new armed forces could do that for them was worth the cost, even if their profit margins dwindled slightly.&lt;br /&gt;
&lt;br /&gt;
Members are mainly recruited from [[Zavodskoi Interstellar]] or the [[Private Military Contracting Group]], although [[Hephaestus Industries]], and [[NanoTrasen]] do also contribute to the ranks. While the Auxiliary Corporate Forces has some larger formations, such as fleets and legion-sized formations, roughly half its personnel are organized into smaller Maniple formations that support bigger Minutemen or Fleet formations. Though publicly the Auxiliary Corporate Forces operate as a branch of the Tau Ceti Armed Forces, swearing allegiance to the [[Republic of Biesel]] and its government, it is an open-secret their priorities rest in ensuring the protection of megacorporate assets. &lt;br /&gt;
&lt;br /&gt;
Recruitment for the Auxiliary Corporate Forces relies on carefully selected personnel from the constituent megacorporations within the [[Stellar Corporate Conglomerate]], where it is unlikely that a standard employee within any particular security detail would be selected, but instead those that draw the eye of those capable of shifting the balances – in particular, those within higher management of the megacorporations. &lt;br /&gt;
&lt;br /&gt;
=== Operational Unit Structure ===&lt;br /&gt;
&lt;br /&gt;
The operational structure of the Auxiliary Corporate Forces is essentially non-existent, as units from different corporations use the structure they had prior to the advent of the Auxiliary Corporate Forces. Most squad-sized units follow a slightly more complex version of the structure used by the famed NanoTrasen Emegency Response Teams. &lt;br /&gt;
&lt;br /&gt;
=== Equipment and Personnel ===&lt;br /&gt;
&lt;br /&gt;
Designated as an “elite military force” within the Spur, the Auxiliary Corporate Forces are able to supply themselves with advanced technology offered by their parent megacorporations through “donations” and “investments” as outlined by the existing People’s Protection Act signed into force by President Dorn. Simply put rumours across the ranks of the Tau Ceti Armed Forces play into the fact that they could possibly even take on Tupkala from the [[Nralakk Federation]] – though there has been little interest in comparing such. The more significant benefactors of the Auxiliary Corporate Forces are [[Zavodskoi Interstellar]] with the assistance of its subsidiary Kumar Arms, whilst [[NanoTrasen]] provides a steady supply of “leased” ships, with even the NDV Icarus finding itself within the Auxiliary Corporate Forces’ fleets.&lt;br /&gt;
&lt;br /&gt;
==Praetorians==&lt;br /&gt;
The most recent of the branches added to the Tau Ceti Armed Forces, the praetorians are the next evolution of the previous sentinels, and tasked with the protection of government installations, high-ranking members, and similar. It is made up mostly of an amalgamation of previous BSSB agents, and serving members of the Minutemen, equipped with high-end equipment to aid in their defensive mission. Serving in the Praetorians is a life-time career, but is a well-paid one. For this reason, alongside their unique skill set, playing former praetorians as player characters is not allowed. Only Humans and Skrell may join the Praetorians.&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36445</id>
		<title>K&#039;lax in the Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36445"/>
		<updated>2025-07-14T07:59:01Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: Grammar&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
== K&#039;lax in the Wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story, two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the necessary components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland in small caravans of three or four atop strange augmented Threshbeasts, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them, and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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		<author><name>Connorjg1</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36444</id>
		<title>K&#039;lax in the Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36444"/>
		<updated>2025-07-14T07:55:10Z</updated>

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== K&#039;lax in the Wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story, two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the necessary components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland in small caravans of three or four atop strange augmented Threshbeasts, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=36443</id>
		<title>Template:Navbox Unathi Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=36443"/>
		<updated>2025-07-14T07:24:16Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: K&amp;#039;lax in the wasteland fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#34AF10&amp;quot; | [[Unathi|&amp;lt;span style=&amp;quot;color: White&amp;quot;&amp;gt;Unathi Lore Pages&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Planets and Systems&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Moghes]] · [[Ouerea]] · [[Uueoa-Esa]] · [[Notable Unathi Colonies]] · [[Gakal&#039;zaal]] · [[Tret]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Factions&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Izweski Hegemony]] · [[Unathi Guilds]] · [[Unathi Piracy]] · [[K&#039;lax in the Izweski Nation]] · [[K&#039;lax in the Wasteland]] · [[The Queendom of Sezk-Hakh]] · [[Mictlan#The_Free_Sinta&#039;Unathi_of_Vezdukh | Free City of Vezdukh]] · [[Unathi in Dominia]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| History&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Unathi History]] · [[Contact War]] · [[Unathi Recent Events]] · [[Notable Unathi]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Religions&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Sk&#039;akh]] · [[Th&#039;akh]] · [[Aut&#039;akh]] · [[Si&#039;akh]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Society and Culture&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Unathi Entertainment]] · [[Unathi Honor]] · [[Unathi Military Structure]] · [[Unathi Crime And Enforcement]] · [[Unathi Educational Institutions]] · [[Unathi Spaceflight]] · [[Unathi Abroad]] · [[Zandiziite Games]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Regions of Moghes&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Izweski Heartland]] · [[Tza Prairie]] · [[Southlands]] · [[Broken Coalition]] · [[Torn Cities]] · [[Zazalai Mountains]] · [[The Wasteland]] · [[The Viridis]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Lore Arcs&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Titan Rises Arc]] · [[New Blades Old Wounds Arc|New Blades, Old Wounds Arc]] · [[They Who Hath Become Lord Arc]]&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Unathi]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Vaurca_Lore&amp;diff=36442</id>
		<title>Template:Navbox Vaurca Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Vaurca_Lore&amp;diff=36442"/>
		<updated>2025-07-14T07:24:04Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: K&amp;#039;lax in the Wasteland fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#E6E600&amp;quot; | [[:Category:Vaurca|Vaurca Lore Pages]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Vaurcae&lt;br /&gt;
| [[Vaurca]]  ·  [[Vaurca Biology]] · [[Virtual Reality]] · [[Hivenet]] · [[K&#039;ois]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Factions and Politics&lt;br /&gt;
| [[Vaurca Hives]] · [[Queenless]] · [[The Lii&#039;dra]] · [[Zo&#039;ra in the Republic of Biesel|Zo&#039;ra in the Republic]] · [[K&#039;lax in the Izweski Nation|K&#039;lax in the Hegemony]] · [[K&#039;lax in the Wasteland]] · [[C&#039;thur in the Federation]] · [[Vaurca Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Notable Settlements&lt;br /&gt;
| [[Sedantis_I|Sedantis]] · [[Caprice]] · [[Flagsdale]] · [[Tret]] · [[Diulszi]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| History and Culture&lt;br /&gt;
| [[Vaurca History]]  · [[The Great Hive War]] · [[Hives Renaissance]] · [[War in Heaven]] · [[Vaurca Religion]] · [[Vaurca Culture and Society]]&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=36441</id>
		<title>Template:Navbox Unathi Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=36441"/>
		<updated>2025-07-14T07:23:06Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: K&amp;#039;lax in the wasteland&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#34AF10&amp;quot; | [[Unathi|&amp;lt;span style=&amp;quot;color: White&amp;quot;&amp;gt;Unathi Lore Pages&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Planets and Systems&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Moghes]] · [[Ouerea]] · [[Uueoa-Esa]] · [[Notable Unathi Colonies]] · [[Gakal&#039;zaal]] · [[Tret]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Factions&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Izweski Hegemony]] · [[Unathi Guilds]] · [[Unathi Piracy]] · [[K&#039;lax in the Izweski Nation]] · [[K&#039;lax in the Wasteland|K&#039;lax in the Wasteland]] · [[The Queendom of Sezk-Hakh]] · [[Mictlan#The_Free_Sinta&#039;Unathi_of_Vezdukh | Free City of Vezdukh]] · [[Unathi in Dominia]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| History&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Unathi History]] · [[Contact War]] · [[Unathi Recent Events]] · [[Notable Unathi]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Religions&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Sk&#039;akh]] · [[Th&#039;akh]] · [[Aut&#039;akh]] · [[Si&#039;akh]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Society and Culture&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Unathi Entertainment]] · [[Unathi Honor]] · [[Unathi Military Structure]] · [[Unathi Crime And Enforcement]] · [[Unathi Educational Institutions]] · [[Unathi Spaceflight]] · [[Unathi Abroad]] · [[Zandiziite Games]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Regions of Moghes&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Izweski Heartland]] · [[Tza Prairie]] · [[Southlands]] · [[Broken Coalition]] · [[Torn Cities]] · [[Zazalai Mountains]] · [[The Wasteland]] · [[The Viridis]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Lore Arcs&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Titan Rises Arc]] · [[New Blades Old Wounds Arc|New Blades, Old Wounds Arc]] · [[They Who Hath Become Lord Arc]]&lt;br /&gt;
|-&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Unathi]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Vaurca_Lore&amp;diff=36440</id>
		<title>Template:Navbox Vaurca Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Vaurca_Lore&amp;diff=36440"/>
		<updated>2025-07-14T07:22:34Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: K&amp;#039;lax in the wasteland&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#E6E600&amp;quot; | [[:Category:Vaurca|Vaurca Lore Pages]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Vaurcae&lt;br /&gt;
| [[Vaurca]]  ·  [[Vaurca Biology]] · [[Virtual Reality]] · [[Hivenet]] · [[K&#039;ois]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Factions and Politics&lt;br /&gt;
| [[Vaurca Hives]] · [[Queenless]] · [[The Lii&#039;dra]] · [[Zo&#039;ra in the Republic of Biesel|Zo&#039;ra in the Republic]] · [[K&#039;lax in the Izweski Nation|K&#039;lax in the Hegemony]] · [[K&#039;lax in the Wasteland|K&#039;lax in the Wasteland]] · [[C&#039;thur in the Federation]] · [[Vaurca Organizations]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Notable Settlements&lt;br /&gt;
| [[Sedantis_I|Sedantis]] · [[Caprice]] · [[Flagsdale]] · [[Tret]] · [[Diulszi]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| History and Culture&lt;br /&gt;
| [[Vaurca History]]  · [[The Great Hive War]] · [[Hives Renaissance]] · [[War in Heaven]] · [[Vaurca Religion]] · [[Vaurca Culture and Society]]&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36439</id>
		<title>K&#039;lax in the Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36439"/>
		<updated>2025-07-14T07:20:08Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Yiaa’mak’tzut */&lt;/p&gt;
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== K&#039;lax in the Wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
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== The Mi&#039;kuetz ==&lt;br /&gt;
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A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
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Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
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==== History ====&lt;br /&gt;
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These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
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As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
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Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
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==== Way of Life ====&lt;br /&gt;
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In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
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They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
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Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
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==== Diplomatic Status ====&lt;br /&gt;
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The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
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The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
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They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
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Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
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== Yiaa’mak’tzut == &lt;br /&gt;
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Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story, two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
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These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
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The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
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The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
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==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
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This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
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Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
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The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
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One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
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==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
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Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
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In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
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The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
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The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
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Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
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===== The Survey =====&lt;br /&gt;
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The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
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The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
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==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
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Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
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Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
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==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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		<author><name>Connorjg1</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Queenless&amp;diff=36438</id>
		<title>Queenless</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Queenless&amp;diff=36438"/>
		<updated>2025-07-14T07:18:33Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: &lt;/p&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
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The Queenless are Vaurcae that do not fall into the lineage of any current queen or lesser queen but remain from the same Hive. For whatever reason, these Vaurcae were sourced for the Hiveship outside of the lineage of the lesser queens, perhaps for different traits only found within their line or brood. In the case of the four hives, Queenless are only an issue within the K’lax and Zo’ra Hives.&lt;br /&gt;
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Queenless Vaurcae may believe that the Lesser Queens currently in command of the Hive have gone outside of what the High Queen originally intended for them. Other broods may view them with pity, or see them as restless servants of the Hive without a queen to call their own. In general, they are often ignored by the larger Hive populations, with many having little to no oversight by the other hive-cells or broods within their own Hives. Despite this, the Queenless are still supplied larvae, albeit at a greatly reduced amount than other cells, and given limited access to their Hive’s [[Virtual Reality]] when available, though they are the most likely to be denied. It is partly because of this that most Queenless [[Vaurca#Ta, The Breeders (Type C)|Ta]] tend to hide within the [[Virtual Reality#Interstice|Interstice]].&lt;br /&gt;
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==Life and Organization==&lt;br /&gt;
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Instead of the Queens, communities of Queenless tend to build themselves around their mother Ta, who raised them since larvae. Unlike the traditional Vaurcae, the bonds are much more similar to the nuclear human family, and they openly consider themselves children of the Ta that raised them. Although many try to be self-sufficient and live fulfilling lives, their training is limited mostly to the teachings of their Ta and their elders, in something similar to homeschooling. Thus, even the best Queenless may be limited in job opportunities due to their education.&lt;br /&gt;
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Typically the mother Ta of a Queenless Vaurca is the highest authority one can go to, but there have been documented cases of multiple Queenless Ta working together, for different purposes. As for the Ta themselves, some have resigned to their status, and are comfortable with ignoring and being ignored by the lesser queens as a whole, recognizing the shadow that they live under, and the roles that they must carve out for themselves and their spawn if they are to survive. The most hopeful ones believe that the light of their High Queen will never truly be lost, that out of the horrible illumination of the unknown, the High Queen will return to right the direction of her wayward daughters, and to align all surviving broods under her will.&lt;br /&gt;
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Some communities have [[Vaurca Culture and Society#Xakat’kl’atan|Xakat’kl’atan]] brought from [[Sedantis I|Sedantis]]. Because their Ta lack formal authority, however, new masters cannot be elected. In result, some Queenless groups have made their Xakat’kl’atan Pantheons, with these figures deemed as gods. Their Ta, while holy, is rarely regarded as a Goddess. That title is reserved for High Queen Zo’ra or High Queen K’lax only.&lt;br /&gt;
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In reality, the Queenless are amongst the poorest and secretive of the Vaurca upon Tau Ceti. Some may resort to crime, drugs and other less than legal means to maintain any comfortable standard of living they might possess.&lt;br /&gt;
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It is important to note that there are no Queenless Type E Vaurca, also known as Bulwarks, due to the fact their creatio is heavily monitored and restricted under existing broods.&lt;br /&gt;
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==Notable Queenless groups==&lt;br /&gt;
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Queenless communities are a varying vast spectrum, with many possibilities and differing sizes, but a few have risen to prominence due to their deeds, whether good or bad. &lt;br /&gt;
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===Ky&#039;klux===&lt;br /&gt;
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This Zo’rane Queenless group is mostly known for their flashy signs with apocalyptic messages in broken Basic, and can be found all over [[Mendell City]], especially in bus stops or the metro system. Although their rhetoric can be seen as violent or rightward obscene, Ky’klux mostly keep to themselves and use their beliefs as a way to acquire pocket change. &lt;br /&gt;
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The most accepted reason behind their doomsday mentality is that their Xakat’kl’atan predicted the phoron shortage galaxy-wide since Sedantis. Now that the effects of the shortage are clear in the economy, they believe that the remaining phoron should be redistributed to Vaurcae, suggesting humanity to find alternative means of energy. Although their beliefs are not widely accepted, some radical environmentalist or anti-corporate groups have identified and endorsed the Ky’klux.&lt;br /&gt;
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===Ak&#039;riix===&lt;br /&gt;
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Also known as &#039;&#039;&#039;Venom Mandibles&#039;&#039;&#039;, the Ak’riix are a rebellious faction of Queenless Zo’ra that have taken over Flagsdale. While many know them for their crimes in neighboring districts, they are also infamous for their repurpose of [[Xakt, Queen of Corpses#Za’Akaix’Cimm Zo’ra|Da’loks]] in biker cells inspired by Tajaran street gangs of [[Little Adhomai]]. Although many Ak’riix gangs have beefs with each other, most are in good terms with young Tajara bikers, with whom they share an anti-authoritarian sentiment. Additional information can be found [[Flagsdale#Ak&#039;riix|here]].&lt;br /&gt;
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===Mi&#039;kuetz=== &lt;br /&gt;
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The Mi’kuetz are known for being a cheerful, easy-going group of Vaurcae from the [[Moghes#The Wasteland Regions|Moghesian Wasteland]]. They roam atop large pack animals, scavenge, and perform mercenary work for the various denizens of the wastes. More about their importance to their ecosystem and relationships can be read [[The Wasteland#The Mi&#039;kuetz|here]].&lt;br /&gt;
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===Yiaa’mak’tzut===&lt;br /&gt;
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Operating out of a hidden mountain base and maintaining a higher level of technology than most K&#039;laxan Queenless, these mysterious Vaurca have developed a reputation as mystical wanderers across the wastes. More about them can be read [[K%27lax_in_the_Wasteland#Yiaa’mak’tzut |here.]]&lt;br /&gt;
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===Ni&#039;mii&#039;katz===&lt;br /&gt;
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Ni’mi’katz are the other prominent group of Queenless in [[Flagsdale]], formed entirely of K’lax. The exclusivity is so that no Zo’ra or C’thur can be formally made a member of this group. Translated as ‘The Dealership’, they operate the biggest market of stolen electronic goods in Biesel, which is only able to operate due to the difficulties the police have accessing District 9. More information can be read [[Flagsdale#Ni&#039;mii&#039;katz|here]].&lt;br /&gt;
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==Klat&#039;xatl==&lt;br /&gt;
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Because of the size and organization of the C’thur Hive, as well as the fact that they are still reigned by their original Queen, the concept of Queenless Vaurcae is foreign to them. However, some Tas have fallen into the category of punished or Klat’xatl, alongside their respective hive-cells. Despite what the name originally implies, not all punished communities have been disdained by the Queens. Some have simply fallen out of communication from the Hive, which has isolated them further. Punished Tas do not receive any eggs and, thus, their populations can only decrease. This ultimate wish for survival is what fuels the leaders of these communities, who may take drastic measures for their survival.&lt;br /&gt;
&lt;br /&gt;
Whether they like it or not, they still carry C’thur in their names, and their colorations are characteristic of those from their original brood.&lt;br /&gt;
&lt;br /&gt;
===The Lost of the Traverse===&lt;br /&gt;
Composed mostly of stranded [[Vytel, The Just Queen|Vytel]] Warriors among the [[Notable Skrell Systems and Locations#The Trichotomous Systems: The Traverse|Skrellian Traverse]], the Lost of the Traverse (also known as the Xi&#039;larx) are a result of a failed colonization attempt shortly after C’thur’s arrival to the Federation. Unbeknownst to both [[Skrell]] and Vaurcae at the time, the remote, mostly uncharted sector of &#039;&#039;&#039;Qii’miiq&#039;&#039;&#039; has a zone of radio silence capable of even interfering with Hivenet communications. This radar failure is what caused the Skrell pilot to emergency land in a hostile deserted planet, tolerable to Vaurcae, but fatal to the remaining Skrell crew. Due to violent actions taken since this initial landing the Lost of the Traverse are widely disdained by the rest of the C&#039;thur Hive. More detail on the make-up, history and current status of the Lost of the Traverse can be read later in the article.&lt;br /&gt;
&lt;br /&gt;
===The Zinos of the Underworld===&lt;br /&gt;
When the C’thur Hive was in the first stage of negotiations with [[Einstein Engines]], a [[Xetl, The Voracious Queen|Xetl]] embassy traveled to the [[Eridani Federation]] in order to meet with Einstein Executives, as well as to offer cheap labor from their fleets. This resulted in the rest of the Queens, and Xetl herself, to become upset with the delegation and, ultimately, consider them outcasts, while also alerting Einstein Engines that they did not represent the Hive. Although it is rumored it was in fact Xetl who launched this embassy in order to be included in the Hive’s negotiations and politics —and what these Punished Tas claim—, they have been left for dead in the system, as C’thur continues to strive there.&lt;br /&gt;
&lt;br /&gt;
A minority of these Vaurcae still believe they have a chance with Einstein Engines, and remain in Eridani IV with little success. Most of them, however, moved on to Eridani I, at first in hopes of being noticed by other megacorporations.&lt;br /&gt;
&lt;br /&gt;
Despite this, most of the C’thur from this rogue delegation have found refuge in Eridani I&#039;s undercity, nesting themselves in what they consider ideal because of the little light and vast corridors. Called ‘Cinos’ by the Dregs, and ‘Zinos’ by themselves, they’re still at large unfamiliar with Eridian society and culture, but share the disdainful sentiment towards those that live above, especially the C’thur that have managed to find themselves jobs there.&lt;br /&gt;
&lt;br /&gt;
In short, a Zino is not a [[Eridani Federation#Dregs|Dreg]], but is familiar with the Dregs and their lifestyle. They’re usually pacifist with other groups and gangs, and avoid involvement in gang disputes, mostly because of their low number of Warriors brought with them. Zinos are known for dealing cheap augments, sometimes even going as far as looting those augments of any deceased in the Underworld.&lt;br /&gt;
&lt;br /&gt;
Because there have been no official efforts by the Hives to promote a [[Languages#Freespeak|Freespeak]] translator to the voice modulators, Zinos have managed to create their own, which is regarded as broken and, sometimes, even making communication impossible. If a Zino were, due to some uplift or for some other reason, employed at Tau Ceti, it’s likely it would trade its bootleg Freespeak modulator for a Basic one. &lt;br /&gt;
&lt;br /&gt;
===Lii&#039;kenka, The Traitors of Phoenixport===&lt;br /&gt;
The Lii&#039;kenka (&amp;quot;Traitors&amp;quot;) are a mysterious group of Punished Vaurcae led by former Surrogates of the [[C&#039;thur, Queen of Masques|C&#039;thur brood]]. The name is an exonym; they prefer to be called the Kynyk (&amp;quot;Circle&amp;quot;). Among the Klat&#039;xatl, the Lii&#039;kenka are known for their desperate attempts to regain power after their disgrace. The Lii&#039;kenka are less understood compared to other Punished groups, with seemingly small communities. Nonetheless, they remain present in the [[Republic of Biesel]], primarily in [[Mictlan]] and [[Biesel|Phoenixport]].&lt;br /&gt;
&lt;br /&gt;
Though rare, some Lii&#039;kenka identify themselves openly, using the term Kynyk. In many cases, Lii&#039;kenka members who have taken jobs across the Orion Spur do so by falsifying [[Vaurca Organizations#Vaurca Office of Administrative Services|VOAS]] documents and masking their pheromones. The Lii&#039;kenka are not considered a threat by any Major Hives but are universally disliked within the C&#039;thur Hive as traitors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Lii&#039;kenka are not an antagonistic faction, but playing an undercover Lii&#039;kenka on ship can get you into IC trouble. Because you are falsifying a work permit, the revelation that you are not part of [[Vaurca Organizations#C&#039;thur, LLC|C&#039;thur, LLC]] can be sanctionable, and characters may be voided if discovered. Older Lii&#039;kenka (born before 2461) will match the color of the C&#039;thur brood, while younger Lii&#039;kenka may have slightly off coloration.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====History====&lt;br /&gt;
In 2461, a group of C&#039;thur Surrogates were discovered plotting against [[Mouv, The Recondite Queen|Mouv&#039;s]] increasing power within the Hive. These Surrogates had been discontent with the C&#039;thur Hive&#039;s direction since the High Queen&#039;s injuries and opposed the [[Einstein Engines]] deal, believing it disproportionately benefited the minor queens. These Surrogates, later known as the Lii&#039;kenka, orchestrated a campaign to dethrone Mouv and replace her with one of their own. They were discovered attempting to sabotage Mouv&#039;s [[Mouv, The Recondite Queen#Her Realm|Realm]] in [[Virtual Reality]] and expose Mouv&#039;s surveillance operations to the [[Nralakk Federation]]. As a result, they were unanimously declared Punished by the C&#039;thur Hive. However, due to the high-profile nature of the crime, the Lii&#039;kenka were allowed to choose an exile location outside the Nralakk Federation. They chose the Republic of Biesel and were aided by the Zo&#039;ra Hive, who also opposed the Einstein Engines deal.&lt;br /&gt;
&lt;br /&gt;
The Lii&#039;kenka arrived in Phoenixport alongside a group of defecting Alates and their hive-cells. During their first year in Biesel, the Lii&#039;kenka were assisted by the Zo&#039;ra. However, this help diminished after the Zo&#039;ra shifted their focus to the construction and inauguration of New Sedantis in Caprice. With dwindling resources, the Lii&#039;kenka turned against the Zo&#039;ra, attempting to gain influence over [[Flagsdale]] from Phoenixport.&lt;br /&gt;
&lt;br /&gt;
After the Xi&#039;larx arrived in Tau Ceti in 2463, the Lii&#039;kenka saw them as potential allies. Both groups decided to form an alliance, including efforts to uplift the Queenless communities of the Zo&#039;ra and K&#039;lax. Although the Lii&#039;kenka now mostly operate in the shadows, they have significant influence in advocating for Queenless civil rights in the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
The Lii&#039;kenka played a crucial role in the colonization of Azcapotzalco in Mictlan. More information about the Queenless in Mictlan can be found [[Mictlan#Vaurcae on Mictlan - Los Azquiles|here]].&lt;br /&gt;
&lt;br /&gt;
====Undercover Living====&lt;br /&gt;
While Lii&#039;kenka Gynes are best remembered now for their treason, ordinary Lii&#039;kenka are similar in personality to the rest of the C&#039;thur brood—if ever slightly more cunning. This is especially true for the undercover Lii&#039;kenka who pretend to be regular members of the C&#039;thur brood. The Lii&#039;kenka will be sly and ensure that its cover is not blown, not even through pheromones. When formulating their thoughts via Hivenet, a Lii&#039;kenka will likely take some more time to properly encode their message. Lii&#039;kenka pretending to have proper VOAS documentation would not confess this to anyone, not even other Punished or suspected Lii&#039;kenka. To them, this is a big secret only known by their supervising Alate.&lt;br /&gt;
&lt;br /&gt;
The pheromone signature of Lii&#039;kenka cannot deceive Cephalons. Therefore, Lii&#039;kenka cannot enter realms. To avoid situations where their true identity might be revealed, Lii&#039;kenka might outright avoid Virtual Reality altogether. This may cause them general discomfort, but it is a sacrifice to remain covert.&lt;br /&gt;
&lt;br /&gt;
Despite their personal affiliations, Lii&#039;kenka are specially trained to be amicable with everyone, including broods they dislike—much unlike other Vaurcae who may react more viscerally in a similar situation. Additionally, Lii&#039;kenka avoid politics and refrain from discussing Queenless issues. Although they may have Queenless friendships, they do not comment on this status to prevent revealing their true intentions. Consequently, Lii&#039;kenka are seen as masters of disguise and deception, making them especially charming at times and enigmatic at others.&lt;br /&gt;
&lt;br /&gt;
==The Xi&#039;larx==&lt;br /&gt;
&lt;br /&gt;
Translating to “Lost of the Traverse”, these C&#039;thuric Vaurcae, mostly Warriors of [[Vytel, The Just Queen|Vytel&#039;hyr&#039;tkud&#039;s brood,]] have since become a notable group of Klat&#039;xatl after getting stranded in the Traverse and being rescued by the infamous Ti’Rakqi.&lt;br /&gt;
&lt;br /&gt;
Despite the ever on-going conflict of loyalty between the Hive and their peers, the Xi&#039;larx are unlikely to ever reunite with the rest of their brood due to their newly found socio-political associations, putting them at odds with the C&#039;thur Hive and the Nralakk Federation alike.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
&lt;br /&gt;
When the C&#039;thur Hive was first able to become citizens of the Nralakk Federation, it was only obvious that Vytel&#039;s Warriors should be put to use in the [[Skrell_Politics#Qukala | Lukala]] branch of the military. Serving admirably, some of these Warriors were among Vytel&#039;s chosen to accompany an expedition out into the farther reaches of the Q&#039;elpi Basin as a reward for their loyalty to the Federation. This uncharted sector of space was intended to serve as the C’thur hub of operations in the Traverse regions, particularly with regards to the Lukala’s anti-piracy operations.&lt;br /&gt;
 &lt;br /&gt;
The Bi’Plat was a modified generation fleet of the modern Ovlolis class equipped with all the prerequisites for Vaurcaesian longevity including robust K’ois hydroponics systems, egg growth chambers, and Cephalon networks. With a crew complement of few dozen Ta Aliates, thousands of Vytel’s Warriors and Workers, Skrellian Qukala serving as auxiliary personnel, and several hundred C’thuric bioforms such as Cultivators for hydroponics and Manglers for defence, it set out from Oyepiit, [[Notable_Skrell_Systems_and_Locations#Glorashi | Glorashi]] in 2458, in search of a star system known as Glaraszi.&lt;br /&gt;
 &lt;br /&gt;
Despite the initial hopefulness of the Federation towards sending their newfound allies out into the stars, not all was well on the Bi’Plat during the initial stretches of the mission. The fleet was not sufficiently equipped for the k’ois production needed to sustain its population as originally projected, a concern from the Ta themselves that, at the time, was overlooked by the Federation government. Additionally, moderate panic set in among the crew at large after it was discovered that the number of eggs provided by Lesser Queen Vytel would not be enough to last the decades required to reach Glaraszi while still maintaining population stability.&lt;br /&gt;
 &lt;br /&gt;
Because of these circumstances, discontent grew among the Bi’Plat’s crew in the following years, which may have culminated in the attitudes displayed by the Xi’larx later on. They began to see themselves as having been relegated to just another version of their old Hiveship, the Kloxa’xia, and without the long-term psychological outlook of their Skrellian compatriots, ennui started to set in.&lt;br /&gt;
 &lt;br /&gt;
These struggles and dissatisfactions would come to a head in 2461 before the Bi’Plat would even come close to reaching Glaraszi, only 3 years after the Bi’Plat’s initial deployment, when the fleet happened to pass through a sector that was not fully charted in the fleet’s course. This sector, known as Qii’miiq, contained a sphere of electromagnetic interference, not dissimilar to Tattuqig’s, that the Bi’Plat was not built to account for. This interference not only affected the fleet’s lead ship controls and navigation systems, but also had the unfortunate effect of disabling Hivenet communications, leading to mass panic within the Vaurcaesian crew members as they found they could no longer communicate between decks, much less other outside sources to call for help.&lt;br /&gt;
 &lt;br /&gt;
For these reasons, the Bi’Plat was forced to undergo a mass emergency landing on a planet in the system now known as Eshu’gat (a word that, in Vaurcese, means &amp;quot;damnation&amp;quot;). The crew was alerted to find that the planet was heated, arid, and contained a noxious atmosphere, predominantly of ammonia, making it inhospitable to all but Vaurcae and forcing the Skrellian complement to remain confined to their chambers. Due to the failure of the Bi’Plat ships’ systems, oxygen was only able to last several more hours before the Skrellian crew perished that same day. These Skrell are now enshrined as martyrs by the Xi’larx, and their bodies were either buried or burned on Eshu’gat in keeping with Qeblak and Weishii tradition.&lt;br /&gt;
 &lt;br /&gt;
The remaining Vaurcae of Vytel were forced to act quickly in order to survive, running K’ois farms and their Cephalon networks through the stretches of the crashed vessels, thus building their &amp;quot;society&amp;quot; around the crash sites, despite a lack of power beyond the use of what emergency generators they possessed. Although the Ta leading the expedition were initially able to keep their hive-cells calm and composed, more panic set in as the Bi’Plat’s initial struggles during flight meant that it was impossible to keep every Vaurca properly fed, and the distant hope of pleading for assistance from the rest of C’thur was still met with silence, even the crash site too isolated to connect to the Hivenet. Additionally, the usually resistant Cephalons had suffered serious damage, and much of the information within had been lost. The crashed Vaurca lacked many of the tools required to perform all but critical repairs and were unable to recover anything but the most rudimentary information, the rest lost for good. Due to this, the Cephalons, whose protocols should have been guiding them through this traumatic period of rebuilding, instead &amp;quot;behaved&amp;quot; erratically. For many of the crash-landed Vaurca, the discovery of their isolation and the damage to the Cephalon&#039;s was the most distressing they would make. So used to being connected to the Hive at large, some even fell into a deep stupor or developed unusual tendencies to cope; however, the remainder set about trying to adapt. &lt;br /&gt;
&lt;br /&gt;
Much of the information regarding what occurred in the intervening time has been lost due to these circumstances. What is known, however, is that the Hive attempted to build their own localized Hivenet relay, a project that had some success but was deeply unreliable due to the same interference that had forced the Hive to land to begin with. With the Cephalon&#039;s so damaged, this rebuilding became a monumental and expensive task. Critical knowledge regarding Hivenet relays was lost, and a few Vaurcaesian Engineering specialists were forced to build using what, to them, were the scraps of an alien vessel and poor-quality local materials. It was due to this that the lost C&#039;thur found themselves restorting to more primitive communication methods, such as only sending short Hivenet communications due to information loss and even going as far as writing down important information, effectively resurrecting the language of ancient Vaurcese that until then had been all but resigned to scholastic pursuit. &lt;br /&gt;
 &lt;br /&gt;
It was not long before those Ta that did not remain loyal to the Federation formed schisms, convincing their own hive-cells, as well as some of the hive-cells whose Ta remained in Glorashi, to venture out farther into the planet and grow new k’ois farms in the dry soil, making the best they could out of the situation at hand. The Federation loyalists who were hopeful they would be rescued with enough time remained among the ships, providing them with benefits such as a higher quality of life and easier access to the infrastructure of the damaged Virtual Reality Network. This status quo remained until several months after the initial landing, when a group of hive-cells that had ventured out onto the planet, overseen by regional manager Ta’Akaix’Oliwarg C’thur, violently seized the Cephalons for themselves. Neither side willing to give up such a critical asset, the fighting displayed a level of brutality not seen by the C&#039;thur for many years. By the time Oliwarg claimed victory, hundreds of loyalists’ and turncoats’ Warriors alike were dead. &lt;br /&gt;
 &lt;br /&gt;
The next year, often referred to as &amp;quot;the Struggle of Savages&amp;quot;, would see gruesome, interspersed battles between the loyalists and turncoats. Despite refusing to uphold the Prime Means during combat, the turncoats eventually came out on top, though not without much bloodshed, killing off the remaining loyalists and conquering the ship sites for themselves. By the end of this struggle, the surviving Vaurcae had taken up the mantle of &amp;quot;Xi’larx&amp;quot;, or &amp;quot;Lost Traversers&amp;quot;. Having claimed victory the turncoats returned to life on Eshu’gat, tenuous as it was. This continued until 2463, when the Veq’Luuq fleet of the Ti’Rakqi Marauders, ships sufficiently shielded against the electromagnetic interference, was able to render aid to the remaining Vaurcae while passing through the system. &lt;br /&gt;
 &lt;br /&gt;
Initially distrustful of the Vaurcaes’ unusual presence on the planet, as well as knowing that the C&#039;thur were collaborators of the Nralakk Federation, the Ta of the Xi’larx were able to dissuade the fleet of any possibility of conflict, explaining their Queen, their Hive, and the Federation had abandoned them to die. The Xi’larx were thus taken in by the Ti’Rakqi many of whom found themselves sympathetic to the Xi’larx&#039;s plight. Many of the Xi’larx opted to stay within the ranks of the smugglers, having found a valuable position, while others were transferred to different vessels in the Traverse and others still found  themselves swept up in the exodus to the Republic of Biesel. &lt;br /&gt;
 &lt;br /&gt;
The Xi’Larx have become the contemporary subject of much scholarly debate among those in the Federation and the Vaurca as a group that managed to stretch the loyalties of its Hive to their absolute limits before finally breaking. Federation researchers, Skrellian and Vaurcese alike, have dismissed the disloyalties of the Xi’Larx as the hive-cells merely having been defective en masse; the Federation’s Traverser counterparts, some of whom have been lucky enough to meet these enigmatic people, are not so sure and are generally grateful to take allies in their cause for the Free Traverse movement, though there remains the worry that the Xi’Larx are still ultimately loyal to their Queens regardless.&lt;br /&gt;
&lt;br /&gt;
===Way of Life===&lt;br /&gt;
&lt;br /&gt;
Despite the differing opinions on their Hive that they may hold, the Xi’larx are inextricably linked with its existence and the biological and psychological indoctrination they have towards their (arguably former) Queen, Vytel’hyr’tkud. Having abandoned any sense of honor or hope, they no longer follow the Prime Means of their original brood, an important fact when considering that the majority of the Xi’larx is still composed of Warriors. Though not universal, a considerable portion of these Warriors, instead of sticking to their roots in combat, abhor the idea of security or military work due to the collective trauma experienced during the Struggle. This has led many of them to take up basic or manual labour, compounded by the Xi’larx&#039;s low number of Workers and their undesirability for modern pan-Vaurcese groups like the Ve’katak Phalanx. Additionally, having grown accustomed to isolation from the Hivene, Xi’larx who are reconnected often find themselves uncomfortable with the constant chatter. This only contributes further to their feeling of estrangement from the greater Hive. &lt;br /&gt;
 &lt;br /&gt;
At their contemporary core, however, the Xi’larx are ingrained in Traverser culture because of the time spent there. Although there are those who still wish to reunite with the Hive, they know that, as it stands, it is entirely out of the question. Due to this, their kind is split between those with more staunch anti-Federation views who associate with the cells of the Lyukal and other independence movements and those who remained as Marauders, who are simply trying to get by and primarily reside within the Q’elpi.&lt;br /&gt;
 &lt;br /&gt;
Due to the constant misfortunes experienced during their travel and subsequent emergency landing, fatalism is a prevalent belief among the Xi’larx, who know that, no matter what they may desire for themselves, returning to the days of old is now impossible. They tend towards lacking belief at all, but when they do, it is almost always a warped version of the Hive Pantheon, where they believe that, despite the inarguable importance of their Queens, their Ta and the few Xakat’kl’atan they hold onto are of more direct importance in the present. Consequently, they often center their worship and respect around these figures accordingly.&lt;br /&gt;
 &lt;br /&gt;
Though the Xi’larx are not Queenless, they share several traits in common, including difficulties (or in their case, impossibility) with reproducing, a focus on recognition and devotion around their remaining Ta, and the lack of the type E or Bulwark caste, as the caste was devised after their hive-cells formed the Xi’Larx. Unlike Queenless, however, they have at least achieved acceptance among any Free Traversers who don’t view them as inextricably linked with the Federation, giving them soft power in the form of a political and cultural ally, for however much it counts.&lt;br /&gt;
&lt;br /&gt;
===Diplomatic Status===&lt;br /&gt;
&lt;br /&gt;
The overall well-being of the Xi’larx begins and ends in the Traverse; in the Federation, and to Hive C’thur, they are seen as failures and traitors who fell apart in the face of adversity during their stranding. They are no longer welcome in the primary Federation territories, nor are they allowed to enter any C’thuric realms. Vytel herself views the Xi’larx with disdain and embarrassment for their inability to uphold the Prime Means and refuses to speak of them in further detail, saying only that another attempt at travelling to Glaraszi is not of interest to the Hive for the time-being. Most Vaurcae will be able to tell that some of a Xi’larx’s pheromones from Vytel have dissipated over time due to their isolation from the Hive and will often show confusion or prejudice towards these individuals, if not indifference.&lt;br /&gt;
 &lt;br /&gt;
As previously mentioned, the Xi’larx find a much better bargain within the Traverse, having found success in Resistance cells or just as simple Marauders, forming tight bonds, even Qu’draas, with their Skrellian counterparts. Since the Q’elpi Basin was placed under martial law in 2464, the Vaurcae that remained there have been placed in danger of being caught and returned to Hive C’thur, an act that sees them culled in all circumstances. This has led them to lean further on their allies in this time of peril, but has also increased the number of Xi’larx who have opted to travel abroad to safer locations.&lt;br /&gt;
 &lt;br /&gt;
An existing belief, though one in the minority, is that the Xi’larx should gather all their numbers, whatever supplies and ships they can gather, and make way for the Bi’Plat’s original destination, Glaraszi. Those who hold this view see it as a necessary exodus, much like the evacuation of Sedantis I, as there is no chance for their continuous survival where they remain now. Opponents of the idea say it is too dangerous to justify and that there is even less guarantee that they will find a way to survive there. Regardless of what an individual Xi’larx or their hive-cell believes, though, the existing diaspora in the Orion Spur makes it unlikely to ever come to fruition.&lt;br /&gt;
 &lt;br /&gt;
One place that many Xi’larx wind up at, especially during the Traverser migration of 2463, is the Republic of Biesel. Xi’larx here, unlike their Zo’rane counterparts, have no ability to collect citizenship since such an occurrence was never planned for during the formation of the Universal Citizenship Program, and they are often relegated to Flagsdale or other slums as refugees, where they enjoy even less fanfare than the other Vaurcae they reside with. They often come into conflict with the C’thur that reside in these places due to ideological and historical opposition. The few Ta of the Xi’larx that don’t reside in the Traverse remain in the Republic instead, acting as rights advocates and informants for their dwindling people.&lt;br /&gt;
 &lt;br /&gt;
Though Xi’larx exist in other locations, including in the frontier and even as far afield as the Coalition of Colonies, they are so reclusive and few in number that gathering any accurate information on them is next to impossible, ignoring the lack of protection or awareness by natives in those regions.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=36437</id>
		<title>The Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Wasteland&amp;diff=36437"/>
		<updated>2025-07-14T07:14:39Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Template:TOC Hidden}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Wasteland is an unforgiving place, as the name implies. Many inhabitants, the survivors of the Contact War, attempt to make a livelihood here. Their reasons for doing so varies: Be it religious, familial ties, or lawbound exile.&lt;br /&gt;
Here are a few examples of clans that live in the wasteland and how they fare with the harsh life outside of the terraformed areas, the Hegemony controlled territories, and the relative safety of the Untouched Lands.&lt;br /&gt;
&lt;br /&gt;
One of the reasons most members of the Clans leave their villages is to have a steady supply of credits for their family back home - for medicine, food, and water. Those who make it out of the Wasteland are lucky to be out, but not everyone has the funds to pay for a smuggler to get them past the Izweski navy.&lt;br /&gt;
&lt;br /&gt;
== Life in the Wastes ==&lt;br /&gt;
Living in the wasteland is no easy feat. Many who try, fail. Others waste away, barely something one can call living. However, a precious few manage to overcome all odds, subjugating what many believed to be the end of all Sinta into something with purpose. Through iron will and steel blade, they set forth into the irradiated deserts in an attempt to reclaim what is rightfully theirs.&lt;br /&gt;
[[File:UnathiEggColoured.png|250px|thumb|right|Life always prevails.]]&lt;br /&gt;
&lt;br /&gt;
Quality of life differs from settlement to settlement, some thrive upon the hidden riches uncovered below the sands, while others wither and decay as trade routes get intercepted and resources run low. Communication between the settlements are often rudimentary, use of smoke signals, coloured balloons raised into the air (raised green means good, raised red means bad, and so forth), and in some lucky cases, salvaged pre-war radio equipment.&lt;br /&gt;
&lt;br /&gt;
A majority of Unathi who find themselves stranded here are the remnants of the Traditionalist coalition. While they found themselves at odds with the Izweski Hegemony in the past, they realize that they have been beat, and simply cannot survive without some support from those within the Untouched Lands. Many still bear resentment and even anger towards the Hegemony and those that swear fealty to it. Still, trade is conducted to make ends meet.&lt;br /&gt;
&lt;br /&gt;
A few settlements dotted around the area have received help from Hephaestus Industries to set up educational centres, capable of teaching hatchlings the way the galaxy works, in an attempt to recruit as many of them into the company when they reach adulthood. The Interstellar Aid Corps (IAC) has established hospitals and learning centres in a small number of the larger established colonies.&lt;br /&gt;
&lt;br /&gt;
For the disillusioned few, those that fell out of the learning centres, or those that simply were too barbaric to live in the establish settlements, a criminal underground was established. These secret networks distribute spoofed space traffic codes, as well as transport into different star systems, in exchange for servitude for a set amount of years, a great debt, or a single, dangerous task.&lt;br /&gt;
&lt;br /&gt;
== Factions of the Wasteland ==&lt;br /&gt;
&lt;br /&gt;
=== The Reclaimers ===&lt;br /&gt;
Clans of Unathi paid to scavenge the wastes in search of pre-war technology. They’re typically trained for combat, though there will of course be engineers and people who care for cargo, as well as scientists capable of operating and reactivating the technology. Known by the inhabitants of the wasteland as “Rustboys”.&lt;br /&gt;
[[File:UnathiLandcrawler.png|250px|thumb|right|One of the landcrawlers, slowly making its way through the wastes.]]&lt;br /&gt;
&lt;br /&gt;
They operate as Unathi usually would, having the Moghean version of a nuclear family. Gender roles are enforced as normal. The men being the preferred sharpshooters, gunners, and pilots. Women act as cooks, medics and caretakers of the young. Both men and women share some jobs, such as cleaning, repairing the landcrawler, and delivering resources around the craft.&lt;br /&gt;
&lt;br /&gt;
They operate out of landcrawlers, massive mechanical beasts of burden that use treads to move across the wasteland. These vehicles are so massive they’re capable of supporting the entire clan living in them for months at a time. Realistically they only need to refuel it, but the wasteland wears down on both the people and the vehicles they use, creating a need for them to head back home and repair.&lt;br /&gt;
&lt;br /&gt;
Some wealthy clans have upgraded their landcrawlers with a massive steam catapult on top, capable of launching planes that are used to scout the wastes; spotting dangers, loot and Punished bases. These are usually crewed by two men, a pilot and a spotter/gunner. Some may carry bombs, but these are seen as barbaric and damaging to the loot.&lt;br /&gt;
&lt;br /&gt;
When they find something they can salvage, or some wastelanders attempt to attack them, they deploy smaller but highly advanced sandrovers. These vehicles are fast enough to catch up to any threat, as well as chase down in-use pre-war tech, and disable it.&lt;br /&gt;
[[File:Reclaimer_Car.png|200px|thumb|right|A Reclaimer vehicle, speeding across the dunes.]]&lt;br /&gt;
&lt;br /&gt;
These clans aren’t particularly pious, having a more pragmatic and materialistic view on things in general. As long as you didn’t jeopardize the operation, you were free to call the landcrawler your home.&lt;br /&gt;
&lt;br /&gt;
Due to the work they do, they’re well liked by the nobles, who hire them as mercenaries of war on occasion. They also serve as escorts and guides for traveling nobles, protecting them from the horrors of the wasteland.&lt;br /&gt;
&lt;br /&gt;
=== Clan &amp;quot;Gawgaryn&amp;quot; - The Punished Clans ===&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;There is nothing left. The Ancestors weep as they beg us to leave Moghes. No more children will grow up in our Ancestral Homelands the same as we have, ever again.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;The words of &#039;The Lost Son&#039; while visiting the ransacked capital of the Azarak Kingdom - the losing side in the Contact War.&#039;&#039;&lt;br /&gt;
A mega-clan forced to attack others during the war, or risk starvation and total annihilation. They were supposed to receive the capital punishment, but fled to the wastes to escape this. Now they roam the wasteland, having become exactly what they wanted to escape in the past, bandits who loot and pillage to make a living.&lt;br /&gt;
[[File:Punished_Raider.jpg|200px|thumb|right|A Punished raider, &amp;quot;Abushk Gawgaryn&amp;quot;, mounted on his specialized sandbike.]]&lt;br /&gt;
&lt;br /&gt;
They are rumoured to have an overseeing leader, &#039;The Lost Son&#039; as he is known, refuses to go by his original name, and only has that title to identify him. He leads the Punished Clans, simply so that they can survive. His only goal is the survival of his clan, and his people, and he&#039;s even resorted to kidnapping Unathi and forcing them onto ships outbound to other systems keep them alive, even if they wish to remain by his side and defend him.&lt;br /&gt;
&lt;br /&gt;
The act of being exiled and cut off from the rest of the unathi society has left them worse for wear. So much as mentioning “The Exile Event” will get one beaten to a pulp and even killed, if the crowd was enraged enough. Still, the Clan Father sends two sinta to the Hegemon territory annually, willing or not, to ask for forgiveness. These always get turned around at the city gates and cannot return home, as this will surely lead to their death.&lt;br /&gt;
&lt;br /&gt;
The Punished don’t care much for gender roles, their situation is too dire to segment their workforce. A sinta is obligated to pull their weight despite gender, and in the worst of times, despite age.&lt;br /&gt;
&lt;br /&gt;
There are hidden bases scattered throughout the wasteland, acting as pit stops to rest and recover from raiding, more so than bases of operation. Permanence is a last resort, as staying in one area will get them bombed out, or worse, captured and forced to face their crimes. There are rumours spreading through the Hegemony that there exists a primary base, where Clanfather Kuma’Gizz lives and coordinates the raiding missions. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;largest raid&#039;&#039;&#039; ever performed have been the thefts of Solarian trade shuttles that were landed at an Izweski wasteland camp - the Gawgaryn boarders forced the human pilots to pick up hundreds of Unathi and help them escape to the Frontier and beyond - many of these clans eventually finding homes in &#039;&#039;&#039;Tau Ceti seeking legal asylum&#039;&#039;&#039;. The five Gawgaryn warriors in charge of the raid were not given asylum by Tau Ceti, and instead were given to the Izweski. They were later executed publicly.&lt;br /&gt;
&lt;br /&gt;
These five Gawgaryn warriors are forever worshiped by the Unathi that were able to escape, as heroes.&lt;br /&gt;
&lt;br /&gt;
=== The Mi&#039;kuetz ===&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, formed primarily of Queenless Vaurca. These cheery Queenless roam the Wastelands atop large Vaurcesian pack-animals called Vizk&#039;tul, surviving, scavenging, and doing what work they can for the highest bidder.&lt;br /&gt;
&lt;br /&gt;
For more about the Mi&#039;kuetz see [[K%27lax_in_the_Wasteland#The_Mi&#039;kuetz |here.]]&lt;br /&gt;
&lt;br /&gt;
=== The Yiaa’mak’tzut ===&lt;br /&gt;
The second most prominent group of Vaurca in the wasteland. Operating out of a hidden mountain base and maintaining a higher level of technology than most K&#039;laxan Queenless, these mysterious outsiders are rumoured to provide near mystical services to Unathi they encounter in exchange for favours.&lt;br /&gt;
&lt;br /&gt;
For more about the Yiaa’mak’tzut see [[K%27lax_in_the_Wasteland#Yiaa’mak’tzut |here.]]&lt;br /&gt;
&lt;br /&gt;
== The Northern Wasteland ==&lt;br /&gt;
&lt;br /&gt;
The Northern Wasteland is the smaller region of the Wasteland, spanning from the Tza Prairie in the west to the Zazalai Mountains in the east, separating it from the much larger Eastern Wasteland. Most of this region was affiliated with the Izweski Hegemony during the Contact War, and as such there has been a greater concentration of Izweski restoration efforts in the region.  While the Northern Wasteland is still a harsh environment, plagued with radioactive fallout and deadly raiders, it is considered to be the ‘safer’ of the two regions of the Wasteland, with relatively more civilised settlements to be found, and Hegemony restoration work continuing with the aid of the K’lax Hive. While progress is slow, some small environments have been reclaimed from the harsh sand and dust, whether through the labour of the oasis clans or the Hegemony’s geo-engineers. &lt;br /&gt;
&lt;br /&gt;
=== Hegemony Outposts ===&lt;br /&gt;
&lt;br /&gt;
==== Camp Integrity ====&lt;br /&gt;
&lt;br /&gt;
The largest Hegemony outpost in the Northern Wasteland is Camp Integrity, formerly an Izweski fortress during the Contact War. Due to its advanced anti-missile and anti-aircraft defences, Integrity was able to avoid a direct nuclear strike, and protect some of the region around it from the Wasteland. When the nuclear exchange began, Camp Integrity was the main centre of evacuation for Hegemony refugees, using its shuttleport to carry those citizens who lost their homes to the Wasteland to safety. &lt;br /&gt;
&lt;br /&gt;
The fort was kept manned for decades following the end of the War, but rapidly fell into difficulties, owing to its inability to resupply itself with food or water. However, during his time as Lord Regent, Not’zar Izweski kept maintaining Camp Integrity against the dangers of radiation and Gawgaryn raids, a decision which many called him foolish for. &lt;br /&gt;
&lt;br /&gt;
It was in 2461 when the Hegemon truly put Camp Integrity to use - spearheading an initiative in cooperation with the K’lax to begin the reclamation of the Wasteland. Massive terraforming projects were initiated, using Camp Integrity as a base of operations. These machines took skilled labour to operate, both Vaurca and Unathi, which led to the civilian population of the camp expanding, leading to a small but thriving town growing around the fortress. However, with this expansion came greater risks. The Gawgaryn and other raider clans have made frequent attacks on the outlying regions of Camp Integrity, though so far the Izweski have managed to repel them before any serious damage is done.&lt;br /&gt;
&lt;br /&gt;
Camp Integrity has even brought in more alien labour - with some human engineers from Hephaestus Industries taking jobs working on the complex terraforming equipment, and a rare few diona gestalts contributing in their own fashion to cleansing the Wasteland. While progress has been small, it has been notable - for the first time, the spreading Wasteland has been pushed back, and the inhabitable region around Camp Integrity is growing larger by the year. &lt;br /&gt;
&lt;br /&gt;
With Integrity’s position as the heart of Izweski power in the Wasteland, it has also given rise to a large bounty hunting industry, as many warriors make their way there seeking a fight and fortune, whether independently or affiliated with a group such as the Fighters’ Guild or Dagamuir Freewater. Traditionalist holdouts, Gawgaryn raider lords, Izweski criminals and alien smugglers trading with the above are all frequent targets, with expeditions of hunters regularly setting out from Camp Integrity to seek their fortune in the harsh sands. &lt;br /&gt;
&lt;br /&gt;
However, the recent famine has slowed reclamation down, as Camp Integrity has not yet reclaimed enough of the Wasteland to support itself - large portions of its food and water still need to be flown in by shuttle from the Untouched Lands, which are currently enduring food shortages of their own. These shuttle flights are not without their own perils, with some raider clans having gained access to Contact War-era anti-aircraft guns, and often attempting to shoot down the Izweski supply shuttles for the precious food and water they carry. Should the famine not be resolved quickly, it is entirely possible that Camp Integrity may be unsustainable - marking a failure for the Hegemon’s dreams of reclaiming the Wasteland. &lt;br /&gt;
&lt;br /&gt;
The camp’s commander, Riziak Suosru, is a seasoned warrior - a veteran of the Contact War, who has been at Camp Integrity since those days. While he definitely has the experience to be stationed elsewhere by now, he has dedicated his life to seeing Camp Integrity prosper, and shares in the Hegemon’s dream of making the Wasteland bloom again. Suosru has seen off Gawgaryn raiders, radioactive storms, and everything else the Wasteland can throw at him, and shows no signs of budging, even with the ongoing famine. Among the locals, it is a common joke that Suosru will be at Camp Integrity until the fortress crumbles to dust. &lt;br /&gt;
&lt;br /&gt;
==== Camp Modesty ====&lt;br /&gt;
&lt;br /&gt;
The other Hegemony outpost in the Northern Wasteland is Camp Modesty. Located closer to the edge of the Wasteland, Modesty has always been less of a priority for Hegemony restoration efforts - while some terraforming operations have been set up there, it is far less of a hub for Izweski reclamation projects than its larger cousin. Modesty’s main purpose remains primarily military - Izweski forces garrisoned there help to keep Gawgaryn raiders from attempting to strike across the mountains, as well as keeping the regional command at Camp Integrity updated as a scouting force.  While Modesty’s garrison is small, they are well-trained and disciplined, acting as scouts and surveyors of the Northern Wastes, mapping the region and keeping an eye on the larger Wasteland communities. &lt;br /&gt;
&lt;br /&gt;
Unlike Integrity, Camp Modesty has little alien presence. While some K’laxan warriors have been integrated into the force there, the bulk of K’lax efforts in the reclamation is concentrated at Camp Integrity. The terraforming equipment there is largely older and less reliable, though the camp’s commander has been trying to get K’laxan workers sent to set up their own advanced equipment there for years. &lt;br /&gt;
&lt;br /&gt;
=== Other Havens ===&lt;br /&gt;
&lt;br /&gt;
The Hegemony’s outposts are certainly the safest settlements in the Northern Wasteland - but not the only settlements. The surviving clans of the radioactive wastes, while largely nomadic, have formed some permanent settlements of their own. &lt;br /&gt;
&lt;br /&gt;
Canyon City is the largest of these, built within a network of slot canyons. While the small village that once lived there was abandoned during the nuclear exchange, it was used as a home by desperate survivors, who discovered the true value of the location - a vast underground aquifer. With access to one of the largest freshwater reserves of the Northern Wasteland, the Sinta of Canyon City were able to survive - and eventually, prosper, trading with Reclaimers, Mi’kuetz, Gawgaryn, and even Izweski forces for the supplies needed to establish a thriving community in the heart of the Wasteland. Canyon City is home to a number of clans, each contributing in their own way to their settlement’s prosperity and defence. Canyon City is known as a haven for the weary traveller of the Wastes, and often a stopping point for criminals on the run from Hegemony law - with but a few inviolable laws. Any disputes are to be settled outside the canyons, and the aquifer is not to be touched by any outsiders. To break either of these laws is to be met with swift punishment - depending on the severity of the dispute, the unfortunate Sinta might face anything from a night in jail to sober up, or immediate execution. Any who attempt to steal water, or to pollute the city’s aquifer, are met with death or exile should they be caught.&lt;br /&gt;
&lt;br /&gt;
The Reclaimers have two crawlers located in the Northern Wasteland - the Za’zi and the Khurt’kuhk. While they tend to keep themselves to themselves when not being hired, they do trade in Canyon City, and are occasionally hired by Izweski nobility to safeguard them on a trip through the perils of the Waste. Currently, the Za’zi is in the employ of Canyon City, serving to protect it from any opportunistic raiders seeking to claim the settlement’s water for themselves. The Khurt’kuhk largely operates independently, trading with the Oasis clans for supplies and offering their services to Hegemony expeditionary forces. &lt;br /&gt;
&lt;br /&gt;
==== The Spirits of the Oasis ====&lt;br /&gt;
&lt;br /&gt;
The Oasis Clans largely consist of Sinta&#039;unathi who simply try to make a living in the wasteland. While their outposts and travellers can be found far and wide, most of these clans dwell in the rare untouched oases of the Northern Wasteland, rarely being seen to the east of the Zazalai Mountains. They live in a state of symbiosis with the Dionae, which clears the radiation from their crops. They are agricultural experts, capable of farming even in the wastes. The food produced from these are used to feed both themselves and their animal companions.&lt;br /&gt;
[[File:UnathiHatchling.png|250px|thumb|A hatchling standing next to her wasteland home.]]&lt;br /&gt;
&lt;br /&gt;
The larger villages plant huge swathes of dionae pods, which either get used to absorb the radiation in the surrounding area, or sent to new settlements to give them a headstart on the minute terraforming procedures. The more land that gets terraformed, the more crops get planted, the more biomass the dionae have available.&lt;br /&gt;
&lt;br /&gt;
They have an attachment to their animals and the dionae, who they regard as pets up until a gestalt forms, who they then regard as fully fledged members of the clan.&lt;br /&gt;
&lt;br /&gt;
Owing to their static lives and traditionalist nature, they have rigid gender roles. The women tend to the crops and animals, deal in commerce and negotiation, and prepare the food. The men, on the other hand, do hard manual labour such as mining or building, or train to become warriors skilled enough to defend their village from Punished raiders.&lt;br /&gt;
&lt;br /&gt;
Chiefly, they follow the Th’akh religion, though some among them may have different opinions, or even dip into Sk’akhism. There is a firm belief among them that the ancestors wish for them to reclaim the land, and return what was once theirs to its original, beautiful form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oasis Clans&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While players are in no way obligated to play these clans, and are more than welcome to homebrew their own, these clans are known and settled in the wasteland. Choosing to play one of these will allow you to play out their quirks, as well as meet other clan members on-ship.&lt;br /&gt;
&lt;br /&gt;
===== Clan Dorviza - The Dryads =====&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Is something the matter?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This clan is considered to be Moghes’ leading experts in regards to all things flora. Their ability to twist a plant’s use to fit their own needs is unparalleled. Many times, the injured are brought to the Dorviza, where their unique traditional herbal treatments are used to heal the wounded.&lt;br /&gt;
&lt;br /&gt;
The Punished frequently raid their settlements to get their hands on medical supplies. Often, these raids are fought off by a mixture of Dorviza forces and Reclaimer mercenaries who protect the Dorviza in exchange for discounted medical treatment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Dorviza would generally work in:&#039;&#039; &#039;&#039;&#039;Medical, Hydroponics, Xenobotany&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Clan Vihnmes - The Negotiators =====&lt;br /&gt;
&#039;&#039;&#039;“We’ll see what we can do.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The survivors of this clan is in no way physically fit, instead surviving the wild wastes by silvered tongue. They run inns and taverns as a way for those roaming the wasteland to get a safe place for rest and respite. Sooner to call upon help or talk those opposing them down, than to grasp at a weapon; the survival of this clan is speculated by many to simply be a miracle by the great Sk’akh.&lt;br /&gt;
[[File:Young_Ozeuoi.png|200px|thumb|A young Unathi, &amp;quot;Rahkr Ozeuoi&amp;quot;, taking a break from repairs.]]&lt;br /&gt;
&lt;br /&gt;
The Reclaimers make extensive use of the Vihnmes, either to rest at, while their Landcrawlers are in for repairs, or as a middleman to ensure that the nobles don’t mislead and underpay them for their services. Owing to the near-permanent presence of the Reclaimers, the Punished steer clear of all Vihnmes settlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Vihnmes would generally work in:&#039;&#039; &#039;&#039;&#039;Cargo, Bartending, Counseling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===== Clan Ozeuoi - The Architects =====&lt;br /&gt;
&#039;&#039;&#039;“Whatcha need fixed?”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strong and hardy, the Ozeuoi survive by pure ingenuity alone. What they lack in common sense and tact, they more than make up for in ability to cobble together scraps to create formidable creations. They live in relative seclusion from the other wasteland clans, owing to their overuse of turrets, traps and walls spanning miles of irradiated sand.&lt;br /&gt;
&lt;br /&gt;
They make short work of Punished raids, by means of dispatching it before it even reaches their first set of gates. Not quick to make friends, but ultimately wanting to expand eventually, the Ozeuoi grow their numbers by recruiting retired Reclaimers, in exchange for handling the repairs of their massive Landcrawlers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unathi from clan Ozeuoi would generally work in:&#039;&#039; &#039;&#039;&#039;Engineering, Science&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Gawgaryn of the Northern Wasteland ===&lt;br /&gt;
&lt;br /&gt;
The Gawgaryn raider groups of the Northern Wasteland are generally smaller, but better-equipped. Due to the more modernised state of the Hegemony prior to the Contact War, the equipment they have been able to salvage, purchase or steal is generally of better quality. Far more of the Northern Wasteland Gawgaryn are equipped with trucks, motorcycles or cars, which have allowed them to traverse the Wasteland effectively. In addition, the bounty hunting industry of Camp Integrity has led many a hunter to their doom at Gawgaryn claws, which has provided them with increasingly higher quality weaponry and armour. &lt;br /&gt;
&lt;br /&gt;
The most notable achievement of the Northern Gawgaryn was an attack launched on Camp Integrity in 2452. A group of five Gawgaryn warriors scaled the walls of Camp Integrity under cover of night, and launched an attack on several trade shuttles from the Sol Alliance. Seizing these shuttles, they forced the human pilots at gunpoint to pick up hundreds of Sinta from across the Wasteland and assisted them in fleeing the Wasteland of Moghes to find new homes across the Spur, with many of them seeking asylum in the newly-established Republic of Biesel. The five Gawgaryn were denied asylum, and returned to the Izweski Hegemony, where they were sentenced to death. To those Unathi who escaped the Wasteland thanks to their actions, they are remembered as heroes.&lt;br /&gt;
&lt;br /&gt;
=== Ruins of the Northern Wasteland ===&lt;br /&gt;
&lt;br /&gt;
The Wasteland is scattered with ruined cities, towns and villages, and groups like the Reclaimers often prosper off scavenging the bones of the pre-Contact Sinta. However, there are some ruins of unique importance among the Northern Wasteland, which have achieved legendary status among the clans that survive in the blasted and radioactive desert. &lt;br /&gt;
&lt;br /&gt;
==== Dead Guzari ====&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Oh, Guzari. Take my advice, friend. Better off having another drink, and putting that place out of thought. It festers in a Sinta&#039;s mind like rot, until they wind up another one of the ghosts walking its streets.&amp;quot;&#039;&#039; -Azkohi Vihnmes, proprietor of a bar in Canyon City&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The city of Guzari was once a powerful and wealthy region, sitting upon the shores of the vast Guzari Sea. While much of the region to the north of Guzari was too cold for Sinta habitation prior to the invention of electric heating systems, the city had stood for centuries, making its wealth from the fish of the Guzari Sea’s icy waters. When the Contact War came, Guzari lent its wealth and power to the Traditionalist Coalition - and according to rumours traded by scavengers, it was the heart of the Coalition’s nuclear program. While this has never been confirmed, Guzari was one of the first targets destroyed by the Izweski during the nuclear exchange, and scavengers still whisper of hidden Traditionalist missile silos beneath the freezing waters of the Guzari Sea. &lt;br /&gt;
&lt;br /&gt;
Now, however, Guzari is a shattered ruin, looming on the skyline of the Northern Wasteland. Despite the undeniable wealth of the city pre-Contact, it remains largely untouched by scavengers, and few have ever walked the shattered streets of the city and returned alive. Not even the few animals that survive the Wasteland will go near the streets of Dead Guzari, and the few scavengers who have returned have all died shortly afterwards. What horrors lurk in Dead Guzari remains the matter of idle speculation, though the most popular story is that, in his final moments, the Lord of Guzari struck a bargain with dark spirits, offering the souls of his people in exchange for a terrible curse being placed upon his lands - for if he could not have the wealth of Guzari, he would ensure that no other would ever take it. Other, more practical Sinta merely suspect that the area is still highly radioactive, perhaps due to Traditionalist nuclear research being conducted there. Still others believe that Dead Guzari is nothing but a ruse, and that the people of the city survive still, using the guise of a dead and ruined city to keep away outsiders while preparing to take their revenge on the Hegemony, and bring about a second nuclear war to Moghes.&lt;br /&gt;
&lt;br /&gt;
Despite its reputation, it does still draw in the brave, the foolish and the insane, who set out for the ruins of Dead Guzari in hopes of retrieving the fabled treasure of the dead city. Among scavengers of the Wasteland, the expression ‘bound for Guzari’ is often used to describe a Sinta as mad or foolhardy - the exact sort of Sinta that are drawn, almost subconsciously, to the broken skyscrapers of the cold north, and whatever secrets lurk beneath them.&lt;br /&gt;
&lt;br /&gt;
==== Fallen Mountain ====&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&amp;quot;Fort Azarak stands among fallen among death perpetuates honor of what is gone and is not here and perpetuates honor of Fort Azarak stands...&amp;quot;&#039;&#039; -An excerpt from the strange radio signal broadcasting from Fallen Mountain&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the south, along the edge of the Zazalai Mountains, lies the ruin known to the Wastelanders as Fallen Mountain - once known as Fort Azarak. During the Contact War, Fallen Mountain was home to a Traditionalist missile silo, which launched one of their first strikes against the Hegemony. The Izweski have offered a large reward to any who can reclaim the data from Fallen Mountain, to finally understand how the Traditionalists were able to assemble their nuclear arsenal so quickly - but so far, none have been successful. It is said that on a clear night in the Wasteland, one can hear the strange and nonsensical radio broadcasts of Fallen Mountain&#039;s distress beacon, echoing out across the radioactive sands. Whether some broken piece of pre-War technology, spirits of the dead calling for their release, or a trap set to lure treasure hunters to their doom, the radio signal has acquired a near-mythical status among wanderers of the Wasteland.&lt;br /&gt;
&lt;br /&gt;
Fallen Mountain is a highly fortified military structure - one of the most imposing fortresses the Coalition ever constructed, and it is not empty. While the identity of the Sinta who hold the Mountain now is unknown, the most popular theory is that they are a group of Coalition holdouts, led by a lord who refused to surrender and vanished into the radioactive dust. Whatever the case, the answers to how the Traditionalists - who had little to no nuclear research pre-Contact - gained access to the vast number of nuclear weapons they deployed during the Contact War may be found within its depth. Aside from the bounty, scavengers tell stories of the secrets that may be hidden there - advanced Skrell or human technology, lost treasure of Coalition lords, Aut’akh cultists practising their dark rituals - or an empty bunker, and a swift death.&lt;br /&gt;
&lt;br /&gt;
== The Eastern Wasteland ==&lt;br /&gt;
&lt;br /&gt;
The Eastern Wasteland of Moghes is by far the larger region, spanning from the Zazalai Mountains to the Torn Cities. Nearly all of the Eastern Wasteland was part of the Traditionalist Coalition during the Contact War, and this is reflected. While the clans of the Northern Wasteland may not like the Izweski, they are rarely outright hostile to their efforts - in the Eastern Wasteland, however, resentment of the Hegemony is near-universal, and almost all the Wastelanders of this region remember the wounds of the Contact War all too well. However, the Izweski have still worked to reclaim this region - though with considerably less success than their efforts at Camp Integrity in the north. &lt;br /&gt;
&lt;br /&gt;
=== Hegemony Outposts ===&lt;br /&gt;
&lt;br /&gt;
There are two Izweski outposts within the Eastern Wasteland - Camp Izweski’s Honor and Camp Sk’akh’s Glory. Both of them are mid-size military outposts, with very limited civilian support populations compared to Integrity. Neither of them yet have extensive terraforming work, with a small population of K’laxan geoengineers having been deployed to Camp Izweski’s Honor in recent years. &lt;br /&gt;
&lt;br /&gt;
==== Camp Izweski&#039;s Honor ====&lt;br /&gt;
&lt;br /&gt;
Izweski’s Honor’s primary purpose is defensive - it exists to give early warning and defend the western border of the Southlands against incursions from the Wastes. As the Southlands’ resources are stretched increasingly thinner, the Izweski forces garrisoned there have been worn down increasingly, fighting against Gawgaryn and other raider clans attempting to pillage what little habitable land Lord Eizde still has at his disposal. &lt;br /&gt;
&lt;br /&gt;
In 2463, the Hegemon ordered a detachment of K’lax engineers from the brood of Vetju to Camp Izweski’s Honor, at the request of Overlord Miazso. The hope is that the advanced technology of the K’lax will have similar results there as it has in the north, and that the land surrounding Teht can be restored before the city’s situation becomes unsustainable. However, due to the harsh conditions, worsening famine, and vicious Gawgaryn attacks, the terraforming progress at Camp Izweski’s Honor has stalled almost entirely, only having reclaimed a few miles surrounding the camp. &lt;br /&gt;
&lt;br /&gt;
==== Camp Sk&#039;akh&#039;s Glory ====&lt;br /&gt;
&lt;br /&gt;
Camp Sk’akh’s Glory, located near the western edge of the Eastern Wasteland, is a much more aggressive outpost - its primary purpose is pacification of the highly dangerous area. The warriors of Sk’akh’s Glory are tasked with eliminating Gawgaryn, raider clans, and other forces that pose a threat to Izweski reclamation efforts. Due to the hostile nature of the Eastern Wasteland, Sk’akh’s Glory is by far the most dangerous of the Hegemony’s outposts - casualties are high, and many soldiers view being sent there as a death sentence. &lt;br /&gt;
&lt;br /&gt;
Currently, the Hegemon’s plan is to stabilise the region surrounding Sk’akh’s Glory first, before terraforming can begin in earnest. However, due to the animosity of the Wastelanders, this effort has not had much success - while many small raider clans have been destroyed, the Gawgaryn still threaten the region, and the warriors of Sk’akh’s Glory do not have the manpower necessary to keep it secure. &lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms of the Eastern Wasteland ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference. These are the remains of the crumbling kingdoms that once fought against, or for the Izweski&#039;s dominion, and simply can fight no longer. Some of the myriad kingdoms that fought with the Coalition still persist in the East, though most of those known to the Hegemony have knelt to the Izweski following the end to the nuclear exchange.&lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Refuse To Break&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Szek&#039;Hakh clan motto, before the war&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A matriarchal region of roughly twenty thousand set in the Wasteland, led by the elderly &#039;&#039;&#039;Queen Lazak Szek&#039;Hakh&#039;&#039;&#039; and her daughters. In her settlement and a large portion of the region surrounding it, her clan has become the protector of her region known as the &#039;Queendom&#039;. More information about the Queendom can be found [[The Queendom of Sezk-Hakh | here]]&lt;br /&gt;
&lt;br /&gt;
=== Other Havens ===&lt;br /&gt;
&lt;br /&gt;
The majority of the Reclaimer clans can be found within the Eastern Wasteland, with three known crawlers currently operating in the region - The Thos’kar, the Hu’maz and the Kikata. &lt;br /&gt;
The Thos’kar is a newer crawler, having been somewhat recently constructed from salvage operations in the ruins of Thos’karum. Most of the Thos’kar’s crew come from the clans of the crawler Kesh’ka, which was destroyed by a Gawgaryn attack in late 2462. Over the past three years, they have been refitting their crawler with aid from other Reclaimers, and given it a new name in honour of the dead city from where most of their replacement parts came. &lt;br /&gt;
&lt;br /&gt;
The Hu’maz largely trades with the cities of the Broken Coalition, and has maintained a semi-stable route in the region. Many of their warriors are currently serving in the Darakath City Watch or Lord Gwarlza’s personal levies, to reinforce his ambitions for the city’s future. &lt;br /&gt;
&lt;br /&gt;
The Kikata largely travels up and down the coast of the Moghresian sea, trading with the Sinta of the Torn Cities, the rare group of Gawgaryn raiders, and on occasion, the warriors of Camp Izweski’s Honor. It is rumoured that Lord Eizde of Teht has also hired the Reclaimers of the Kikata to assist in recovering texts and computerised data lost during the Contact War, a task to which they are uniquely well-suited. &lt;br /&gt;
&lt;br /&gt;
=== Gawgaryn of the Eastern Wasteland ===&lt;br /&gt;
&lt;br /&gt;
The majority of Gawgaryn forces are concentrated in the Eastern Wasteland, with the Izweski believing that the Lost Son himself issues his orders from somewhere in this region. While the groups in the Eastern Wasteland are larger than their northern counterparts, they are generally worse-equipped, relying on scavenged Traditionalist equipment, thrown-together makeshift weapons, and whatever they are able to steal from unfortunate Hegemony patrols. &lt;br /&gt;
&lt;br /&gt;
There are two main groups of Gawgaryn in the Eastern Wasteland - one that roams in the northwest, near the Torn Cities and the edge of the Tza Prairie, and one in the south near the Broken Coalition. The southern group of Gawgaryn, while spending most of their time raiding supply convoys bound for Sahltyr, have inadvertently had some of the greatest success in ecological preservation, having domesticated several of the wild herds of hegeranzi found on what was once the Vharzk Steppes. These Gawgaryn are known for their skill in mounted combat, and many overconfident supply shipments have met their end at the hands of Gawgaryn riders, fighting in the same way that their ancestors fought for millennia. &lt;br /&gt;
&lt;br /&gt;
The group near the Tza Prairie largely takes advantage of the state of the Torn Cities, often attacking smaller settlements along the coast for food or supplies, and occasionally striking into the lands near Kutah. This has roused the anger of Overlord Hutay’zai, who has sent his levies in several expeditions into the Eastern Wasteland in the hopes of finally eradicating the Gawgaryn who continue to raid his lands. For now, however, he has had no luck in destroying them, and they continue to prove a menace to the Tza clans on the southern side of the mountains. &lt;br /&gt;
&lt;br /&gt;
=== Ruins of the Eastern Wasteland ===&lt;br /&gt;
&lt;br /&gt;
The ruins that dot the sands of the Eastern Wastes are too many to count, with hundreds of Traditionalist settlements lying abandoned and ruined following the Contact War. Reclaimers, Gawgaryn, and other Wasteland clans all work to pick these ruins clean - however, there is one site of particular note. The ruins of Thos’karum are a treasure trove for Wastelanders, which have remained largely unscavenged until recent years.&lt;br /&gt;
&lt;br /&gt;
The Kingdom of Thos’karum was once a Traditionalist industrial powerhouse - it was often jokingly said that on a clear day the smoke from Thos’karum’s factories could be seen from Chantarel. As an important production centre for the military forces of the Traditionalist Coalition, it was targeted by the Izweski early in the war, before the nuclear exchange. The city was attacked by the Hegemony in force, with a Sky Behemoth deployed alongside their armies. While they were able to rout the Traditionalists with the aid of the fearsome airship, Thos’karum’s anti-aircraft weapons were able to bring the Behemoth down, causing it to crash. Without the aid of the Sky Behemoth, the Izweski could not hold the city that they had taken - and so instead Thos’karum was burned, every target of strategic value destroyed before the Traditionalist armies could retake the city. &lt;br /&gt;
&lt;br /&gt;
Though the forces of the kingdom worked to rebuild, Thos’karum would never recover. Though it was not struck by nuclear weapons directly, the devastation and fallout from the nuclear exchange led to the city being abandoned. For years, it was left largely untouched by scavengers - while it had some supplies, most of the valuable salvage had already been destroyed by the Izweski during the Contact War. &lt;br /&gt;
&lt;br /&gt;
In 2462, however, this changed, as a group of Gawgaryn raiders were able to bring down a Reclaimer crawler near the outskirts of Thos’karum. Sabotaging its treads with explosives, the hegeranzi-mounted raiders were able to board the crawler, and after fierce fighting, emerged victorious, taking what they could and leaving the crawler a wreck. Through this adversity, however, the Reclaimers did what they did best and adapted - the survivors setting to salvaging the ruins of Thos’karum, and finishing some of the rebuilding. Since then, they have put the factories to work where they can and scrapped them where they cannot, working on not just rebuilding their crawler, but tearing it apart and creating a newer and better one, named the Thos’kar. While the Thos’kar is not yet finished, its crew have received aid and supplies from both the other Reclaimer crawlers of the region, and other Wastelanders hoping to prosper from the restored crawler. Whether the Thos’kar will set out for revenge, or simply continue on its way, is difficult to tell - though scout reports have stated that it seems to be far more heavily armed and armoured than its predecessor.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36436</id>
		<title>K&#039;lax in the Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36436"/>
		<updated>2025-07-14T07:04:37Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
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== K&#039;lax in the Wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
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==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
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The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
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==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
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==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
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[[Category:Species]]&lt;br /&gt;
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		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36435</id>
		<title>K&#039;lax in the Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36435"/>
		<updated>2025-07-14T07:04:24Z</updated>

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== K&#039;lax in the Wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
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== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
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Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
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==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
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As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
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==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
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The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
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== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
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==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
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The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
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==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=C%27thur_in_the_Federation&amp;diff=36434</id>
		<title>C&#039;thur in the Federation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=C%27thur_in_the_Federation&amp;diff=36434"/>
		<updated>2025-07-14T07:00:46Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: Flip navbox&lt;/p&gt;
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= Overview =&lt;br /&gt;
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[[Vaurca]] are still a recent arrival to the Federation, and while they have begun to branch out towards the Inner systems, the truth is there is still a lot of skepticism to trust them as full citizens of the Federation, particularly by the older Skrell generations. This weariness, however, is in contrast with fascination towards the species and the unarguable benefits they provide to Skrell society. Unlike humanity, who sees the species as a nuisance, grotesque, or a threat to greater society when taking into consideration the Lii&#039;dra Hive, Skrell as a whole view the Vaurca as an ancient civilization worthy of their appraisal and a position in Skrell society.&lt;br /&gt;
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[[Vaurca#The Unbound|Unbound]] can be seen as citizens and like the [[Dionae]] of the [[Nralakk Federation|Federation]], may face hardships as a result of their status within the Social Compatability Index system and Federation law, but ultimately their place in the Federation gives them opportunities that they would not see elsewhere in the Spur. As all other Vaurca, their role is determined prior to birth by the Breeders, but unlike the other Hives the Vaurca from the C&#039;thur Hive are less likely to be forced to find other means of employment if their niche in the Hive cannot be fulfilled outside of it. A warrior from the C&#039;thur Hive will rarely be excluded from military or security work in the Federation, and there are less restrictions overall on what kinds of work a Vaurca would be allowed to pursue in the greater society they live in. However, this comes with increased monitoring by the State and extra caveats that are expected to be followed as Vaurcae maneuver through both Skrell customs and the [[Nralakk_Federation#Social_Credit_System|Social Compatability Index]]. This can cause some issues, as the system by its nature disfavors non-Skrell, and the eusocial nature and loyalty seen in Vaurca society puts them at odds with having to prove their allegiance to the Nralakk Federation. &lt;br /&gt;
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Bound, on the other hand, are seen as a synthetic analogue, causing bound forms to be seen as highly controversial by the Federation and monitored closely. Efforts have been made by the Federation for the Hive as a whole to reduce their Bound workforce, and [[Xetl, The Voracious Queen|Xetl]] in particular, mostly due to the pressure of her mother and sisters, has now begun to produce plenty of Unbound. While bound are begrudgingly accepted by the Federation to alleviate its manpower issues, they are strictly regulated and the population of bound in a hive cell is capped at &amp;quot;necessary&amp;quot; numbers.&lt;br /&gt;
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== Vaurcae and Loyalty ==&lt;br /&gt;
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Education of Federation values is a problematic issue. Due to how Vaurcae are raised and schooled in [[Virtual Reality]], the Federation has little to no control when it comes to the actual contents of the teachings and must trust what is reported by the Hive officials. A new system has been introduced to middling effect where periodical evaluations are held, often by surprise to the hive-cell as a whole. While most hive-cells are successful during these inspections, this can be seen as unfair if a single individual of the hive-cell is deemed too problematic as it lowers the score of every other member of the cell.&lt;br /&gt;
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== Living Conditions == &lt;br /&gt;
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Outside of [[Vaurca Hives#C&#039;thur|C’thur]] dominated population centres, hive-cells might have trouble adapting to the Nralakk lifestyle. Unlike in [[Republic of Biesel]] or in [[Colonized Vaurca Worlds#Tret|Tret]], the C’thur are not limited to ghettos and while their living conditions are often poorer than most, they are not comparable to the chaotic [[Flagsdale]] or the wastelands of [[Moghes]]. &lt;br /&gt;
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Life on [[Colonized Vaurca Worlds#The C&#039;thur|Diulszi]], in particular, is often regarded as of the highest quality for Vaurcae across all the Spur, with [[Colonized Vaurca Worlds#Caprice|New Sedantis]] coming to a close second. Those that have been sent to remote areas for work, however, are not as fortunate. Many hive-cells have been separated due to differing demands of the workforce, especially when it comes to infrastructure or mining. A Vaurca may even lose much of its contact with its Hive if shipped alone to a strange system, with Skrell less eager to interact with the alien being a common occurrence. While Virtual Reality and Hivenet are never cut for Unbound, it can still be traumatic for a Vaurca to live on its own, especially if they are unfortunate enough to not have a high-quality voice modulator to allow for proper conversation in Nral’Malic.&lt;br /&gt;
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[[Qerr&#039;Malic]] is seen as an outlier of C&#039;thur living conditions in Federation space; most C&#039;thur work there in the &#039;&#039;&#039;Second Surface&#039;&#039;&#039; region, deep underground. The general darkness and cramped conditions may not affect Vaurca as much as they would a Skrell or Diona, but the general lack of amenities and barely held-together infrastructure make it much more similar to the deplorable conditions found outside of the Federation. Crime is rampant here, with C&#039;thur on Qerr&#039;Malic being stereotyped as grifters and con artists as they try less than legal avenues to help support their hive-cell; this reputation is so prevalent that posters warning tourists on Qerr&#039;Malic to avoid the Second Surface and C&#039;thur-run establishments are common in the more touristy parts of the moon.&lt;br /&gt;
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== C’thur in the Kala ==&lt;br /&gt;
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Vaurcae, especially those from [[Vytel, The Just Queen|Vytel’s brood]], are no strangers to serving in the Federation military. The former [[Skrell Politics#Qukala|Lukala]] subdivision of the Federation&#039;s Qukala was dominated by C’thuric Warriors, and with its dissolution, these Vaurca Warriors have found themselves becoming welcome additions to the Qukala. C&#039;thur in the Qukala are loyalty chipped, ensuring that orders given by Federation superiors and those given by their queens are considered equal, forcing the Vaurca to go into hibernation in the event of conflicting orders. Now full members of the Qukala, the veteran C’thur Warriors who formerly served in the Lukala have shown eagerness to prove themselves in their new station, and are adjusting well to the hierarchical change.&lt;br /&gt;
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While less common, C&#039;thur also serve in other Kala branches, with the Nlomkala benefiting the most as their support staff are augmented by C&#039;thur data analysts, surveillance monitoring teams, and other auxiliary roles. Although less common, there are some Vaurca Nlomkala enforcers, but these are typically used more to liaise with and police C&#039;thuric communities. Due to the mixed feelings regarding non-Skrell policing Skrell, the other Kala branches see similar situations where the C&#039;thur are nominally relegated to support staff and auxiliary roles much the same way they were utilised in the Lukala.&lt;br /&gt;
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== Government Interactions ==&lt;br /&gt;
=== Citizenship ===&lt;br /&gt;
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Unlike Zo’rane and K’laxian Vaurcae that have been accepted universally as citizens in exchange for their contributions to the workforce of the States they are subservient to, C’thuric Vaurcae are required to pass an interview in order to acquire Nralakk citizenship. This is attained similar to Dionae, with new Vaurcae being given basic residency until they leave Virtual Reality fully and are ready to begin their careers in the real world. Once out of VR, they are given a brief interview where their views on the Federation are evaluated, with those who pass being given citizenship and an Index rating based on their answers. &lt;br /&gt;
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The interview process is fairly straightforward, with the questions being specifically designed to invoke a response in the Vaurca, and their reaction being what is analyzed. For example, a Vaurca that responds aggressively to the suggestion that they may need to accept orders from someone who is not from their own Hive would be immediately rejected. The aim is not to have a Vaurca who shows more loyalty to the Federation than their own Hive, but to gauge their responsiveness to working within Federation space. Vaurca who fail this process are returned to VR, and Federation officials provide a list of issues to the Brood&#039;s teachers that need to be addressed before they are able to re-take the test. If a Vaurca subsequently fails the interview they will no longer be considered candidates and are returned to the Hive. While the Nralakk Federation officially condemns culling of Vaurcae, they turn a blind eye when these undesirable Vaurcae are removed from the populations as their organs and augmentations are recycled.&lt;br /&gt;
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Older Vaurcae that were already alive when arriving at [[Notable Skrell Systems and Locations#Glorashi|Glorashi]] required a similar education in Virtual Reality. However, many personal opinions of the Federation may vary within them, since they are not as malleable as new-born Unbound. The process of interviewing every Unbound has been slow due to their sheer numbers, with some still waiting to be able to apply. These Workers or Warriors basically have residency status, however, they are not allowed to leave Federation space. Some older Vaurcae may resent the younger ones as the process is more straightforward or may romanticize their pre-Federation lifestyle.&lt;br /&gt;
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Unbound Vaurcae were able to vote in the 2463 elections to the controversy of some. Regarded as much as a vote as that of a Skrell, they may have played a role in boosting the vote count of [[Notable Skrell#Weashbi Jrugl|Weashbi Jrugl]], because the C’thur Hive was supportive of him. The question of how the Federation should deal with the Vaurca vote, as well as how much influence of their Breeders is acceptable in the process is currently a debated topic in Nralakk politics. As it stands, Vaurca are allowed to vote in local and national elections, which by and large generally results in the Hive voting as a singular bloc for a chosen official. It is believed that the Federation will &amp;quot;gently nudge&amp;quot; Ta into convincing their cells to vote for a specific candidate when deemed necessary, which has resulted in many running for public office trying to curry favour with their local hive-cells.&lt;br /&gt;
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Due to the uniqueness of [[Vaurca#The Bound|Viax]], they are not considered citizens, nor do they interact with the Social Compatability Index.&lt;br /&gt;
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=== Vaurca within the Social Compatability Index ===&lt;br /&gt;
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Since their arrival to the Federation, Vaurca have been subjected to the same Social Compatability Index as Skrell, rather than be placed in an alternate system with its own processes. This is due to the critique made by officials regarding the way that the Dionae Social Compatability Index operated before their full integration; the byzantine nature of which was noted as inefficient and ultimately unneeded. The population difference between the C’thur Hive and the initial Diona population was also a factor in skipping the secondary system, foreseeing the large number of Vaurcae having to migrate to the main system later on as a bureaucratic nightmare. &lt;br /&gt;
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Vaurca as a whole tend to be in the mid-secondary numerical range, and their Index rating is almost entirely based on the hive-cell’s performance. A hive-cell with its members performing well or above average will find all of its members holding a respectable Index rating, while cells with underperforming will find their members having significantly lower ratings than what would be expected. &lt;br /&gt;
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This system is unique in that credit score is more dependent on who you associate with as a Vaurca, compared to other species in the Federation. While a Skrell may find their Index rating lowered slightly for associating with particular individuals, a Vaurca may lose a significant amount of their rating based on the performance of another member of their hive-cell.&lt;br /&gt;
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Vaurca crime is often prevented in the Federation; like those Skrell with a low rating, the Vaurcae under 3.0 are in observation. However, unlike the Skrell, Vaurcae rarely have a chance to run away or hide from the Federation enforcement, thus keeping their offense rate low. There are, of course, exceptions to this, especially in poorly connected colonies where a hive-cell&#039;s performance can be left unreviewed due to distance from officials.&lt;br /&gt;
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The Bound Vaurcae are not considered citizens and do have a [[Nralakk_Federation#Social_Compatability_Index|Index rating]], however, hive-cells may receive a lower score if they have Bound forms within their cell.&lt;br /&gt;
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==== Vaurca Idols and Queens in the Social Compatability Index ====&lt;br /&gt;
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The collective nature of SCI calculation is not true however for &#039;&#039;&#039;Vaurca idols&#039;&#039;&#039;, members of the species that are designated model citizens and exemplars of what the Federation expects of members of the species. &lt;br /&gt;
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C&#039;thur idols generally consist of Ta, mostly the lesser queens of C&#039;thuric broods but also those of well-performing hive-cells. This is mostly used as a means to impact the internal beliefs of the Hive, who will see their Ta being treated well by the Federation, promoting positive associations of the Nralakk Federation and the C&#039;thur. While still in the experimental stages, regular forms are also elevated to idol status; these C&#039;thur are showcased much in the same way a Skrell idol would be, and is preliminary results show that they have a similar impact on promoting conducive behaviours thanks to the Skrell&#039;s competitive nature.&lt;br /&gt;
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The highest rating registered in a Vaurca is 9.25 and belongs to Queen Vytel, with her sister Mouv coming close at 9.15. High Queen C’thur, despite being bedridden, sits at a comfortable 9.22, while Queen Xetl’s Index rating is undisclosed. The most successful Vaurca idol, for example, is an [[Aliose]] scientist called &#039;&#039;&#039;Ka’Akaix’Nonetz C’thur&#039;&#039;&#039; who is working to use the techniques that promote fertility and egg production with Breeders in Skrell. Nonetz’s rating, however, is &amp;quot;only&amp;quot; 7.24 despite its large contributions to solving the Skrell&#039;s infertility crisis. The other few that have elevated to idol status may be anywhere between 7.2 and 8.1.&lt;br /&gt;
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=== Vaurca and Employment ===&lt;br /&gt;
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Vaurca are hyper-specialised in their role, and are utilised extensively by the Federation in many industries. Viax tend to be used for simple labour such as mining and agriculture, or working in factories, while Akaix may find themselves in almost any industry, with some even found in low-ranking managerial roles in workplaces with mixed species employees - making them technically a superior to a Skrell professionally - a concept almost unheard of outside the Federation. &lt;br /&gt;
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The C&#039;thur Hive&#039;s ability to produce legions of workers, warriors, and other forms to the benefit of the Federation has cemented their place in Skrell society. The ability for Vaurca to solve the labour crisis in the Federation, however, is limited. Regulations regarding the Viax population of the C&#039;thur Hive are strict; there are limits to how many Viax can be working the same shift together if the project is sensitive, such as military installations or facilities that are vital to the Federation, and their Hivenet connection is jammed so that only local, close orders can be sent.&lt;br /&gt;
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Due to their synthetic-analogue nature, combined with their ability to work long hours and requiring little maintenance, the state has been forced to regulate Viax on multiple fronts; many Skrell believe Viax are too similar to synthetics, their use by the Skrell being seen as poor taste if not abhorrent. Others, specifically [[Nralakk_Federation#Tertiary_Numericals| Tertiary Numericals]], see Viax as stealing opportunities for social advancement, as their ability to outwork Skrell and the sheer number that can be produced causing fear that Skrell will no longer be able to easily advance in the Social Compatability Index. Viax are seen with suspicion and mistrust by their Skrell coworkers, and regardless of how the individual may feel about the C&#039;thur Hive, many Skrell do not look fondly at the role Viax have in the Federation.&lt;br /&gt;
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The two most lucrative career paths for a Federation Vaurca are in law enforcement and scientific research. Like elsewhere, Vaurcae are not rewarded the same pay for their work, but there is a considerable ‘loophole’ when it comes to science, as grants do not discriminate between species. However, the more their salary the more they have to pay their brood, and whatever may be won in a grant is usually returned to their Queen. &lt;br /&gt;
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The C&#039;thur make great use of bioforms to the benefit of the Federation as well, both in industry and warfare. The &#039;&#039;&#039;Freighter&#039;&#039;&#039; is the most notable addition, a large isopod-type creature designed in collaboration with the Nralakk Federation specifically to assist in underwater transport. The form has seen success, but current animosity towards the form&#039;s largely Viax crew complement along with issues pertaining to gestation time prevent it from seeing large-scale use. The &#039;&#039;&#039;Cultivator&#039;&#039;&#039;, in comparison, is seeing greater success in the Traverse. The tiny, arachnid-like form is used heavily in agriculture, being able to maintain and even pollinate crops on planets that struggle with large-scale food production. The C&#039;thur have also designed the &#039;&#039;&#039;Mangler&#039;&#039;&#039;, a decapod Warform roughly the same size as an average Skrell. The Warform&#039;s primary armaments are its large, scythe-like claws and deadly pincers, while also being able to mount light weaponry for ranged combat. The Mangler&#039;s most interesting design feature however is its low phoron consumption, which is considerably less than other Warforms. The C&#039;thur designed the form specifically in response to the Phoron Crisis and the Nralakk Federation&#039;s lack of domestic phoron deposits, making it an ideal replacement for other Warforms while still allowing the Hive to contribute militarily to the Qukala.&lt;br /&gt;
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Cephalons, a Vaurca form utilised as large computational bio-machines and as servers for the Vaurca&#039;s expansive Virtual Reality space, have also begun to see use in the Nralakk Federation. This form&#039;s massive potential for processing power would allow the Federation to completely bypass the need for Artificial Intelligence, if not for pushback by the Skrellian academic and scientific communities. The Skrell by and large have had their interest in Cephalons piqued after one was used by the Ruupkala to [https://forums.aurorastation.org/topic/4674-warble-enquirer/?do=findComment&amp;amp;comment=159155 analyse and accurately predict] the location of a smuggler base out in the Traverse, but many have raised concerns about the Federation itself utilising them; some have drawn comparisons between Cephalons and Viax and Artificial Intelligence, while others raise ethical concerns over using a technically living being as a supercomputer. Other scientists have even gone so far as to say that using Cephalons in this manner is on par with Glorsh-Omega using Skrell as slave labour during its reign - although this radical opinion has largely been admonished by most. Regardless, the usage of Cephalons for data analysis in law enforcement and other fields is currently being explored by the Federation.&lt;br /&gt;
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=== Broods and Support from the State ===&lt;br /&gt;
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The Federation government provides resources to each brood based on need and their ability to contribute to the State. Assistance can come in the form of monetary aid, housing, or any other request the Queens make. Broods such as Vytel’s or Mouv’s are overall treated better by the government, similar to high secondaries, while others such as Xetl&#039;s brood are treated more like Skrell tertiary numericals. &lt;br /&gt;
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In Mouv’s case, the creation of the Bulwark caste has ensured that the Federation is more amicable in providing her Hive with what she needs. Vytel’s brood, similarly, has always had a unique relationship thanks to her contribution to the military, with most warriors in the Qukala coming from her hive in particular. Conversely, Xetl’s brood has mostly been given the minimum amount of assistance it requires from the State, with it being seen more as a necessary burden by officials thanks in part to their general disposition towards hedonism, a trait that is considered unseemly and unconducive to Federation society.&lt;br /&gt;
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Unlike Skrell, Vaurca are not given a stipend on top of their pay. Instead, UBI that would normally be given to an individual is instead paid directly to the hive-cell or brood they are a part of, which usually adds up to being significantly less than if it was the same number of Skrell. These payments can fluctuate as the performance of a specific brood or hive-cell changes, with Mouv and Vytel seeing significant payments thanks to their contributions to the Federation.&lt;br /&gt;
====Skrell Caretakers====&lt;br /&gt;
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In late 2463, Qrra’Myaq-Kaax or “Caretakers” were announced for the C’thur Hive. These five-hundred officers of Skrell origin serve as liaisons between the Vaurca and the Nralakk Federation, divided regionally across the Federation&#039;s territory. &lt;br /&gt;
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Some have raised concerns about their implementation. The divisions between the Caretakers are geographical and a single officer may supervise hive-cells of different broods. Their welfare checks are also considered too spontaneous, as their general surveillance of the hive-cells and their activities. While this is all said to be in good faith, as to ensure their safety, the measure to prevent crime may be considered too drastic by the public.&lt;br /&gt;
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== Virtual Reality and the Federation ==&lt;br /&gt;
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Virtual Reality is often seen as a barrier for the Federation, with their progress to crack it being slow and tedious. The VR logs are often regarded as junk data, but the [[Skrell Politics#Sromkala|Sromkala]], which has taken over to investigate Virtual Reality affairs, thinks there may be something valuable in those records. Currently, no brood has assisted in the aid as much as they have had with the Hivenet logging.&lt;br /&gt;
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The biggest relay tower is in Diulszi, which has much more capability than the Flagsdale or New Gibson relays. Unlike the ones placed by the Republic of Biesel, the Diulszi relay tower uses the infrastructure of the Nlom relays to reach everywhere across the Federation. While the Virtual Reality logs themselves might say nothing, the data they leave behind has proven to not be as random as originally thought. In early 2463, the Nlom relay of Qerr’Malic received information that has provided a limited understanding of the C&#039;thur realm for the Skrell. While an important topic, the advances of Virtual Reality deciphering are undisclosed with the Queens and Hive representatives, as it may sour their relationships. It is unknown how the C’thur Hive may react if more progress is achieved. &lt;br /&gt;
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Skrell, as humans, have a limited understanding of Virtual Reality, and are only aware of what either the Hive’s wish to share or have formed an idea of these Realms through small revelations found during conversations with Vaurca. Mouv’s Realm is one of the least understood, as her data flow is interpreted quite differently by those that have read the logs. No Vaurca has been able, or even willing, to properly explain what happens there. If discovered, however, the Federation most likely may disapprove of her methods, with the exact reaction being speculative.&lt;br /&gt;
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== C&#039;thur and Government ==&lt;br /&gt;
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=== The Queens Views on the Federation ===&lt;br /&gt;
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All C’thuric Queens generally have a positive attitude toward the Nralakk Federation, although how positive differs depending on which Queen is in question.&lt;br /&gt;
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Mouv and Vytel are, by far, the most in support of the Nralakk Federation. Mouv benefits greatly from the technological expertise of the Federation’s Scientists, and works with them to produce new wonders regularly, including the recently created Bulwark caste. Vytel on the other hand admires the Federation’s strict rules and laws, seeing them as a just order of things, highly valued by Vytel herself as well as her brood.&lt;br /&gt;
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C’thur’s brood has an attitude more bordering on Neutral towards the Federation. They admire all the Federation has done for them since they arrived, as well as their relatively good position in comparison to the other Hives, but still feel the pressure from the predicament of their High Queen at all times, with some viewing her as a hostage of Nralakk, although they would never publicly claim as such.&lt;br /&gt;
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Xetl’s brood varies vastly in how they see the Federation. Some have great admiration, while others may be indifferent to it and only see it as a contractor. It mostly depends on which areas they are specializing and how much the Federation has impacted them. While some of her Unbound are too strange and hedonistic to put overtime in a Skrellian project without proper incentive, it is in the Xetl brood where Skrell idol culture has impacted the most, and many may be motivated by their favourite idols alone.&lt;br /&gt;
=== Unbound and the Federation ===&lt;br /&gt;
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Unbound Vaurcae typically hold similar views to the Federation as their Brood Queens, with most being pragmatic to the relationship; the Federation provides security and stability for the Hive in exchange for labour and typically stays out of Hive politics and affairs unless it involves the Federation. Generally speaking, a C&#039;thuric Vaurca will follow what their Ta believes, with some small variations depending on individual circumstances. Most if not all C&#039;thur genuinely believe that the Federation is the Hive&#039;s best hope to survive and thrive in the Spur. &lt;br /&gt;
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Some Unbound, despite this general view, find the relationship to be unacceptable and see the Federation as an oppressive force preventing the C’thur Hive from being able to achieve its potential in the Spur. Unbound that hold this belief tend to be the more under-performing individuals of a hive-cell, and are typically responsible for delinquent behaviour such as what can be seen on [[Qerr%27Malic#Sub&#039;Quleq|Qerr&#039;Malic]]. Despite the low-level disobedience and crime, however, these Unbound will still follow orders from their Queens and by extension, the Federation.&lt;br /&gt;
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=== The Queens Views on Loyalty Implants ===&lt;br /&gt;
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The Queens as a whole have an odd fascination with the concept of loyalty implants. Since Vaurcae have biological loyalty hardcoded into their psyche, the concept of needing to reinforce that same loyalty towards external organisations is seen as novel. &lt;br /&gt;
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However, this interest can wane when the actual usage of the implant is considered. The ethics of loyalty implants are often debated between scientists of different broods. The general consensus is that they can be a good thing, a tool to disrupt unwanted behaviours without the use of culling, and helps further the goals of the Hive. On the other hand, they are regarded as inferior technology, and some have raised concerns of what may happen in the long term when paired with the neural sockets, fearing it might disrupt them as the loyalty implants are not as ‘pure’ as their Vaurcaesian augmentations.&lt;br /&gt;
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=== Ta and their Interactions with the Government ===&lt;br /&gt;
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Despite the particular respect a Skrell may have to a Worker or a Warrior, they are not seen as their equals. They are much more accepting of [[Vaurca#Ta, The Breeders (Type C)|Ta]], however, despite their monstrous size, mainly due to their intelligence and longevity. A regular Breeder may live much longer than a Skrell, with most Tas having been around since before the species&#039; exodus from Sedantis. The Ta of the C’thur Hive coordinate with the Government for any bureaucratic process their hive-cell might require, and they often have good relationships with local officials. &lt;br /&gt;
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Due to the eusocial nature of the species and their unwavering loyalty to the Hive first above everything else, a Vaurca in Federation politics is seen as impossible. Nevertheless, Breeders may often give speeches in universities or address their local politicians, especially to raise concerns the common Vaurca may have. It is not uncommon to see a rally being attended by local Ta and their entourage, either to press politicians on issues pertaining to the Hive or to show their support.  &lt;br /&gt;
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==== Ta Consulars ====&lt;br /&gt;
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Ta who find themselves representing the C’thur Hive abroad have been tasked with assisting Nralakk Federation Citizens as well, albeit in a small capacity. Although unable to authorise paperwork specific to the Federation such as citizenship or visa applications, they have been given the authority to act as a liaison for Federation affairs. Faxing and receiving paperwork necessary for applications, providing consultations, and assisting Nralakk citizens abroad are all common duties given to Ta Consulars.&lt;br /&gt;
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==== Ta Consular Assistants and Psionics ====&lt;br /&gt;
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One of the main challenges faced by Ta representing the Nralakk Federation, is biological. Despite nearly universally possessing Psionic Receiver augmentations, they are not in of themselves true psionics. This difference can be problematic as psionics and psionic technology are major elements of the Federation and Skrell in general, with a Representative lacking the ability to interact with such handicapped. To alleviate this state of affairs, it&#039;s not unusual for Ta to be assigned an assistant by the Nralakk Federation. These assistants are frequently pulled from the ranks of the Federation&#039;s Sromkala or Ruupkala, with their specific kala affiliations being unknown to the general public. &lt;br /&gt;
The most common day-to-day duty of these assistants is to serve the Ta as any executive assistant might. Other more unique responsibilities involve speaking on her behalf when it would be impractical for her to do so due to size, safety, or local customs; interfacing with devices that she cannot, psionic or otherwise; reporting on unusual matters regarding the Nlom; and perhaps most importantly, handling matters regarding the Srom. &lt;br /&gt;
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Assistants drawn from the ranks of the Sromkala are charged with not just watching the Srom for the Vaurca Diplomat but tutoring her regarding it, not unlike one might an apprentice. Much like all Vaurca, the Ta naturally lack a Zona Bovinae and so rely completely on their guides in the shared-dream, even more so than a human or other such species may. Interestingly, some prospective Ta students pick up the ability to manipulate the shared dream to an extent; however, unlike a human, this capability is derived through channeling the psionic potential of the guide already present in the Srom. This is a tiring process for both parties but allows a practiced Ta to make small environmental changes within the Srom, such as warping the shape of small objects, broadcasting emotions or rudimentary visions, creating slight variations, and other such tricks as might be learned by a young Skrell. Though this pales in comparison to all but the least capable Skrell in the Spur, some Ta still never quite pick up the ability, struggling for years with little gain, much to their frustration, and those Ta that can have been unable to explain what is different about them. Theories include the ability for a Ta to re-contextualize the Srom in some sense within their minds to be not unlike their own virtual reality, a deeper relationship with their assistant on a physical or metaphysical level, or simply pure cosmic luck. &lt;br /&gt;
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It is no secret to the C&#039;thur Hive that these assistants are as much operatives of the Nralakk Federation sent to watch over them and ensure the Ta remain loyal as they are beholden to the Diplomat herself. It is rare for this to cause much strife, and conversely, it&#039;s not uncommon for assistants and Ta to develop quite a close relationship, at minimum one of begrudging respect. Both don&#039;t just rely on the other but share a considerable amount of time doing so, and the Ta have someone with whom they have to keep few secrets compared to many they interact with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Vaurca]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36433</id>
		<title>K&#039;lax in the Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36433"/>
		<updated>2025-07-14T07:00:07Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: Navbox fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
== K&#039;lax in the Wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36432</id>
		<title>K&#039;lax in the Wasteland</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=K%27lax_in_the_Wasteland&amp;diff=36432"/>
		<updated>2025-07-14T06:59:00Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: K&amp;#039;lax in the Wasteland&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
&lt;br /&gt;
== K&#039;lax in the Wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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		<author><name>Connorjg1</name></author>
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		<updated>2025-07-13T05:41:40Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Yiaa’mak’tzut */&lt;/p&gt;
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== K&#039;lax in the wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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		<author><name>Connorjg1</name></author>
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		<updated>2025-07-13T05:41:30Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Yiaa’mak’tzut */&lt;/p&gt;
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== K&#039;lax in the wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
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== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
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==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
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As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
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==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
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==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
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The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
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They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
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Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
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&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
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==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=36415</id>
		<title>User:Connorjg1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=36415"/>
		<updated>2025-07-13T05:40:44Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
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== K&#039;lax in the wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=36414</id>
		<title>User:Connorjg1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=36414"/>
		<updated>2025-07-13T05:39:34Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Yiaa’mak’tzut */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
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== K&#039;lax in the wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; ====Spirit Walkers====, ====Drifters====, ====Metal Mi’kuetz==== and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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== K&#039;lax in the wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; =====Spirit Walkers=====, =====Drifters=====, =====Metal Mi’kuetz===== and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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		<author><name>Connorjg1</name></author>
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		<updated>2025-07-13T05:36:09Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: &lt;/p&gt;
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== K&#039;lax in the wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=36411</id>
		<title>User:Connorjg1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=36411"/>
		<updated>2025-07-13T05:35:35Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
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== K&#039;lax in the wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
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== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
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&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
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The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
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Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
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The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
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&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
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Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
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In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
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&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
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[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=36410</id>
		<title>User:Connorjg1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=36410"/>
		<updated>2025-07-13T05:32:24Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
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== K&#039;lax in the wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Mi&#039;kuetz ==&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Yiaa’mak’tzut == &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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		<author><name>Connorjg1</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=36409</id>
		<title>User:Connorjg1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=36409"/>
		<updated>2025-07-13T05:31:57Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* The Survey: */&lt;/p&gt;
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== K&#039;lax in the wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Mi&#039;kuetz ===&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Yiaa’mak’tzut === &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== The Survey =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence.&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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		<author><name>Connorjg1</name></author>
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		<title>User:Connorjg1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=36408"/>
		<updated>2025-07-13T05:31:23Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: &lt;/p&gt;
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== K&#039;lax in the wasteland == &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Mi&#039;kuetz ===&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
&lt;br /&gt;
Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
&lt;br /&gt;
As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
&lt;br /&gt;
They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
&lt;br /&gt;
Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
&lt;br /&gt;
==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
&lt;br /&gt;
The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
&lt;br /&gt;
They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
&lt;br /&gt;
Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Yiaa’mak’tzut === &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
&lt;br /&gt;
Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
&lt;br /&gt;
The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
&lt;br /&gt;
One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
&lt;br /&gt;
Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
&lt;br /&gt;
In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
&lt;br /&gt;
The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
&lt;br /&gt;
Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
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===== The Survey: =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
&lt;br /&gt;
The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
&lt;br /&gt;
Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
&lt;br /&gt;
Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
&lt;br /&gt;
==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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=== K&#039;lax in the wasteland === &lt;br /&gt;
Since the K&#039;lax arrival in the Hegemony many disenfranchised members of the Hive for one reason or another have drifted into the inhospitable Moghes wasteland. Whilst there are doubtless others roaming the wastes, the two most notable groups of drifters are listed below. &lt;br /&gt;
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=== The Mi&#039;kuetz ===&lt;br /&gt;
&lt;br /&gt;
A band of K’lax, consisting primarily of Queenless Vaurca. They roam the Wasteland scavenging and surviving in the ruins of what once was Unathi kingdoms. They make use of a combination of Klaxan and Unathi gear. While they are Wastelanders, they practice the same tenets the Unathi of Moghes do. The Hegemony recognizes them, sometimes hiring them to do tasks that Sinta’Unathi cannot.&lt;br /&gt;
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Due to their work in the wasteland and their population primarily being made up of Queenless, they do not have a specific coloration. However, they maintain the green tint the rest of their hive have, with some being darker and some being lighter in color.&lt;br /&gt;
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==== History ====&lt;br /&gt;
&lt;br /&gt;
These Vaurca were among the many to arrive at Uueoa-Esa. However, when the K’lax were vassalized by the Unathi, the need to have Queenless within the hive grew less and less, and more of them were resigned to live and work on Moghes, as part of an independent workforce.&lt;br /&gt;
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As the Hegemony Unathi population viewed the K’lax in a negative light at first, a major case of discontent brewed within the ranks of the K’lax Queenless. Many banded together to their own communities, where games were played, social events were hosted, and police forces formed to self-govern the population.&lt;br /&gt;
[[File:Mi&#039;kuetz_vaurca.png|200px|thumb|A Mi&#039;kuetz worker lounging upon a beanbag in the shade.]]&lt;br /&gt;
&lt;br /&gt;
Eventually, they realized that life in the wastes might not be as bad as some of the Unathi have told them. When they ventured out into the wastes, they discovered that the inhospitable nature it holds towards Unathi affected them to a lesser degree. They quickly developed nomadic tendencies, and began calling themselves The Mi’kuetz.&lt;br /&gt;
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==== Way of Life ====&lt;br /&gt;
&lt;br /&gt;
In contrast to the minor oppression and difficulty these Vaurca faced in the past, their personalities are bright, cheery. They find it easy to connect to people, after the discomfort over the bug-like looks have passed. Workers have the best attitudes of the subtypes that exist. Happy-go-lucky, they work while singing tunes of custom-made songs praising the Queens and their community, derived from Unathi folk-music. Warriors are cocky, but good-natured. While they exude happiness and joy, their personalities do not interfere with their combat ability.&lt;br /&gt;
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They are nomadic, roaming the wastes from site to site, in search of salvageable technology. They developed large bound that can be used as pack-animals, called the Vizk&#039;tul. These bound are capable of holding many tents and supplies needed to survive on the wastes. They can also carry injured Mi’kuetz who are incapable of moving themselves. They find their use beyond what normal-sized bound can do by pulling large sleds. These sleds can contain a variety of useful things, a storage sled for transporting scavenged technology, or a mobile forge or kiln for working in the field. Some bound have large saddles upon which snipers and scouts perch to detect threats and possible scavenging sites.&lt;br /&gt;
Their technology is catered primarily to their lifestyle. Their most well known to be a chemical substance engineered to burn in any environment, even underwater, much like Zorane Fire. This chemical is used in flamethrower-like weaponry, but can also be used to melt down scrap for recycling purposes.&lt;br /&gt;
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Their food consists of genetically altered k’ois which does not spore when fully grown, but instead creeps along the surface of wherever it’s planted. While it cannot survive in the sands of the wasteland, the soil underneath contains enough minerals to allow farming. As farming while roaming is quite difficult, Mi’kuetz engineers developed soil beds that can be placed on top of traveling Vizk&#039;tul.&lt;br /&gt;
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==== Diplomatic Status ====&lt;br /&gt;
&lt;br /&gt;
The Hegemony population grew to get used to the Mi’kuetz presence on their homeworld, but the Wasteland factions, with the exception of the Dorviza, tend to see them as intruders upon their lands, desecrating and salvaging ruins which are rightfully theirs. The Hegemony contracts these Mi’kuetz for jobs other Wastelander factions refuse to do, or Sinta’Unathi simply cannot do, due to environmental hazards or otherwise.&lt;br /&gt;
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The Mi’kuetz also keep good relations with the main K’lax hive, having kept close contact with them even after venturing into the wastes. Their expertise are often sought by Klaxan chroniclers and researchers, who wish to learn more about Moghes and the technology that can be recovered to augment and advance their own.&lt;br /&gt;
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They do not have a good relationship with the Aut’akh, as both factions have caught spies stealing technology from eachother, the Mi’kuetz being marginally more successful due to backing from the Hegemony. Some of these K’lax have been nicknamed Bunker Busters for their uncanny ability to penetrate Aut’akh dens, having remembered underground tunnel warfare doctrines from Sedantis.&lt;br /&gt;
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Outside of Uueoa-Esa the Mi’kuetz aren’t very well known, but are recognized to be part of the K’lax hive. Nanotrasen and Hephaestus both are known to hire from this group, mainly as a way to find cheap labour to explore hazardous away sites.&lt;br /&gt;
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=== Yiaa’mak’tzut === &lt;br /&gt;
&lt;br /&gt;
Commonly shortened as ‘Yiaa’, and referred to throughout the wastes by many titles such as; Spirit Walkers, Drifters, Metal Mi’kuetz and more, this group of K’laxian Queenless are known for their eccentric and often mysterious behavior as well as frequently their extensive augmentation. Little is known by the Hegemony about the hive-cell and officially the K&#039;lax Hive denies their existence on the rare occasion they&#039;re pushed, preferring to maintain a healthy distance from the line of questioning. Many denizens of the wastelands however know a different story, one tied into myth, of a group of roving sorcerers possessed of great power, alien to the land in which they reside and adorned in obscuring dark cloaks. Though they all differ in the exact story,two ideas have persisted throughout most renditions. The first tells that these beings journey great distance through the deserts and scour ruins top to bottom in search of arcane materials and artifacts of exceptional potency. The second is that they offer pact or boons to those lucky or unlucky Unathi who they cross paths with. One of many key points where the mythology varies is what toll these supposed gifts demand. In some renditions they are offered for free, others in exchange for esoteric payment, from seemingly useless crystals to gold, to even taking Unathi as apprentices, those selected matching some strange inscrutable criteria and rarely returning home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These myths which found themselves rapidly spreading throughout the wasteland since the K&#039;lax arrival are possessed of some truth, though it can be difficult for someone investigating to determine where fact begins and story ends. The Yiaa operate a great deal of Vaurca technology, especially for a Queenless hive-cell. They scour the Wasteland for the materials required to repair or continue operating the potent tools and weapons which provide them their edge, frequently through a trade in which the Yiaa exchange for a helpful service. Whilst this is the preferred method, peace does not always work, and if a group proves particularly unfriendly, they have also been known to seize their goal with overwhelming force. &lt;br /&gt;
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The Yiaa have developed a particular affinity for Aut&#039;akh communities and in many cases the two have developed a somewhat strange symbiotic relationship, some few Aut&#039;ahk groups even going so far as to proclaim them to be the surviving members of the Sinta&#039;Mador. &lt;br /&gt;
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The Yiaa vary greatly in their coloration, capable of appearing as any K&#039;laxesque color. It&#039;s not unheard of for the occasional Vaurca or Unathi acolyte to leave to the greater Spur, typically with the goal of securing support, financial or otherwise, for the isolated hive-cell. Their enigmatic behavior does not deter megacorporations like Hephaestus, Zavadoski, and the PMCG from hiring them, with many Yiaa workers being very capable machinists, engineers, and scientists, and Warriors stripped of sensitive augmentations serving as corporate security and mercenaries. &lt;br /&gt;
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==== History ====&lt;br /&gt;
The Yiaa&#039;mak&#039;tzut are reluctant to share their history with outsiders, but that reluctance is not entirely political. Simply put, most of them don&#039;t know the full story. &lt;br /&gt;
What is known is that the Yiaa&#039;mak&#039;tzut were one of the few loose groupings of Queenless that were taken aboard the K&#039;lax Hiveship during the Exodus, but owing to the group&#039;s reputation as capable engineers, political disputes ensured they were never entirely integrated into one brood or another. Rather, the Yiaa&#039;mak&#039;tzut under Ta&#039;Akaix&#039;Ilk&#039;urker had a position similar to vagrants aboard the Hiveship, drifting from place to place and fulfilling work orders for favours. Given the majority of these work orders consisted of helping keep the ship functional, they were able to mostly avoid any of the normal retributory action that the broods often demonstrated towards Queenless Vaurca aboard the Hiveships during the journey.&lt;br /&gt;
&lt;br /&gt;
This all changed when the Yiaa&#039;mak&#039;tzut Ta, Ta&#039;Akaix&#039;Ilk&#039;urker, was accused of having her group intentionally sabotage the Hiveship on multiple occasions to further her own political ambitions. Whilst the evidence was undeniable, the motive was not, and Ta&#039;Akaix&#039;Ilk&#039;urker argued that it wasn&#039;t spite against the Hive but rather coercion which had forced her actions. She claimed other Ta had on several occasions threatened consequences to the Yiaa&#039;mak&#039;tzut if they failed to sabotage their rivals. Whatever the ultimate truth, this defence was sufficient in the eyes of the Queens to stop the Yiaa&#039;mak&#039;tzut from being culled but not to stop them from being labelled traitors. Whilst they would continue to be kept around for their utility, they would never be looked at positively by the K&#039;lax again. &lt;br /&gt;
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Shortly after the end of the exodus and the K&#039;lax settlement on Moghes, the Yiaa&#039;mak&#039;tzut, no longer needed for their utility, were exiled into the Moghesian wasteland. The Yiaa&#039;mak&#039;tzut were abandoned with minimal resources and eggs, left to fend for themselves by the greater Hive and ordered to never return.  &lt;br /&gt;
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The first months of the exile were gruelling. The Yiaa&#039;mak&#039;tzut unfamiliar with the harsh wasteland were exposed to the elements, starving, and constantly harried by wild animals and curious bandits alike. Travelling at night was just not a preference but a necessity to survive. Still this precaution did not help them when they were dealt their biggest blow to this day, a Gawgaryn raid on their encampment which saw Ta&#039;Akaix&#039;Ilk&#039;urker shot. Whilst the raid was repelled, the Gyne was left critically wounded and without access to the advanced lifesaving medications typically available to the Vaurca it seemed likely she would die in spite of her best engineer, Ka&#039;Akaix&#039;Rail&#039;s, attempts. It was several days after this that the Yiaa’mak’tzut would achieve their lucky break. &lt;br /&gt;
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One of the Queenless who had taken up monitoring communications detected an unconventional radio signal. Deep within a local mountain range was what sounded to be screaming. What was less perceptible was that it was actually a scrambled coded message, which, when the group decoded, signalled the location of an old nuclear fallout shelter. The group with minimal hope for anything else set out into the mountains in search of this supposed bunker. It was there, deep in the isolated mountains, that the Yiaa’mak’tzut would erect their permanent encampment and establish themselves.&lt;br /&gt;
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==== Way of Life ====&lt;br /&gt;
To be one of the Yiaa’mak’tzut is to live a life of contradiction unique amongst the Vaurca. It is to be both uniquely powerful, wielding technologies of potency few in the scorched wasteland can imagine, yet to simultaneously teeter on the edge of extinction. It is to be revered and to be feared in equal measure. It is to wish for exposure and support, but remain secret for fear of retaliation. &lt;br /&gt;
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Under the guidance of the ailing Ta&#039;Akaix&#039;Ilk&#039;urker K&#039;lax, the Yiaa have embraced their mythological status. Whilst it was originally a by-product of typical Vaurca behavior appearing alien to the eastern wastelands denizens, it has afforded the Queenless group a degree of protection they may otherwise have lacked, secrecy hiding both the dire peril they face, their homebase, and the true extent of their capabilities. The mystique of their reputation has allowed them to negotiate, coerce, threaten, and obtain trade and favors where they may otherwise not have been able to do so. &lt;br /&gt;
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In truth the Yiaa are stretched thin. The chance discovery of a wartime bunker built by the Traditionalists before Moghes was engulfed in nuclear fire has given them somewhere to operate from and call home but a general lack of numbers and phoron alongside their Ta&#039;s injuries has restricted their operations massively, debatably for the best. Few want to chance drawing the ire of the greater K&#039;lax Hive more than they already have, for any serious effort from the Queens would doubtless see them hunted and exterminated.  For now the K&#039;lax, embroiled in conflict and politics of their own, appear satisfied with simply pretending they don&#039;t exist. &lt;br /&gt;
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The Vaurca of the Yiaa typically fall between one of three archetypical positions, either &#039;Home Watch&#039;, &#039;Survey&#039; or &#039;Guardian.&#039;&lt;br /&gt;
&lt;br /&gt;
The Home Watch are responsible for managing all the affairs of the Rakaris Mountain Base, with Warriors guarding and patrolling the local region for bandits or the occasional prospective explorer, whereas Workers tend to the health of the Ta, grow K&#039;ois, prepare expeditionary kits, assemble tools to grow the facility, and other such home-making duties. Conversely, the Survey perform the tasks the Yiaa are best known for: traveling the wasteland scavenging, recruiting, trading, responding to distress calls, and building the group&#039;s reputation. Occasionally if a settlement is of particular value to the group they may station a Vaurca there permanently, often a Warrior. This &amp;quot;Guardian&amp;quot; both acts as eyes and ears for the Yiaa as a whole, connected to the whole via Hivenet, and acts as a military advisor. The knowledge of their presence alone discourages raiders and they&#039;re armed well to make good on any threats. This position is exceptionally rare and there&#039;s only a handful of Guardians across the domains which the Yiaa stalk.&lt;br /&gt;
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Vaurca can and will switch which duty they fill at the request of the Ta.&lt;br /&gt;
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===== The Survey: =====&lt;br /&gt;
&lt;br /&gt;
The Survey are what one almost certainly thinks of when picturing the Yiaa and they are essential for the groups survival, as without the essential components they collect the hive-cells already failing technology would doubtless complete its decline into obsolescence. &lt;br /&gt;
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The Vaurca and occasional Unathi of the Survey often wear dark cloaks which serve both to shroud their alien forms, lending further to their general air of mystery, and allow them easier travel under the cover of darkness. Typically they move across the wasteland upon strange augmented Threshbeasts, in small caravans of three or four, though exact numbers vary. As to avoid bandits and other opportunistic scavengers they tend to travel at night, the cold and darkness posing little obstacle to the biologically robust Workers and Warriors. It is a foolhardy group of Gawgaryn who seek to rob from a Survey expedition however, as the group&#039;s reputation and stories of horror from those few who&#039;ve survived making such conflict a rare occurrence. This is by design. The Yiaa have too few Warriors to waste upon fighting and certainly too few weapons to lose any in what they view as pointless conflict. A Survey expedition will almost always seek to negotiate a peaceful solution to a matter before resorting to open violence. &lt;br /&gt;
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==== Technology ====&lt;br /&gt;
It is likely that the Yiaa, with their largely diminished numbers, ostracization from the K&#039;lax Hive at large, and difficulty moving with an injured Ta, would have perished after only a few months or years in the harsh Wasteland if not for one critical element: technological superiority. Though lacking in numbers, the Yiaa possess abilities that, to many in the Wasteland, appear to be done as if by magic. With a wave of the hand or the tap of a staff, grievous wounds are healed, radiation burns become manageable, scales grow or change color, and walls of steel crumble and break, not to mention the potions and relics or seemingly prophetic abilities possessed by the mysterious wanderers. In truth, these capabilities are not derived from some outside entity but are largely down to a Vaurca worker known as Ka&#039;Akaix&#039;Rail K&#039;lax, those disciples that work with them and the limited access to the processing powers of the Cephalons which the hive-cell possesses.&lt;br /&gt;
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Ka&#039;Akaix&#039;Rail K&#039;lax is mysterious and dismissive about their origins when confronted, with supposedly no one outside of Ta&#039;Akaix&#039;Ilk&#039;urker knowing the full story, and even basic details such as how old they are prove elusive to those that interact with them. Despite this, the prevailing theory amongst the hive-cell is that Rail was not always Queenless, perhaps even having been a Xakat’kl’atan at one point. Whatever the truth is, Rail&#039;s engineering and scientific capabilities are undeniable. Much of the technology fielded by the Yiaa is based on K&#039;lax designs, which have undergone heavy modification by Rail so that they can be created and maintained with extremely limited resources. Under their deft hands, mundane crystals are turned into laser weapon foci, rare catalysts are substituted for more abundant flora, and once-destroyed mining equipment is revitalized into deadly weapons of war. These tools are almost always inferior, if sometimes only slightly, to the real equipment and weapons, but this matters little somewhere like the Wasteland. Members of the Yiaa’mak’tzut have long argued about whether Rail&#039;s capabilities involve simply pulling these blueprints from memory or if they perhaps have a grand repository stored somewhere hidden in the Interstice, and the Worker, for their part, is slow to share these secrets.&lt;br /&gt;
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Despite this, Rail is chiefly aware that even with their best medications, they will not live forever, and the engineer is rapidly aging. With no small amount of pressure from Ta&#039;Akaix&#039;Ilk&#039;urker, they have begun teaching other engineers and scientists and stockpiling blueprints for when they do inevitably return to the Aether. While the majority of those who have received their tutelage are Vaurca, a few very promising Unathi acolytes have been granted the honor of being a part of these lessons and often leave as very resourceful, if slightly odd, engineers, machinists, scientists, or pharmacists. &lt;br /&gt;
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==== Acolytes ====&lt;br /&gt;
The relatively small Yiaa’mak’tzut have developed a unique method of alleviating their manpower shortage, that of supplementing their numbers with the occasional Unathi. These Unathi, called Acolytes, are given basic tutelage on matters such as Vaurca augmentations, chemistry, technology, diplomacy, and a variety of others before being assigned to a specific Yiaa’mak’tzut Vaurca who they&#039;ll serve under, even accompanying them on Survey operations. The presence of an Acolyte on a Survey team not only frees up the need for a manual-labor Viax, with them being expected to fill the more menial jobs, but also can smooth over negotiations with the variety of clans and dwellings they expect to come across. When a Yiaa’mak’tzut Vaurca departs the wasteland for whatever reason it&#039;s generally expected their acolyte will follow, though sometimes they&#039;re left at the bunker.  &lt;br /&gt;
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==== Aut&#039;akh ====&lt;br /&gt;
The Yiaa have developed a novel relationship with many of the Aut&#039;akh underbelly groups on Moghes. This relationship first came around as they discovered these outcast Unathi possessed a superior understanding of the cities, and their fascination with augmentation, a trait shared by many in the hive-cell, meant they not only tended to get along well, but the communes could offer them &amp;quot;miracles&amp;quot; in exchange for services that couldn&#039;t be obtained elsewhere. One such service they can offer is passage off-world. Often, a Yiaa going off-world will go alongside a smuggled Aut&#039;akh commune, travelling with them for several months or years before leaving to pursue interests more relevant to the Hive, such as corporate hire. Despite this close working relationship, Aut&#039;akh tend to view the Yiaa with much the same superstitions their wasteland kin do, which can leave a degree of emotional separation between the two parties.  &lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=35985</id>
		<title>Vaurca</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=35985"/>
		<updated>2025-06-01T12:04:45Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: Add Phalanx to Hivenet mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home Afar.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]], [[Vaurca Hives#K&#039;lax|K&#039;lax Hive]], [[Vaurca Hives#C&#039;thur|C&#039;thur Hive]].&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Vaurcae, (&#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. The Vaurca are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back 730 000 years ago. Now they arrive in the [[Orion Spur]] as colonists, reluctantly taken in by other civilizations.&lt;br /&gt;
&lt;br /&gt;
Their eusocial organizations are referred to as Hives, led by a High Queen, typically named after the Hive itself. Below the High Queen, Lesser Queens govern specific Hive functions. Both Lesser and High Queens, as well as Surrogate Breeders, are the exclusive types of Vaurcae capable of laying eggs for the generation of new individuals. Birth under a particular Queen or Surrogate Breeder assigns a Vaurca to her brood, resulting in distinct traits and a variant carapace color compared to others. Further details on these structures and broods can be explored on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Vaurca civilization is separated into several castes, with members of each caste having their biology, psychology, and education determined before they are even born. Each individual Vaurca is made often for a specific function pertaining to their caste. Vaurcae are separated further between two groups, known as psyches: &#039;&#039;&#039;Akaix&#039;&#039;&#039; (Unbound) and &#039;&#039;&#039;Viax&#039;&#039;&#039; (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple-minded, running on no more than a desire to do what they are told, designed for their function rather than versatility. More about the castes can be read on the &#039;&#039;&#039;[[Vaurca_Biology|Vaurca Biology]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Vaurcae have mechanical extras such as extensive xenowear loadout and their homeworld&#039;s flag. [[K&#039;ois]] as a product is available in-game and they have a rather grand set of unobtainable event-spawn objects and mobs. Massive Vaurcae Breeders are playable as [[Consular Officer|consular officers]], and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
Vaurcae can come from the Zo&#039;ra, K&#039;lax, C&#039;thur, or Lii&#039;dra Hives. The Lii&#039;dra are exclusive to [[Lii&#039;dra guide|antagonists]] and events, though antagonist Vaurcae are not limited to Lii&#039;dra.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae cannot be any Heads of Staff, bridge crew, or be elevated to an interim command position. Vaurcae used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in [[Stellar Corporate Conglomerate]] facilities.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Can only healthily consume food made of k&#039;ois, a yellow fungus originating from the Vaurcaesian home planet. K&#039;ois is deadly to other lifeforms.&lt;br /&gt;
*A long-distance language in the form of Global Hivenet. It is accessible with ,9 and can only be heard by other Vaurcae, ship-bound synthetics, and augmented warriors of the [[Vaurca_Organizations#Ve&#039;katak_Phalanx|Ve&#039;katak Phalanx.]]&lt;br /&gt;
*Immune to phoron gas, and require it to breathe.&lt;br /&gt;
*Have a third arm to hold small objects.&lt;br /&gt;
*Can survive in space without a voidsuit.&lt;br /&gt;
*Do not take damage from electric shocks.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can toggle night-vision to see in the dark.&lt;br /&gt;
*Take x2 damage from toxins.&lt;br /&gt;
*Bleed out faster.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca &#039;&#039;&#039;Warriors&#039;&#039;&#039; can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca &#039;&#039;&#039;Workers&#039;&#039;&#039; cannot bite but are more resistant to radiation.&lt;br /&gt;
*Vaurca &#039;&#039;&#039;Bulwarks&#039;&#039;&#039; are slow but immune to radiation and can fireman carry two people at once.&lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Be raised in virtual reality.&lt;br /&gt;
*Generally very specialized. Born to serve a specific role.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|-&lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|-&lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/Eridani&lt;br /&gt;
|-&lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Biology]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Vaurca appear as humanoid insects with a unique biology that sets them apart from the rest of the Orion Spur. The species is also known for its wide variety of Bioforms—unique subtypes of Vaurca with distinct anatomy. The most basic Vaurca bioforms possess four arms, with two of them being vestigial and smaller. Their hands showcase four digits, evenly distributed between thumbs and fingers. Their legs culminate in feet perfectly adapted for scaling the tunnels and caverns of their homeworld.&lt;br /&gt;
&lt;br /&gt;
Their heightened sensory perception is channeled through antennae, particularly tuned to an exceptional olfactory sense. Pheromones play a pivotal role in Vaurca communication, acting as a nuanced language, much like words intertwined with delicate scents. This acute olfactory ability enables them to decipher subtle nuances within the intricate tapestry of pheromonal expressions.&lt;br /&gt;
&lt;br /&gt;
All Vaurcae are highly dependent on their specialized augmentations, which may be considered vital organs for their survival. These organs are installed shortly after birth. The most important augmentation for Vaurcae is the neural socket, which allows each member of the species to connect to [[Virtual Reality]] and communicate via [[Hivenet]]. These two technologies are considered the backbone of Vaurca society.&lt;br /&gt;
&lt;br /&gt;
As Vaurca become more specialized, differences between bioforms are greater. For example, some subtypes of Vaurca may possess more limbs or have been engineered to withstand harsher conditions. Advanced bioforms may also have more unique augmentations, not readily available for the common members of the Hive.&lt;br /&gt;
&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
[[File:Vaurcaworker.png|left|64px]]&lt;br /&gt;
Type A are the most common Vaurca. Their most prevalent feature is their hardened exoskeleton, varying in colors in accordance with their Hive. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A range from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more used to the Hive in peak conditions. Nearly all Workers are designed to find violence almost abhorrent—the sight and smell of blood instilling fear and worry for most.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
[[File:Vaurcawarrior.png|left|64px]]&lt;br /&gt;
Type B are the second most prominent of Vaurca society and some of the most varied. They can range in size from 5ft tall to 8ft tall. Other types of Warriors, known as Warforms, rise to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat-orientated positions, while Worker and Gyne types tend to be poorly suited for the disposition these types of occupations demand. Unlike Workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however, it can withstand a few hours-long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by the Stellar Corporate Conglomerate are type BA, also known as &#039;&#039;&#039;Myrmidon&#039;&#039;&#039;. Myrmidons are deprived of the most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon. Unlike Workers, type BA possesses longer, more powerful mandibles. These can be customizable on the character creation screen.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Breeders (Type C)===&lt;br /&gt;
[[File:Vaurcabreeder.png|left|64px]]&lt;br /&gt;
Type C are rare among Vaurcae and make up around 2-3% of their entire species. They are massive and larger than any of the other castes.&lt;br /&gt;
Female Breeders, also known as &#039;&#039;&#039;Gynes&#039;&#039;&#039;, are the ruling caste of the Vaurcae and are the only available type of Breeder on the ship. Type CB, Unbound Gynes, occupy all leadership positions amongst the species and share in the same biological immortality enjoyed by them, many being born in generations long gone.&lt;br /&gt;
&lt;br /&gt;
Queens, lesser and high, are the only types of Vaurcae capable of producing eggs. It falls to specialized Gynes, known as Surrogates, to fertilize, genetically shape, and nurture these eggs to maturation. Being born under a specific Queen places a Vaurca in her brood, with each brood pushing the Vaurca towards distinctive traits reflective of her will and a variant carapace color. Not all Ta are Queens, but all Queens are Ta.&lt;br /&gt;
&lt;br /&gt;
Male Ta are raised as Bound while the females are raised as Unbound. Ta differ substantially from other castes in that they do not have recognized subcastes and instead are separated by ranks. Additionally, unlike the remainder of the Vaurca species, Ta are possessed of great social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating.&lt;br /&gt;
&lt;br /&gt;
Ta can only be played as [[Consular Officer|Consular Officers]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
As a Ta aboard the Horizon you are one of the venerable leaders of the Vaurca species and more valuable than any individual Worker or Warrior, a fact you are deeply cognizant of. Vaurca of your Hive are biologically compelled to follow your orders except where they directly contradict a Ta of their own Brood and many Vaurca of other Hive&#039;s will do so in ordinary circumstances out of respect, though they are not strictly required to. Your position places you as a representative of the Court of Queens or the state you represent. As such, your diplomatic duties consist primarily of representing your brood in a positive light, advancing the political goals of your Hive, and providing emotional support and advice.&lt;br /&gt;
&lt;br /&gt;
Below are the rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
&lt;br /&gt;
*No height taller than 11 feet tall.&lt;br /&gt;
&lt;br /&gt;
*As a Gyne, you are allowed to have a three-syllable name instead of the usual monosyllabic.&lt;br /&gt;
&lt;br /&gt;
*Auto-hiss basic (s becomes z or more frequently not at all). You have been assigned to work on a ship full of aliens, so you would have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
&lt;br /&gt;
*Avoid combat and avoid doing any labor or specialized work except where absolutely necessary. Ta may and almost always do have hobbies, often developing talents in line with the skills of their brood, and they are expected to be extremely good at them owing to their incredible age. Despite this, they are leaders and politicians, not Warriors or Workers, and they should have no intention of changing this. On matters of strenuous labor, Gynes ultimately prefer delegation and inspiring others to do something.&lt;br /&gt;
&lt;br /&gt;
*Avoid social ignorance. Gynes possess a high social intelligence thanks to generations of evolution, being literally made for it, so they would be knowledgeable on whether trying to clean a Unathi&#039;s horn would upset them or not.&lt;br /&gt;
&lt;br /&gt;
*Ta are biologically immortal, many having lived through what would to other species be recognized as entire eras of history. Each brood has different customs regarding the age at which a Gyne is ready for diplomatic duties. Few broods trust Ta under 100 years old with any serious positions. The absolute upper limit on playable Ta age is thirty-five-thousand years, born not long before the [[The Great Hive War|Great Hive War]]. Gynes older than this are very rare and typically Queens, Surrogates, or hive-cell Aliates, not finding work aboard the Horizon. Despite this extraordinary range, the average Hive Representative will fall between 500 and 3000 years.&lt;br /&gt;
&lt;br /&gt;
*Gynes, as important members of the Hives, are entrusted with an administrative neural socket, a tool that gives them greatly increased power over the [[Hivenet]] and [[Virtual Reality]]. Mechanically, this is reflected in a series of Hivenet verbs, giving them the ability to mute, shock, ban, and even void lesser Vaurca. Despite having access to such with a thought, Ta employ them rarely, and to do so against another Hive&#039;s Vaurca without good reason is equivalent to a hostile attack, a major diplomatic incident. Voiding, the act of destroying a Vaurca&#039;s neural socket, is an absolute last resort and should never be employed lightly.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ra, The Bulwarks (Type E)===&lt;br /&gt;
[[File:Bullywiki.png|left|64px]]&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists who specialize in jobs involving hard labor, engineering, and maintenance. Average specimens stand at 8-10 feet tall and require special clothing due to their unique shape. Type E Vaurca are the least prominent population-wise in the species, due to the fact they were only recently conceived. Bulwarks were unveiled at the first session of the reformed Court of Queens in 2463 before specimens belonging to the other Hives began appearing.&lt;br /&gt;
&lt;br /&gt;
Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in.&lt;br /&gt;
&lt;br /&gt;
Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora, and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go and are typically kept in more secure locations. There are no [[Queenless]] Bulwarks.&lt;br /&gt;
&lt;br /&gt;
===The Unbound===&lt;br /&gt;
The &#039;&#039;&#039;Unbound&#039;&#039;&#039;, or Akaix, are the sapient and self-aware parts of Vaurca society. Their eggs and larvae are given specialized care by Surrogates and Bound Workers. The Unbound are born with fully developed brains and are perfectly capable of making rational decisions. They are naturally intuitive, curious, and capable of understanding abstraction, much like a human. However, Unbound are not raised in a traditional manner. Instead, Unbound Vaurcae are trained in Virtual Reality, where they learn to fulfill their tasks for the real world. Depending on the specialization of the Vaurca, this training can widely differ.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are still thinking, sapient beings, they still typically maintain unwavering subservience to the respective hierarchy of their Hive. This is due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a lesser or High Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
The Unbound typically take up jobs that require more critical thinking skills, the ability to learn or adapt, and greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves. However, all Vaurcae are required to provide a tithe to their hive-cell, which takes most of their paycheck.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. The uniqueness of their upbringing, combined with the millennial history of the species, provides interesting types of personality not seen in any other species. Unbound can spent thousands of years inside Virtual Reality, either kept in cryogenic storage or resleeved to return to the real world. They can also be freshly birthed, barely knowing anything besides the basics of their trade. Any other variations, as long as they are possible within the lore, are also acceptable. Likely because of their biology, many Vaurcae are generally passive and hold more value in a group&#039;s opinion rather than their own, disliking isolation.&lt;br /&gt;
&lt;br /&gt;
Depending on the Hive, the personality of the Unbound can change. This is mostly true among younger Vaurcae. For example, a young K&#039;lax Warrior might understand the military structure of the [[Izweski Nation]] and have a good grasp on [[Unathi]] traditions. For this reason, Vaurca players are encouraged to read the lore of overlapping cultures.&lt;br /&gt;
&lt;br /&gt;
===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bound&#039;&#039;&#039; Vaurcae, Drones, or Viax, are members of a lobotomized slave caste trained to obey orders without question, chosen even before their egg is laid. Eggs designated to be Bound are provided with certain hormonal mixes designed to neutralize brain function critical for higher thought and are then put in a warm, moisture-rich environment while Surrogates and Workers oversee their care. The larvae that hatch from the eggs are then taken to another specialized, moist environment to be raised and augmented. Bound are highly capable in their positions but are incredibly simple-minded; most Vaurcae consider them less sapient than they would an [[IPC]]. The result is a very effective worker but one that struggles to adapt to unusual circumstances and has minimal ability to learn or think in abstractions.  &lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Bound have a lot in common with stationbounds in personality and playstyle. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. Vaurca Drones typically speak slowly and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow standard protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
&lt;br /&gt;
Bound can be easily dismissed—or culled—if their performance is unsatisfactory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; Drones are not meant to be stupid. While your Bound Vaurca is expected to be oblivious to most of their surroundings, this does not mean that Viax should be incompetent in their job. A Viax should never show ignorance towards their area of expertise or disregard for basic social conventions.&lt;br /&gt;
&lt;br /&gt;
They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a Bound.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Jobs playable by Bound&lt;br /&gt;
|-&lt;br /&gt;
! Department !! Jobs Available&lt;br /&gt;
|-&lt;br /&gt;
| Security || None&lt;br /&gt;
|-&lt;br /&gt;
| Medical || [[Surgeon]], [[Physician]], [[Pharmacist]]&lt;br /&gt;
|-&lt;br /&gt;
| Engineering || [[Engineer]], [[Atmospheric Technician]]&lt;br /&gt;
|-&lt;br /&gt;
| Science || [[Scientist|Lab Assistant]]&lt;br /&gt;
|-&lt;br /&gt;
| Operations || [[Hangar Technician]], [[Machinist]], [[Shaft Miner]]&lt;br /&gt;
|-&lt;br /&gt;
| Service || [[Chef]], [[Bartender]], [[Gardener]], [[Librarian]], [[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
| Civilian || [[Assistant]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;See also: [[Vaurca History]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurcae have a rich and complex history spanning over 730 000 years. Because Vaurcae play on the fallen civilization trope, history is very important to them. As such, most Vaurca characters will have a grasp of relevant historical events. Below is a summary of Vaurca history, but you are encouraged to read the complete wiki page.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===History Summary===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Vaurca evolved within the harsh environment of [[Sedantis I]], the innermost satellite of the gas giant Sc&#039;theth&#039;stak. Survival beneath the surface demanded constant adaptation. Competition for limited resources fueled millennia of brutal warfare among the emerging Vaurca Hives. However, a pivotal event was the domestication of the k&#039;ois fungus. This agricultural breakthrough spurred population growth, codified the current Hive hierarchy, and laid the foundation for the rise of powerful empires.&lt;br /&gt;
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Though the exact chronology remains debated, a vast period of Vaurca history stretches back over 500 000 years. This era, often referred to as the &#039;&#039;&#039;Age of Death&#039;&#039;&#039;, was marked by territorial conflicts and aggressive expansionism. It is also the era prior to the Vaurca Virtual Reality technology. Three major powers consolidated their influence: the [[Vaurca Hives#K&#039;lax|K&#039;lax Hive]], based in the [[Sedantis_I#Mya&#039;kt_Fault|Mya&#039;kt Fault]] and known for their technological innovation; the [[Vaurca Hives#Zo&#039;ra|Zo&#039;ra Hive]], settled in the [[Sedantis_I#Veii&#039;kt_Plate|Veii&#039;kt Plate]] and famed for their military prowess; and the [[Vaurca Hives#C&#039;thur|C&#039;thur Hive]], located within the [[Sedantis_I#Lei&#039;kt_Caves|Lei&#039;kt Caves]] and with noted diplomatic influence.&lt;br /&gt;
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The Zo&#039;ra Hive, through relentless conquest, established a vast empire. Their rule extended over much of Sedantis, subjugating numerous Hives—including the technologically advanced K&#039;lax. Zo&#039;ra&#039;s dominance would shape Vaurca society for millennia to come. Eventually, Zo&#039;rane rule turned from ruthless to enlightened, establishing a revered organization known as the &#039;&#039;&#039;Court of Queens&#039;&#039;&#039;.&lt;br /&gt;
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On January 5, 27 547 BCE, the small Lii&#039;dra Hive attacked the Xtykt&#039;lotec Rift, home of the Court of Queens. What followed was the [[The Great Hive War|Great Hive War]], a gruesome conflict that decimated the population of Sedantis. Although only lasting 80 years, the consequences of the Great Hive War deeply impacted Vaurca culture until today.&lt;br /&gt;
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The aftermath of the Great Hive War brought to Vaurcae the Virtual Reality technology. Virtual Reality reshaped many aspects of Vaurca identity, particularly because it introduced a novel concept—the consciousness of the deceased could now be uploaded to [[Vaurca_Biology#Cephalons_(Type_D)|Cephalons]], meaning Vaurcae would never face death again. Sedantis, however, was wrecked, and although Virtual Reality was meant to be a gift for all hives, many smaller factions fell into despair, battling for the remnants of a now shrunken Zo&#039;ra Empire. For millennia, the main Vaurca Hives were on the decline. Innovation was feared and diplomacy was kept to a minimum, out of fear of a new war and tensions.&lt;br /&gt;
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In 412 BCE, the main Vaurca Hives entered a period known as the [[Hives Renaissance]]. This epoch saw a great increase in technological advancements and revitalized many aspects of Vaurca society, including [[Vaurca Religion|religion]]. The Hives Renaissance reinvigorated the Vaurca desire for knowledge and innovation. The most notable, however, was the [[Hives_Renaissance#The_Pon&#039;kana_Engine|Pon&#039;kana Engine]]. Pon&#039;kana was a novel method of seizing the energy inside Sedantis&#039;s core, similar to a localized Dyson sphere. Although the Pon&#039;kana Engine was initially successful, it destabilized the orbit of Sedantis, ultimately leading to its possible demise when a crash was predicted.&lt;br /&gt;
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With this new knowledge, the Zo&#039;ra Hive decided to evacuate the satellite. Although the K&#039;lax Hive was not originally considered for the Exodus, their Hiveship design was favored. Ultimately, the K&#039;lax were invited to join the Zo&#039;ra. The C&#039;thur reverse-engineered the Hiveship design, joining the Zo&#039;ra and the K&#039;lax among the stars.&lt;br /&gt;
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Vaurcae wandered for over 2 000 years in space. At first, they established some temporary settlements, most notably [[Vaurca History#The Celis Conflict|Celis]]. However, the Hives continued to search for a new home until their arrival in the [[Orion Spur]].&lt;br /&gt;
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The C&#039;thur Hive made [[Vaurca History#The First Contact With Skrell|first contact with Skrell]] around &#039;&#039;&#039;2448-2450&#039;&#039;&#039;. The Zo&#039;ra Hive made [[Vaurca History#The First Contact With Humanity|first contact with humanity]] in &#039;&#039;&#039;November 2456&#039;&#039;&#039;. The K&#039;lax Hive made [[Vaurca History#The First Contact With Unathi|first contact with Unathi]] in &#039;&#039;&#039;March 2459&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Modern Day===&lt;br /&gt;
Since arriving in the [[Orion Spur]], the Vaurca have strategically adapted to their new environment. To become indispensable, they have integrated themselves into the [[Republic of Biesel]], [[Izweski Hegemony]], and [[Nralakk Federation]], even providing military manpower. However, their limited resources after the [[Vaurca History#The Exodus|Sedantis Exodus]] have hampered their military readiness. Not all factions feel the same about the presence of Vaurcae in the Orion Spur. For example, the [[Republic of Elyra|Elyrans]], scarred by the [[The Lii&#039;dra|Lii&#039;dra incursion]], might be warry of all Vaurca Hives.&lt;br /&gt;
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Though diminished from their former glory, the &#039;&#039;&#039;Zo&#039;ra Hive&#039;&#039;&#039; remains a formidable power in the Orion Spur. Their military might is unmatched among the Vaurca Hives, boasting a vast force of warriors and specialized warforms. The military and political finesse of the Zo&#039;ra is mostly evident in the [[Tau Ceti Armed Forces]], where they assisted the young republic by filling their ranks. This move granted them influence within the military structure and a path into the intricate political web of the Spur. The Zo&#039;ra&#039;s focus on hybridizing weapons technology has also allowed them to strike deals with megacorporations, such as the [[NanoTrasen Corporation]] and [[Zavodskoi Interstellar]]. While they have successfully revived the Court of Queens in their capital, New Sedantis, a significant portion of the [[Flagsdale|Zo&#039;ra population on Biesel]] live in great squalor. For more information, visit [[Zo&#039;ra in the Republic of Biesel]].&lt;br /&gt;
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While the Zo&#039;ra focus on military and political influence, the &#039;&#039;&#039;K&#039;lax Hive&#039;&#039;&#039; has proven most adept at harnessing advanced technologies for the Orion Spur&#039;s realities. This comes as little surprise to the K&#039;lax, the brilliant inventors whose contributions were often overshadowed by the Zo&#039;ra. Their collaboration with the Unathi on [[Moghes]] saw the ingenious adaptation of ancient terraforming machines to the Spur&#039;s materials. This expertise fueled their transformation of the desolate colony of [[Tret]] into a sprawling factory planet—the new industrial heart of the Izweski Hegemony. Tret&#039;s vast production capabilities have significantly boosted the Hegemony&#039;s economy, fueling military expansion and technological development. While the K&#039;lax also provide Warriors to the Hegemony, their numbers pale in comparison to the Zo&#039;ra&#039;s contributions to the Tau Ceti Armed Forces. Despite this, unfavorable external deals with [[Hephaestus Industries]] limit the full financial rewards the K&#039;lax reap from their industrial prowess. For more information, visit [[K&#039;lax in the Izweski Nation]].&lt;br /&gt;
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Economically, it is only the &#039;&#039;&#039;C&#039;thur Hive&#039;&#039;&#039; who have truly profited. While the other Hives are reliant on collective money pools brought in by employed Bound and Unbound or the leftovers of their own factory exports, being harbored by the generous [[Nralakk Federation]] has opened up a large amount of opportunities, to say nothing of the C&#039;thur Hive&#039;s historical inclinations. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being in a financial and corporate advantage. Money that is received by Hives is typically distributed between the Queens, each given the discretion to use their share however they wish within certain limits. For more information, visit [[C&#039;thur in the Federation|C&#039;thur in the Nralakk Federation]].&lt;br /&gt;
&lt;br /&gt;
====Individuals====&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most hive-cells are capable of sharing a single-bedroom apartment due to their preference for confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, Unbound are welcome to spend what little money they typically receive on hobbies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialized knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike, often showing their ignorance of how Vaurcae operate and live. More obvious examples of dislike include incidents such as [[Little Adhomai|Tajara gangs]] having feuds with Vaurcae in Mendell City.&lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition. While there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while others found trivial work doing menial or laborious tasks. K&#039;lax Warriors mostly serve in the Hegemony. Meanwhile, many others, especially from the Zo&#039;ra Hive, have found a place doing what they do best in the Tau Ceti Armed Forces. Much of this situation was recently alleviated by the founding of the Pan-Vaurcaesian military the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx]] which draws in a large percentage of what would be the otherwise unemployed Vaurca Warriors, giving them a place in service to the Court of Queens.&lt;br /&gt;
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&#039;&#039;&#039;Bulwarks&#039;&#039;&#039; are somewhere in-between. As the newest mainstream caste, they have been specifically bred for specialized purposes. However, there are still many limitations. As many Bulwarks were a novelty when they were first unveiled, their uses were diverse. Currently, most Bulwarks are still employed in heavy industries such as mining or engineering. Some outliers remain, working in other fields as unique and valuable assets.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;See also: [[Vaurca Culture and Society]] and [[Vaurca Religion]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the oldest sapient species in the Orion Spur, Vaurca history and culture are incredibly rich and diverse. However, the dominant understanding of Vaurca culture stems from the traditions of the Zo&#039;ra Hive and their historical empire. While the K&#039;lax and C&#039;thur Hives possess their own cultural variations, the influence of the Zo&#039;ra permeated their vast domain for centuries.&lt;br /&gt;
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Prior to the invention of [[Virtual Reality]], Vaurca artistic expression prioritized physical mediums. One of the main art forms was grandiose architecture, often carved directly into the caverns of Sedantis. These sculptural and architectonic feats demonstrated both skill and devotion. Intricate sculptures and elaborate rhythmic music were other cornerstones of their culture. These enduring art forms have seen a revival among Vaurca in the Orion Spur seeking to differentiate themselves and showcase their unique heritage to other species.&lt;br /&gt;
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Today, much of Vaurca culture exists within the digital landscape. Each Queen maintains vast virtual temples dedicated to knowledge, arts, and crafts. This shift towards digitalization has shaped the core of modern Vaurca cultural expression. Within Virtual Reality, Vaurcae find an unlimited canvas for artistic pursuits, collaborative learning, and the preservation of history.&lt;br /&gt;
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[[Vaurca Religion|Religion]] plays a significant role in the lives of many Vaurcae. While individuals or hive-cells often choose their faith, it remains one of the few aspects of an Unbound Vaurca&#039;s life not wholly dictated by the Queens. Virtually all Vaurca faiths revere the Queens, particularly their own. This reverence, reinforced by pheromones and immersive Virtual Reality experiences, contributes to the stability of the Hives and strengthens the Queens&#039; rule.&lt;br /&gt;
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===Language===&lt;br /&gt;
Before the invention of the Hivenet in the [[Vaurca History#The Era of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae do not possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message—which is encoded pheromones coded and transmitted as signals—&amp;quot;sounds&amp;quot; in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell, and Unathi space.&lt;br /&gt;
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These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages such as small onomatopoeic sounds, reactions like eye-rolls, and basic &amp;quot;images&amp;quot; may also be sent. &amp;quot;Videos&amp;quot; are too heavy to be encapsulated by pheromones in the way other species would understand it, instead coming across as a collection of feelings and basic information.&lt;br /&gt;
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Since the species&#039; arrival in the Spur, they have been forced to develop augmentations known as voice synthesizers which allow for speech and the translation of language. The majority of these voice modulators are cheap, which is responsible for much of the species possessing a peculiar buzzing accent. Without this augmentation, no Vaurca is able to audibly receive or reproduce a xenolanguage. Additionally despite the species not having used a written language commonly since the invention of Virtual Reality, Vaurcae are able to learn to read and write in Basic, and for an employee on board the [[SCCV Horizon]], part of their education would have consisted in such.&lt;br /&gt;
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====Speaking like a Vaurca====&lt;br /&gt;
Vaurcae working in alien space have augments that allow them to have an easier time speaking the languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who are not used to alien cultures.&lt;br /&gt;
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Many Vaurcae and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. For example, &amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot; The sonorization of the &amp;quot;s&amp;quot; is less prevalent in K&#039;lax Vaurcae, as they usually have a more refined voice modulator that allows them to mimic the voiceless fricative so present in Unathi languages. Because of this, K&#039;lax players are encouraged to set the &#039;&#039;&#039;auto-hiss to &amp;quot;basic&amp;quot;&#039;&#039;&#039; in the game settings. This is a recommendation and K&#039;lax players are by no means required to do this.&lt;br /&gt;
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Most voice modulators have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a voiced &amp;quot;vh&amp;quot;. For example, &amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot; Some unfortunate specimen may even be plagued with both impediments at once. For example, &amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot; These speech impediments are commonly found in Vaurcae of the Zo&#039;ra and C&#039;thur Hives. As a result, players are encouraged to set the &#039;&#039;&#039;auto-hiss to &amp;quot;full&amp;quot;&#039;&#039;&#039; in the game settings.&lt;br /&gt;
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The speech impediments of your Vaurca can be pushed even further, and you are encouraged to experiment with what works best for you. If committed to it, the voice modulator of a Vaurca can make their Basic almost unintelligible. However, keep in mind that some jobs have [[Stellar_Corporate_Conglomerate_Occupation_Qualifications#Communication:|regulations for speech impediments]]. As such, you are encouraged to try to maintain your Vaurca characters relatively easy to communicate with.&lt;br /&gt;
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Depending on the specialization of each hive-cell, the voice modulator might be of better quality. Some Vaurcae employed in more &amp;quot;prestigious&amp;quot; roles usually have little to no difficulty producing sounds in Basic. Vaurca Breeders almost always have high-end voice modulators that do not distort the sound. In some cases, such as representatives of the Izweski Hegemony or the Nralakk Federation, the Gyne might imitate the usual speech patterns of their host species.&lt;br /&gt;
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====Naming System====&lt;br /&gt;
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Vaurcae have first names made of three parts. The first part is their &#039;&#039;&#039;caste&#039;&#039;&#039;: &#039;&#039;&#039;Ka&#039;&#039;&#039; for Workers, &#039;&#039;&#039;Za&#039;&#039;&#039; for Warriors, &#039;&#039;&#039;Ra&#039;&#039;&#039; for Bulwarks, or &#039;&#039;&#039;Ta&#039;&#039;&#039; for Breeders. The second syllable indicates whether they are Bound or Unbound; &#039;&#039;&#039;Akaix&#039;&#039;&#039; for Unbound, &#039;&#039;&#039;Viax&#039;&#039;&#039; for Bound.&lt;br /&gt;
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The last syllable of the name is unique and decided by the player. In Vaurcese, this segment would translate to a unique identifier, representing a natural number. This serial identifier can repeat between Hives, but you are discouraged from copying the name of another character. All identifiers should be short, at most two syllables. Gynes in the ship usually have longer names, consisting of multiple segments. Unlike the names of other castes, the names of Gynes are usually meaningful. They can be divided into multiple apostrophes.&lt;br /&gt;
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A Worker Unbound Vaurca, for example, may be named &#039;&#039;&#039;Ka&#039;Akaix&#039;Siith Zo&#039;ra&#039;&#039;&#039;; &amp;quot;Siith&amp;quot; is their personal identifier. The surname is the Hive that the Vaurca is a part of, in this case, &amp;quot;Zo&#039;ra&amp;quot;. A Zo&#039;rane Gyne could be named &#039;&#039;&#039;Ta&#039;Akaix&#039;Nil&#039;scyet&#039;maak Zo&#039;ra&#039;&#039;&#039;; &amp;quot;Nil&#039;scyet&#039;maak&amp;quot; is their personal name.&lt;br /&gt;
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In summary, the name is your Vaurca&#039;s caste, whether they are Bound or Unbound, and their personal, unique name. Their surname is their Hive.&lt;br /&gt;
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===Vaurca Augmentation===&lt;br /&gt;
While many Vaurcae look identical in an augmented state, aside from various shifts in color, virtually all Vaurcae are augmented in some manner, the degree to which depends very much on their caste and purpose.&lt;br /&gt;
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The most augmentation is typically seen in Bound Vaurcae. Much of their organic mass will at some point be replaced with machinery, so they can fulfill one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapons and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognizable it is as a standard Vaurca.&lt;br /&gt;
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Unbound, however, will rarely undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, which is a significant part of the purpose of the Unbound caste. For many their augments are performance-enhancing instead of completely form-altering. The majority of Unbound are today equipped with at least basic communication augments, which make them versatile assets to speak with extra-hive entities.&lt;br /&gt;
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Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the SCCV Horizon are of the least augmented tier—either Type AA, Type BA, or Type E. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and an oxygen filtration system, and they may utilize full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have only a few augments to ensure that they can fulfill any task assigned to them by the Stellar Corporate Conglomerate.&lt;br /&gt;
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==See also==&lt;br /&gt;
* [[Vaurca Hives]], where you can find information on each brood. There is a portal available to navigate between broods pages easily.&lt;br /&gt;
* [[Vaurca Biology]], to learn more about the specifics of each caste and the many bioforms.&lt;br /&gt;
* The [https://discord.gg/mtCq7VpaqB Vaurca channels on the lore Discord], where you can learn and ask more about the species.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=35098</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=35098"/>
		<updated>2025-01-02T12:48:33Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: Clarify Nralakk Skrell can still be marooned&lt;/p&gt;
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&lt;div&gt;{{Reference}}&lt;br /&gt;
{{TrailingMechanics}}&lt;br /&gt;
{{IC_Laws}}&lt;br /&gt;
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= 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;
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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;
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*&#039;&#039;&#039;Regulations protecting prisoners from mistreatment applies to even non-crew.&#039;&#039;&#039;&lt;br /&gt;
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*&#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;
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*&#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;
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=== Interpretation of the Regulations ===&lt;br /&gt;
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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, Head of Personnel, Captain, and the Head of Security.&lt;br /&gt;
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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;
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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;
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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;
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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;
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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;
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=== Additional ===&lt;br /&gt;
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==== Captains and Authority ====&lt;br /&gt;
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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;
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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;
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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 Internal Affairs Agents 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 Internal Affairs Agents 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;
&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 [[Guide to 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.&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 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>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=35097</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Regulations&amp;diff=35097"/>
		<updated>2025-01-02T03:48:34Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: Change Nralakk Federation borging&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, Head of Personnel, 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 Internal Affairs Agents 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 Internal Affairs Agents 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;
&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 [[Guide to 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.&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 citizens are never borged. Their punishment becomes holding until transfer 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 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>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=34554</id>
		<title>NanoTrasen Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=34554"/>
		<updated>2024-09-24T04:36:40Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Getmore Corporation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Navbox Corporations}}&lt;br /&gt;
{{Infobox Corporation&lt;br /&gt;
|headercolor = #3d4f66 &amp;lt;!--Can be left blank for grey header--&amp;gt;&lt;br /&gt;
|textcolor = white &amp;lt;!--Can be left blank for black text--&amp;gt;&lt;br /&gt;
|name = NanoTrasen Incorporated&lt;br /&gt;
|logo = Nt-logo&lt;br /&gt;
|headquarters = Mendell City, [[Biesel]], [[Republic of Biesel]]&lt;br /&gt;
|slogan = The leader in all things phoron!&lt;br /&gt;
|languages = Tau Ceti Basic, Sol Common, Tradeband&lt;br /&gt;
|ceo = [[The Trasens#Miranda Trasen|Miranda Trasen]]&lt;br /&gt;
|colors = &amp;lt;span style=&amp;quot;color:#3d4f66&amp;quot;&amp;gt;Navy blue (#3d4f66),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#282828&amp;quot;&amp;gt;black (#282828),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#dfe4ed&amp;quot;&amp;gt;white (#dfe4ed)&amp;lt;/span&amp;gt;&lt;br /&gt;
|founded = 2366&lt;br /&gt;
|founder = [[The Trasens#Xavier Trasen|Xavier Trasen]]&lt;br /&gt;
|regions = &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Republic of Biesel]]&lt;br /&gt;
* [[Coalition of Colonies]]&lt;br /&gt;
* [[Nralakk Federation]]&lt;br /&gt;
* [[People&#039;s Republic of Adhomai]]&lt;br /&gt;
* [[New Kingdom of Adhomai]]&lt;br /&gt;
* [[Izweski Hegemony]]&lt;br /&gt;
|}}&lt;br /&gt;
Considered the largest megacorporation within the Orion Spur, many will find themselves doing the biddings of NanoTrasen -- be it direct or indirect. Initially a biotechnical research company, it rapidly grew in size after the discovery of Phoron. The corporation’s monopoly on the resource catapulted it into the limelight, where it has remained for the last forty-odd years. Its acceleration into the spotlight has prompted many prying eyes to uncover evidence of rather questionable actions, with rumours perpetuating that they’ve instigated wars on both Adhomai and Moghes in an attempt to exploit the species for a profit. &lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s power has since begun to waver as their ability to supply Phoron dwindled -- resulting in their profit margins diminishing considerably. Whilst the corporation has attempted its best to hide its waning influence, the facade has begun to crumble with scrutinizing individuals being able to see its vulnerability. &lt;br /&gt;
&lt;br /&gt;
Despite the effects of the Phoron Scarcity on the megacorporation, NanoTrasen has managed to secure itself as a crucial member of the newly-founded Stellar Corporate Conglomerate (SCC) with Miranda Trasen serving as the Acting Director of Operations -- which has managed to bolster the company and secure themselves as the dominant corporate presence within the Orion Spur. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Corporate Affairs ==&lt;br /&gt;
=== History ===&lt;br /&gt;
[[File:MirandaTrasen.png|thumb|Miranda Trasen, Chief Executive Officer of NanoTrasen, sporting her new hairstyle! ]]&lt;br /&gt;
&lt;br /&gt;
Initially founded in 2366, the yet-to-be distinguished NanoTrasen was a small company revolving around genetic research and development on Mars. Xavier Trasen, Chief Executor of Operations for NanoTrasen (as well as its founder) managed to propel the fledgling corporation through the ranks after aggressively utilizing business tactics and effective patenting methods to buyout or destroy the local competition. By the end of the century, NanoTrasen had acquired enough capital to begin their operations on Biesel, even managing to secure mining rights in Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
It wasn’t until the discovery of Phoron in 2417 that NanoTrasen became a household name. The unearthing of the rosy crystals in the Romanovich Cloud, and the subsequent realization of its energy-producing potential, swiftly allowed for NanoTrasen to become a trans-stellar entity. Aggressively exploiting the new resources, as well as continued hostile business tactics, bolstered NanoTrasen’s position within Tau Ceti. Phoron’s capabilities made almost all other forms of travel obsolete, with the unveiling of the Bluespace Drive proving Warp to be slow, useless, and unprofitable in the face of this discovery. &lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s newfound wealth was speedily employed to bankrupt, absorb or bribe their way to the top. NanoTrasen’s power and scope grew exponentially, with all types of assets (stations, facilities, ships) cropping up across the Orion Spur. Within the decade, NanoTrasen had managed to secure themselves as the most powerful megacorporation, with their influence felt almost anywhere. &lt;br /&gt;
&lt;br /&gt;
The declaration of independence by Biesel in 2452 has had a large impact on NanoTrasen, for the better that is. No longer under the purview or management of the Solarian Alliance, NanoTrasen capitalized on the planet’s vulnerability, successfully inserting themselves into the administration and its governance of the emerging republic. Whilst in recent times NanoTrasen has seen its influence wane slightly, they continue to reign supreme through tactical decisions and positionings. An example of such is its placement of their CEO Miranda Trasen as Acting Director of Operations for the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
=== Influence ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen has managed to intrude on all aspects of life, with its apparatus and employees being found in almost every nation-state across the Orion Spur -- be it their manufacturing, research, or orbital facilities. It is almost impossible to not know what, or who, NanoTrasen is in this day and age. Its monopoly on the supply of Phoron within the greater Orion Spur has resulted in controversial behaviour, with NanoTrasen managing to successfully scheme and insert themselves within positions of power, through either bribery or direct buying-out of politicians that hold authority. The Republic of Biesel is a good example of these measures, where it is all but said that NanoTrasen controls the administration of the Republic.&lt;br /&gt;
&lt;br /&gt;
=== Internal Reputation ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen has managed to secure a variety of different work benefits for its employees, a common reason among many of the reasons for their employment with the megacorporation. These benefits go above and beyond the regular salary or wages and include insurance, flexible work schedules and other things. NanoTrasen further solidifies its increased work benefits through further education and training courses offered by the NanoTrasen Academy, with the only clause being to continue being employed at the megacorporation. Additionally, NanoTrasen also offers subsidised dental care.&lt;br /&gt;
&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
&lt;br /&gt;
===Executives===&lt;br /&gt;
[[File:Trasen_Family.png|The NanoTrasen family.|thumb]]&lt;br /&gt;
&lt;br /&gt;
NanoTrasen is managed by the Chiefs of Staff, who are advised and appointed by the Board of Directors. The Chief Executive Officer, currently Miranda Trasen, has the ultimate authority over the corporation. Trasen herself is also a majority shareholder, making her the wealthiest human in the galaxy. After the Chiefs of Staff and Board of Directors, power is delegated to Sector Command composed of the Duty Officers and Central Command Internal Affairs (CCIA) personnel. Sector Command in turn delegates power to individual Station Command personnel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Research Director:&#039;&#039;&#039; Rook Keller, b. 2395&lt;br /&gt;
&lt;br /&gt;
Rook Keller is an author of dozens of scientific journals, and a member of the NanoTrasen Upper Command, serving as its Chief Research Director. He was voted into his position after his predecessor was given the vote of no confidence among the Board in 2424. Keller is credited for countless discoveries regarding Phoron, as well as Bluespace. His most notable achievement is his equations that eventually lead to the establishment of Bluespace Gates across the Orion Spur. Before his introduction to the NanoTrasen Upper Command, Keller was already famous among the science community for his theories relating to decreased energy consumption in Warpdrives and eventually became the youngest person to receive the Scientific Inquiry Award in twenty-four-twelve at the age of 20. Initially, against Miranda Trasen’s rise to power as Chief Executive Officer of NanoTrasen, Keller has since become ambivalent regarding their position. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Legal Director:&#039;&#039;&#039; Mori Takachika, b. 2410&lt;br /&gt;
&lt;br /&gt;
Mori Takachika is a member of the NanoTrasen Upper Command and serves as its Chief Legal Director. She ascended into the position shortly after the resignation of her predecessor in 2449 and secured a majority victory in her vote of confidence among the Board. Before her appointment as Chief Legal Director, Takachika enjoyed a brief stint within the Central Command Internal Affairs Agency before eventually being transferred to the NanoTrasen Legal Team. She is regarded as one of the most experienced attorneys throughout the Orion Spur, mostly credited to her shrewd nature and knowledge of interstellar law. Takachika is a fierce supporter of Miranda Trasen and is often seen in the tabloids alongside her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Medical Director:&#039;&#039;&#039; Yehtlas Mualt-Quaat, b. 2243&lt;br /&gt;
&lt;br /&gt;
Yehtlas Mualt-Quuat is a member of the NanoTrasen Upper Command and serves as its Chief Medical Director. They were placed into their position by Xavier Trasen shortly before the megacorporations expansion into the Romanovich Cloud in 2396, completely voiding the vote of confidence by the Board. They became the first Skrell to be appointed within the upper chambers of a human megacorporation across the Orion Spur. Before their appointment as Chief Medical Director, they worked alongside many other Skrell (including Ormish Jrolk) in Tuz&#039;qlip Researchers in perfect cloning. They were also awarded Idol status after accruing fame through poetry revolving around the heinous actions committed by the tyrannical intelligence, Glorsh-Omega. Mualt-Quuat is a major advocate for Miranda Trasen, describing their relationship as that of “Qu’draa” due to the close friendship that the Skrell and Xavier Trasen shared.&lt;br /&gt;
&lt;br /&gt;
[[File:NT!! - Copy.png|The hierarchy of the NanoTrasen Corporation.|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
&lt;br /&gt;
Originally establishing themselves on Mars as a small biotechnical company, NanoTrasen has since managed to spread themselves across much of the Orion Spur through a combination of hard work, grit, and Phoron -- digging a hold into a variety of locations. Whilst there several hundred branch offices, the largest and most well-known are: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, [[Biesel]], [[Tau Ceti]]:&#039;&#039;&#039; Zhengfu District hosts NanoTrasen’s Biesel Branch, which manages and supervises the corporation’s activity within the system. Its Art Deco architectural design makes it one of the more captivating buildings within the city. The cap of the skyscraper is used as advertising for the various subsidiaries owned by the corporation, lighting up the Biesellite Nightsky with its neon hues. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Odin|NTCC Odin]], Biesel, Tau Ceti:&#039;&#039;&#039; Currently, the NTCC Odin serves as the primary administrative center of NanoTrasen. It has several residential, commercial, and industrial blocks and has managed to become one of the most populated orbital facilities within the Republic of Biesel. It is common for NanoTrasen employees to be housed aboard the NTCC Odin for a small fee. The NTCC Odin currently is the headquarters for the company’s Emergency Response Team trained to deal with a variety of situations and circumstances. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Olympia, [[Mars]], Sol:&#039;&#039;&#039; The eldest, most grand branch office hosted by NanoTrasen previously existed within the flourishing archology of Olympia before its destruction during the Violet Dawn Operation. It was considered by many to be a representation of the engineering capacity of Martians, even earning the moniker “Martian Marvel”. Its crumbling corpse can still be seen from afar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Eridani I]], Epsilon Eridani, [[Eridani Federation|Eridani Corporate Federation]]:&#039;&#039;&#039; Whilst not as attractive as the other branches across the Orion Spur, the Eridani Branch is considered one of the most essential to the operations of NanoTrasen, especially considering it oversees all operations within the Eridani Corporate Federation, which has lead to its vault-like appearance in an attempt to deter and even prevent corporate espionage. It&#039;s often compared to that of prison by both upper and lower echelons of Eridani. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foy-Niljen, [[Xanu Prime]], [[Coalition of Colonies]]:&#039;&#039;&#039; NanoTrasen’s influence within the Coalition of Colonies can largely be attributed to the fact that the Foy-Niljen Branch is a gigantic building that hosts a variety of administrative and residential blocks, with employees working to manage over three hundred planets within the Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Qerr&#039;Malic]], Nralakk, [[Nralakk Federation]]:&#039;&#039;&#039; NanoTrasen has managed to expand within the Nralakk Federation following the deregulation of its economy. Currently, NanoTrasen amounts to very little influence within the Nralakk Federation&#039;s economy, after having received a defeating blow following the leases for the Special Economic Zones being awarded to other megacorporations. Currently, its Qerr&#039;malic branch is the regional headquarters within the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
==Subsidiaries==&lt;br /&gt;
&lt;br /&gt;
The subsidiaries of all megacorporations are as endless as their own direct employees, with massive swaths of businesses being occupied or dropped on a daily basis on a galactic scale. Whether businesses flourish alongside or get crushed by the corporate powers is found to be a case-by-case scenario. This means that any independent business, at least outside of Tau Ceti and the Eridani Corporate Federation, can reasonably survive indefinitely without the megas grabbing them. However, should these businesses elevate to anything worthwhile, it is reasonable to assume they’ve already fallen to the whim and will of the economic rulers of the Orion Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Getmore Corporation===&lt;br /&gt;
&amp;quot;Get more of Getmore!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Mataji Khatri, b. 2414&lt;br /&gt;
&lt;br /&gt;
Getmore Corporation is a major subsidiary of NanoTrasen, often supplying NanoTrasen’s vending machines with their products or helping ship bulk goods for the company. The subsidiary uses the galaxy’s largest local shipping networks to keep its own Hephaestus-built rented superfreighters running, recovering from titanic debt that is rumored to take hundreds of years to recuperate from having rented the freighters in the first place.&lt;br /&gt;
&lt;br /&gt;
The founder of Getmore Corporation, Chip Getmore, is shrouded in rumor and mystery and has long been the focus of media attention.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
Getmore Corporation was founded by Chip Getmore shortly after the Mars Catastrophe of 2298, focused on producing cheap and accessible food for the masses of the red planet. The company was later acquired by NanoTrasen to supply its facilities, spreading from Mars to the rest of the NanoTrasen’s holdings. Getmore&#039;s products are among the most famous junk food brands in all of human space, feeding countless hungry children, college students, and employees. In 2456, following first contact with the Zo&#039;ra Hive, the Getmore Corporation was contracted by the Dorn Administration to work with the Vaurca to begin the wide-scale production of K&#039;ois, opening the first factories to produce K&#039;ois bars on Luthien later that year. Since then Zo&#039;ra [[Xakt,_Queen_of_Corpses | Queen Xakt]] has been expanding the Hives relations with the Getmore Corporation into other food production areas, and the opening of the first &amp;quot;all-factories&amp;quot; on Luthien, massive facilities capable of using phoron to produce goods much faster then traditionally sized facilities, has cemented the Vaurca&#039;s position as part of Biesel&#039;s food chain.&lt;br /&gt;
&lt;br /&gt;
====Influence====&lt;br /&gt;
Getmore is a major food supplier throughout the Sol Alliance and the Republic of Biesel. Many can find Getmore products in grocery stores, vending machines, and fast food restaurants all under the Getmore brand. The company also doubles as a major delivery service, boasting near-galaxy wide coverage and the fastest shipping speeds.&lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
The major brands of Getmore Corporation are hugely encompassing and in a perpetual state of disarray. Old brands are dropped as fast as new ones are received very rapidly, supposedly conforming to the predictions outlined by scholars within the company. These scholars claim to cater to the “taste of the galaxy,” quite often in media reports.&lt;br /&gt;
&lt;br /&gt;
The major brands that its founder Chip Getmore had outlined as “practically everlasting” lay below.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Getmore Nougat Candy Bar:&#039;&#039;&#039; A brand of simple nougat bar made with real sugar and no artificial preservatives.&lt;br /&gt;
* &#039;&#039;&#039;Getmore Cup Ramen:&#039;&#039;&#039; A brand of cheap mass-produced ramen that self-heats with 10 mL of water.&lt;br /&gt;
* &#039;&#039;&#039;Commander Riker’s What-The-Chips:&#039;&#039;&#039; A brand of bland, lightly-salted potato chips.&lt;br /&gt;
* &#039;&#039;&#039;Scaredy’s Private Reserve Beef Jerky:&#039;&#039;&#039; A brand of beef jerky made from Getmore’s very own space-raised cows.&lt;br /&gt;
* &#039;&#039;&#039;K&#039;ois bars:&#039;&#039;&#039; A brand of bland Getmore produced K&#039;ois bars, rich in syrup and injected with extra phoron.&lt;br /&gt;
&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;
===Hazel! Ltd./Hazel Electromotive===&lt;br /&gt;
&amp;quot;Your friend, Hazel!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Erich Ludtz, b. 2432&lt;br /&gt;
&lt;br /&gt;
Hazel! Limited in Tau Ceti and Hazel Electromotive in Sol, is the newest subsidiary of Getmore and by extent, NanoTrasen. The company is known for the production and distribution of Hazels, a series of high-end shell IPCs in limited numbers, designed for domestic and service work, as well as managing a wide array of merchandise regarding them, from hardware and software to clothes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hazelltd.png|350px|thumb|The Hazel! Ltd logo.]]&lt;br /&gt;
====History====&lt;br /&gt;
Founded by Klara Seidel in 2410 in Earth, Sol, the company produced basic robotic apparatus and assistants for household chores. Upon relative success and the establishment of a branch in Harmony City, Luna, the company expanded into IPC production, creating the first Hazel in 2448 and the first synthskin covered Hazel in 2450, becoming a pioneer in shell frame IPC development and marketing. The opening of the Tau Ceti branch in 2460 marked the peak of their success, soon to be curtailed by the Phoron crisis, ending in their acquisition by Getmore to avoid financial ruin. While a subsidiary, the company is allowed a large degree of freedom and communication between the Sol and Tau Ceti branches. As a result, their internal structures and business practices are largely left intact.&lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
* Hazel&lt;br /&gt;
Hazel is the main product and focal point of the corporation. Released in series, these shellframe IPCs are designed for work in the service and domestic sector. Found in high end hotels, company headquarters, bars and private households, they are released in series and are marketed in Tau Ceti and the Sol core worlds. Their relatively few numbers, the fact that they all share the same face, female appearance and hazel coloured eyes make them distinguishable as a sought out and sometimes collectable item. Custom builds are also offered in order to suit a client’s specifications, though such units are few and far between, owing to their extremely high cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Series&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hazels are released in series, with newer series supposedly sporting more advanced features in both hardware and software. While this is true for the older lines, the company has been accused by critics for making no tangible changes apart from cosmetic alterations. The company has since been releasing a new series every year, series 1 launching in 2450 with the onset of synthskin technology. The vast majority are built in Hephaestus factories in Sol space prior to being shipped for software and synthskin installation in Tau Ceti, a cost saving process that permits the products to be labeled as “Made in Tau Ceti”. &#039;&#039;&#039;Hazels follow a certain naming convention, provided their names have not been changed by their owners or themselves &amp;quot;Hazel #S-H(series number).(unit number)&amp;quot;. An example of this formatting is Hazel #S-H1.01&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Hazels of the same series possess largely similar specifications, it is not unheard of for units to differ in regards to their given service skillset, language chips and character. More advanced software in the newest series has enhanced the units’ adaptability, allowing for the organic development of unique personalities if left unchecked.&lt;br /&gt;
&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;
===Ingi Usang Entertainment Company===&lt;br /&gt;
&amp;quot;Our stars are bigger than real stars!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Minjung Romero, b. 2413&lt;br /&gt;
&lt;br /&gt;
Ingi Usang Entertainment Co., abbreviated InUs, is a major subsidiary of NanoTrasen, handling the production, editing, and distribution of holovid shows, music, and other art mediums. The company is known for its increasingly comical upper-level decisions, currently driving itself into the ground - and its prices sky-high. As time went on, InUs products became more and more valued and since its stabilization in 2452, became the standard for gaudy fashion.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
Founded by Songmin Sang in 2214, Ingi Usang Entertainment Company remained a fairly minor corporation until being bought out by NanoTrasen in 2340 for “strategic marketing”. Though InUs fared better, it was not until 2397 when Binyaria, a Venusian aerostat, opened the Chiye-Gyo District to corporate investment. Between the untapped Venusian entertainment industry and cutthroat corporate war with BP Entertainment Inc., InUs flourished by debuting musical groups that quickly became insanely popular. In 2438, the company moved its headquarters to the Chiye-Gyo District. &lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
InUs possesses four major entertainment brands run by mostly independent subsidiaries, as well as dozens of clothing labels strewn across the company’s jurisdiction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cham Usang Records:&#039;&#039;&#039; Record label with numerous bands and solo artists called Chamus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;True Lifestyle:&#039;&#039;&#039; A holovid network focusing on life throughout the Sol Alliance with shows like Real Time Security, One Love For Many, The Solarian Culture, and Living Big: The Lives of the Famous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ETX Network:&#039;&#039;&#039; A holovid network focusing on series shows occasionally broken up by Cham Usang Records material with shows like Love Me Right, Dark Days Ahead, No Names, and Chamu Hour with Sunmi.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cuentas?:&#039;&#039;&#039; A holovid network focusing on news and celebrity gossip with shows like The Day with Njeru and Susanto, That Good Stuff, The Spotlight, and The Orion Network.&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;
===[[PMCG#Nexus_Corporate_Security|Nexus Corporate Security]]===&lt;br /&gt;
&amp;quot;Serve, protect, excel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; [[The Trasens#Nathan_Trasen|Nathan Trasen]], b. 2416&lt;br /&gt;
&lt;br /&gt;
Nexus Corporate Security is NanoTrasen&#039;s private civilian security division, specialising in guarding corporate VIPs and high-ranking cabinet members of the [[Republic of Biesel]]. While still owned by NanoTrasen, a share of the company is held by the [[Private Military Contracting Group]], and contractors are listed as both NanoTrasen and PMCG employees. They are known for their distinct black, red, and blue uniforms.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
Nexus was founded by Xavier Trasen shortly after the establishment of Hyperion Data Nexus on [[Valkyrie]], in 2418. After NanoTrasen significantly downsized its security contracting division to distribute more funds to research and development, its service industry, and its medical divisions in the wake of the phoron scarcity, Nexus has become the &amp;quot;face&amp;quot; of the company&#039;s security forces. Many of NanoTrasen&#039;s security personnel have ended up employed with Nexus, if they weren&#039;t already poached by [[Idris Incorporated]] or [[Zavodskoi Interstellar]]. [[Mictlan]]&#039;s expulsion of N4NL Incorporated from the Sankta Tereza system has left any future Nexus operations within the area nebulous.&lt;br /&gt;
====Major Brands====&lt;br /&gt;
* &#039;&#039;&#039;Rapid Trauma Response Teams:&#039;&#039;&#039; In partnership with [[Zeng-Hu Pharmaceuticals]], Nexus now offers private emergency medicine for the wealthy of [[Tau Ceti]], and there are plans to expand the trauma teams to [[Port Antillia]]. The initiative aims to revolutionize the field of emergency medicine through round-the-clock observation and providing medical services to those that manage to afford its extreme cost when necessary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Corporate Relations ==&lt;br /&gt;
===[[Einstein Engines]]===&lt;br /&gt;
NanoTrasen and Einstein have been rivals for decades, since the discovery of phoron in 2417 and the subsequent invention of the bluespace drive. As bluespace largely superseded warp as a means of faster-than-light travel, NanoTrasen&#039;s power rose as Einstein&#039;s waned. Since then, the two companies have been fierce competitors, contending in court constantly over various trademarks, patents, and other legal issues. The phoron scarcity beginning in 2462 has led to a reversal of fortunes, with Einstein rising massively in prominence as NanoTrasen&#039;s power fades - leading NanoTrasen to spearhead the formation of the Stellar Corporate Conglomerate to attempt to combat their old rivals. The two corporations continue to clash to this day, with Einstein having found a foothold in the city of Phoenixport, Biesel - setting up shop in the heart of NanoTrasen&#039;s power. Though Einstein holds the clear advantage for now, NanoTrasen has worked tirelessly to try and slow the meteoric growth of their rival corporation - so far, to little effect, as phoron prices continue to rise and NanoTrasen stock prices continue to fall.&lt;br /&gt;
&lt;br /&gt;
===[[Hephaestus Industries]]===&lt;br /&gt;
NanoTrasen and Hephaestus Industries have never been particularly fierce competitors, with the phoron giant purchasing much of its equipment, vessels and IPC workers from Hephaestus factories. However, as the phoron scarcity continues and NanoTrasen&#039;s power wanes, Hephaestus has taken full advantage of their decline. Since the formation of the Stellar Corporate Conglomerate, Hephaestus has greatly expanded its presence in the Republic of Biesel, taking near-complete control of shipping on the moon of Valkyrie and moving its central headquarters to Mendell City. Hephaestus&#039;s expansion in the Izweski Hegemony - seizing a near-total monopoly of the kind NanoTrasen once held in Biesel - has allegedly been a source of great concern to NanoTrasen, who are rumored to be funding anti-Hegemony political movements on the planet Ouerea in order to weaken Hephaestus&#039;s position within the nation.&lt;br /&gt;
&lt;br /&gt;
===[[Idris Incorporated]]===&lt;br /&gt;
NanoTrasen and Idris have never been fierce rivals, though Idris&#039;s continued prominence in Sol and its expansion into Biesel has led to tension between the two megacorporations. As Idris expanded its banking operations into NanoTrasen&#039;s center of power, NanoTrasen attempted to hold onto their banking business in Tau Ceti, incentivizing its employees to only make use of NanoTrasen banking instead - despite the many advantages that Idris held as a competitor. So far, Idris has been gradually expanding its presence in the Republic&#039;s financial sector, with many NanoTrasen employees switching to the use of Idris banks despite their employer&#039;s wishes. Idris has begun offering hiring bonuses to NanoTrasen employees in an effort to further weaken their power over Biesel&#039;s financial sector, as well as establishing branches in many of the former Solarian worlds of the Corporate Reconstruction Zone, where NanoTrasen holds much less direct influence. Though NanoTrasen has issued little official response to this, Idris transport vessels seem to commonly come under attack by pirates in the Reconstruction Zone, with many speculating the phoron giant is attempting to undermine confidence in Idris&#039;s renowned security.&lt;br /&gt;
&lt;br /&gt;
===[[Orion Express]]===&lt;br /&gt;
NanoTrasen contributed the most resources to Orion Express&#039;s formation, and many of its executives are former NanoTrasen staff. As such, the relationship between the two companies has remained warm, with Orion taking over many NanoTrasen-held supply contracts across the Spur. Orion&#039;s continued operation in the Sol Alliance, and the fact that they continue to deal with Einstein Engines, has been a source of tension between the two megacorporations in recent years - but in spite of this, NanoTrasen and Orion continue to work together extensively across the Orion Spur. Though Orion&#039;s service industry has become a competitor to NanoTrasen&#039;s, this remains a small enough portion of both companies&#039; business that it has not been a source of stress on the close relationship the two megacorporations share.&lt;br /&gt;
&lt;br /&gt;
===[[Zavodskoi Interstellar]]===&lt;br /&gt;
Zavodskoi and NanoTrasen maintain a decent relationship, with little open conflict between the two corporations. Since the beginning of the phoron scarcity, however, Zavodskoi has taken full advantage of NanoTrasen&#039;s waning power in the Republic of Biesel, expanding its arms industry into the Republic. Since the formation of the Tau Ceti Armed Forces and the negotiation of several new supply contracts with Biesel&#039;s government, Zavodskoi has managed to take a great deal of business from NanoTrasen - seizing NT&#039;s position as the Republic&#039;s main weapons supplier. Though NanoTrasen still holds onto their original contract for the Tau Ceti Foreign Legion, the Minutemen and Republican Fleet are both almost entirely outfitted with Zavodskoi-made weapons, armor, and voidsuits. NanoTrasen has attempted to counteract this influence through the recent appointment of Nathan Trasen as Secretary of Defense - but even with a Trasen in such a prestigious position, Zavodskoi has still managed to secure a solid grasp on the Republic&#039;s military industry. NanoTrasen has increased funding to Nexus Corporate Security several times in an effort to use their newly-formed PMC to undermine Zavodskoi&#039;s security business in the Corporate Reconstruction Zone, with some measure of success.&lt;br /&gt;
&lt;br /&gt;
===[[Zeng-Hu Pharmaceuticals]]===&lt;br /&gt;
Although NanoTrasen and Zeng-Hu work closely together, the two megacorporations have a rocky history. When NanoTrasen began, it was mainly operating in the biomedical field, which Zeng-Hu has historically been the frontrunner in - leading to NanoTrasen being outcompeted at seemingly every turn by the pharmaceutical giant. The discovery of phoron led to a rapid pivot in NanoTrasen&#039;s direction, and its many medicinal uses led to Zeng-Hu purchasing large quantities of phoron from NanoTrasen mining operations in the Romanovich Cloud. Despite this, Zeng-Hu CEO Liqin Hsiao-Li is rumored to still hold a grudge against NanoTrasen for their attempts to push into Zeng-Hu&#039;s sphere of influence decades ago, even as Zeng-Hu attempts to do the same in Biesel. Though NanoTrasen maintains its grasp on Tau Ceti&#039;s healthcare system, having blocked Zeng-Hu&#039;s expansions in the Republic&#039;s courts, Zeng-Hu has been increasingly expanding their operations in the wider Corporate Reconstruction Zone - having managed to seize the majority of the market share in the medical and pharmaceutical industries outside of Tau Ceti itself. Due to the many medical and pharmaceutical uses of phoron, Zeng-Hu remains one of NanoTrasen&#039;s largest purchasers of the increasingly rare element, and is reportedly one of NanoTrasen&#039;s closest allies within the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
== National Relations ==&lt;br /&gt;
=== People’s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen has played an important role in Adhomai since its discovery; through the support of the rebels, supplying the People’s Republic with technology, and offering job opportunities to the population. The PRA is NanoTrasen’s biggest ally on the planet, with much of its economy bound to the megacorp. Corporate interests are mainly focused on obtaining cheap labor and mining Adhomai’s rich mineral deposits. Despite the prosperity brought by this relationship, many Tajara are against the megacorporation’s interference in the affairs of the Tajara people. Alongside the political crises, NanoTrasen’s presence was one of the main reasons for the Second Revolution. Even after the Armistice, the People’s Republic continues its policy of maintaining a strong relationship with the corporation. Tajara working for NanoTrasen usually have more opportunities than with other employers.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen holds an undisputed monopoly over the Republic of Biesel’s phoron reserves, and all newly staked deposits found under Biesellite banners. Needless to say, their power within the Republic is without contest due to this. At every echelon of the Republic’s government is some sort of NanoTrasen interference to advise and even direct the young nation’s every move. Inarguably the outcome of this has yielded positive results; now, the Republic sits on the largest wealth the galaxy has ever known, free of the debts that cripple the Alliance or the disarray of Coalition politics.&lt;br /&gt;
&lt;br /&gt;
=== Ceres Lance ===&lt;br /&gt;
&lt;br /&gt;
Ceres Lance, while previously based officially in Sol space (which is where they get their name), have seen increased activity within Tau Ceti under NanoTrasen’s remit. Following the brief war between Sol and TC, and the subsequent reveal of the Stellar Corporate Conglomerate, the Lance has seen further entrenchment into the NanoTrasen umbrella as they operate exclusively under NT contracts, going as far as to migrate their headquarters to the Odin where they can keep a closer eye on Bubble. Ceres Lance being a private military contractor, this relationship is purely professional, and NanoTrasen continues to keep them around for their unique skill set. It’s yet to be seen if the Lance will find themselves signing a more formal and permanent work agreement with the megacorporation.&lt;br /&gt;
&lt;br /&gt;
=== Alliance of Sovereign Solarian Nations === &lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s relationship with the Solarian Alliance is non-existent, after having been banned from operating within the confines of the nation’s influence after the climax of the King of the World. The bond between the two has always been strained at best, especially after the megacorporation’s funding of the Republic of Biesel’s declaration of independence in 2452. NanoTrasen’s continued protection of the fledgling republic since has garnered them little sympathy from Solarians in positions of power, even further dividing their relationship.&lt;br /&gt;
&lt;br /&gt;
== Notable Installations == &lt;br /&gt;
=== NDV Icarus ===&lt;br /&gt;
&lt;br /&gt;
The NDV Icarus is the hallmark of the NanoTrasen Navy and hosts almost ten thousand individuals at any given time. It is one of the largest vessels within the Orion Spur and has been at the forefront of both Solarian Invasions - having been branded as the main proponent of the Republic of Biesel’s defence. It uniquely maintains a military command structure, dissimilar to NanoTrasen’s other corporate assets. Despite having been commissioned almost three decades prior, the Icarus continues to reinforce its value as time goes on. &lt;br /&gt;
&lt;br /&gt;
=== NSS Upsilon ===&lt;br /&gt;
&lt;br /&gt;
Despite the NSS Upsilon being commissioned in the late 2450s, it has become a prominent member of the NanoTrasen research department. It overshadowed the efforts of NSS Aurora when it was introduced - causing a rivalry to flourish. The proximity of the NSS Upsilon and NSS Aurora to the NTCC Odin has caused tension among those assigned to the corporate assets. NanoTrasen has seized the opportunity to capitalize on this rivalry, going as far as to put them into competition in projects. &lt;br /&gt;
&lt;br /&gt;
=== NSS Canis Minor ===&lt;br /&gt;
&lt;br /&gt;
The NSS Canis Minor is notable for its importance to NanoTrasen’s biomedical wing and is one of the larger corporate facilities within the Republic of Biesel - specifically Tau Ceti. The NSS Canis Minor is accredited to being behind the majority of NanoTrasen’s biomedical brilliance, which has resulted in its prestige among scholars. It has incredibly high expectations of its pupils, as well as those that apply to attend either its research or medical training courses. It is due to these high expectations that the NSS Canis Minor has the largest number of drop-outs, with many referring to it as being incredibly difficult on their mental health. &lt;br /&gt;
&lt;br /&gt;
=== NSS Orchard Moon ===&lt;br /&gt;
&lt;br /&gt;
The NSS Orchard Moon is a resource extraction and refinement plant on the border of the [[Republic of Biesel]] and the [[Republic of Elyra|Serene Republic of Elyra]] within Valley Hale. Though the deposit is not big enough to totally reverse the Phoron Scarcity, it is significant enough to mitigate the current consequences of the resource shortage - to those that keep the [[Stellar Corporate Conglomerate]] in their good graces, at least. It was attacked by the Southern Fleet Administration - the organisation hoping to destroy with siphoned phoron that created a photonic warhead - but was ultimately averted by the [[SCCV Horizon]] and several other corporate vessels called to defend the facility. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=34553</id>
		<title>NanoTrasen Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=34553"/>
		<updated>2024-09-24T04:32:35Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Getmore Corporation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Navbox Corporations}}&lt;br /&gt;
{{Infobox Corporation&lt;br /&gt;
|headercolor = #3d4f66 &amp;lt;!--Can be left blank for grey header--&amp;gt;&lt;br /&gt;
|textcolor = white &amp;lt;!--Can be left blank for black text--&amp;gt;&lt;br /&gt;
|name = NanoTrasen Incorporated&lt;br /&gt;
|logo = Nt-logo&lt;br /&gt;
|headquarters = Mendell City, [[Biesel]], [[Republic of Biesel]]&lt;br /&gt;
|slogan = The leader in all things phoron!&lt;br /&gt;
|languages = Tau Ceti Basic, Sol Common, Tradeband&lt;br /&gt;
|ceo = [[The Trasens#Miranda Trasen|Miranda Trasen]]&lt;br /&gt;
|colors = &amp;lt;span style=&amp;quot;color:#3d4f66&amp;quot;&amp;gt;Navy blue (#3d4f66),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#282828&amp;quot;&amp;gt;black (#282828),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#dfe4ed&amp;quot;&amp;gt;white (#dfe4ed)&amp;lt;/span&amp;gt;&lt;br /&gt;
|founded = 2366&lt;br /&gt;
|founder = [[The Trasens#Xavier Trasen|Xavier Trasen]]&lt;br /&gt;
|regions = &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Republic of Biesel]]&lt;br /&gt;
* [[Coalition of Colonies]]&lt;br /&gt;
* [[Nralakk Federation]]&lt;br /&gt;
* [[People&#039;s Republic of Adhomai]]&lt;br /&gt;
* [[New Kingdom of Adhomai]]&lt;br /&gt;
* [[Izweski Hegemony]]&lt;br /&gt;
|}}&lt;br /&gt;
Considered the largest megacorporation within the Orion Spur, many will find themselves doing the biddings of NanoTrasen -- be it direct or indirect. Initially a biotechnical research company, it rapidly grew in size after the discovery of Phoron. The corporation’s monopoly on the resource catapulted it into the limelight, where it has remained for the last forty-odd years. Its acceleration into the spotlight has prompted many prying eyes to uncover evidence of rather questionable actions, with rumours perpetuating that they’ve instigated wars on both Adhomai and Moghes in an attempt to exploit the species for a profit. &lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s power has since begun to waver as their ability to supply Phoron dwindled -- resulting in their profit margins diminishing considerably. Whilst the corporation has attempted its best to hide its waning influence, the facade has begun to crumble with scrutinizing individuals being able to see its vulnerability. &lt;br /&gt;
&lt;br /&gt;
Despite the effects of the Phoron Scarcity on the megacorporation, NanoTrasen has managed to secure itself as a crucial member of the newly-founded Stellar Corporate Conglomerate (SCC) with Miranda Trasen serving as the Acting Director of Operations -- which has managed to bolster the company and secure themselves as the dominant corporate presence within the Orion Spur. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Corporate Affairs ==&lt;br /&gt;
=== History ===&lt;br /&gt;
[[File:MirandaTrasen.png|thumb|Miranda Trasen, Chief Executive Officer of NanoTrasen, sporting her new hairstyle! ]]&lt;br /&gt;
&lt;br /&gt;
Initially founded in 2366, the yet-to-be distinguished NanoTrasen was a small company revolving around genetic research and development on Mars. Xavier Trasen, Chief Executor of Operations for NanoTrasen (as well as its founder) managed to propel the fledgling corporation through the ranks after aggressively utilizing business tactics and effective patenting methods to buyout or destroy the local competition. By the end of the century, NanoTrasen had acquired enough capital to begin their operations on Biesel, even managing to secure mining rights in Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
It wasn’t until the discovery of Phoron in 2417 that NanoTrasen became a household name. The unearthing of the rosy crystals in the Romanovich Cloud, and the subsequent realization of its energy-producing potential, swiftly allowed for NanoTrasen to become a trans-stellar entity. Aggressively exploiting the new resources, as well as continued hostile business tactics, bolstered NanoTrasen’s position within Tau Ceti. Phoron’s capabilities made almost all other forms of travel obsolete, with the unveiling of the Bluespace Drive proving Warp to be slow, useless, and unprofitable in the face of this discovery. &lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s newfound wealth was speedily employed to bankrupt, absorb or bribe their way to the top. NanoTrasen’s power and scope grew exponentially, with all types of assets (stations, facilities, ships) cropping up across the Orion Spur. Within the decade, NanoTrasen had managed to secure themselves as the most powerful megacorporation, with their influence felt almost anywhere. &lt;br /&gt;
&lt;br /&gt;
The declaration of independence by Biesel in 2452 has had a large impact on NanoTrasen, for the better that is. No longer under the purview or management of the Solarian Alliance, NanoTrasen capitalized on the planet’s vulnerability, successfully inserting themselves into the administration and its governance of the emerging republic. Whilst in recent times NanoTrasen has seen its influence wane slightly, they continue to reign supreme through tactical decisions and positionings. An example of such is its placement of their CEO Miranda Trasen as Acting Director of Operations for the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
=== Influence ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen has managed to intrude on all aspects of life, with its apparatus and employees being found in almost every nation-state across the Orion Spur -- be it their manufacturing, research, or orbital facilities. It is almost impossible to not know what, or who, NanoTrasen is in this day and age. Its monopoly on the supply of Phoron within the greater Orion Spur has resulted in controversial behaviour, with NanoTrasen managing to successfully scheme and insert themselves within positions of power, through either bribery or direct buying-out of politicians that hold authority. The Republic of Biesel is a good example of these measures, where it is all but said that NanoTrasen controls the administration of the Republic.&lt;br /&gt;
&lt;br /&gt;
=== Internal Reputation ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen has managed to secure a variety of different work benefits for its employees, a common reason among many of the reasons for their employment with the megacorporation. These benefits go above and beyond the regular salary or wages and include insurance, flexible work schedules and other things. NanoTrasen further solidifies its increased work benefits through further education and training courses offered by the NanoTrasen Academy, with the only clause being to continue being employed at the megacorporation. Additionally, NanoTrasen also offers subsidised dental care.&lt;br /&gt;
&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
&lt;br /&gt;
===Executives===&lt;br /&gt;
[[File:Trasen_Family.png|The NanoTrasen family.|thumb]]&lt;br /&gt;
&lt;br /&gt;
NanoTrasen is managed by the Chiefs of Staff, who are advised and appointed by the Board of Directors. The Chief Executive Officer, currently Miranda Trasen, has the ultimate authority over the corporation. Trasen herself is also a majority shareholder, making her the wealthiest human in the galaxy. After the Chiefs of Staff and Board of Directors, power is delegated to Sector Command composed of the Duty Officers and Central Command Internal Affairs (CCIA) personnel. Sector Command in turn delegates power to individual Station Command personnel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Research Director:&#039;&#039;&#039; Rook Keller, b. 2395&lt;br /&gt;
&lt;br /&gt;
Rook Keller is an author of dozens of scientific journals, and a member of the NanoTrasen Upper Command, serving as its Chief Research Director. He was voted into his position after his predecessor was given the vote of no confidence among the Board in 2424. Keller is credited for countless discoveries regarding Phoron, as well as Bluespace. His most notable achievement is his equations that eventually lead to the establishment of Bluespace Gates across the Orion Spur. Before his introduction to the NanoTrasen Upper Command, Keller was already famous among the science community for his theories relating to decreased energy consumption in Warpdrives and eventually became the youngest person to receive the Scientific Inquiry Award in twenty-four-twelve at the age of 20. Initially, against Miranda Trasen’s rise to power as Chief Executive Officer of NanoTrasen, Keller has since become ambivalent regarding their position. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Legal Director:&#039;&#039;&#039; Mori Takachika, b. 2410&lt;br /&gt;
&lt;br /&gt;
Mori Takachika is a member of the NanoTrasen Upper Command and serves as its Chief Legal Director. She ascended into the position shortly after the resignation of her predecessor in 2449 and secured a majority victory in her vote of confidence among the Board. Before her appointment as Chief Legal Director, Takachika enjoyed a brief stint within the Central Command Internal Affairs Agency before eventually being transferred to the NanoTrasen Legal Team. She is regarded as one of the most experienced attorneys throughout the Orion Spur, mostly credited to her shrewd nature and knowledge of interstellar law. Takachika is a fierce supporter of Miranda Trasen and is often seen in the tabloids alongside her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Medical Director:&#039;&#039;&#039; Yehtlas Mualt-Quaat, b. 2243&lt;br /&gt;
&lt;br /&gt;
Yehtlas Mualt-Quuat is a member of the NanoTrasen Upper Command and serves as its Chief Medical Director. They were placed into their position by Xavier Trasen shortly before the megacorporations expansion into the Romanovich Cloud in 2396, completely voiding the vote of confidence by the Board. They became the first Skrell to be appointed within the upper chambers of a human megacorporation across the Orion Spur. Before their appointment as Chief Medical Director, they worked alongside many other Skrell (including Ormish Jrolk) in Tuz&#039;qlip Researchers in perfect cloning. They were also awarded Idol status after accruing fame through poetry revolving around the heinous actions committed by the tyrannical intelligence, Glorsh-Omega. Mualt-Quuat is a major advocate for Miranda Trasen, describing their relationship as that of “Qu’draa” due to the close friendship that the Skrell and Xavier Trasen shared.&lt;br /&gt;
&lt;br /&gt;
[[File:NT!! - Copy.png|The hierarchy of the NanoTrasen Corporation.|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
&lt;br /&gt;
Originally establishing themselves on Mars as a small biotechnical company, NanoTrasen has since managed to spread themselves across much of the Orion Spur through a combination of hard work, grit, and Phoron -- digging a hold into a variety of locations. Whilst there several hundred branch offices, the largest and most well-known are: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, [[Biesel]], [[Tau Ceti]]:&#039;&#039;&#039; Zhengfu District hosts NanoTrasen’s Biesel Branch, which manages and supervises the corporation’s activity within the system. Its Art Deco architectural design makes it one of the more captivating buildings within the city. The cap of the skyscraper is used as advertising for the various subsidiaries owned by the corporation, lighting up the Biesellite Nightsky with its neon hues. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Odin|NTCC Odin]], Biesel, Tau Ceti:&#039;&#039;&#039; Currently, the NTCC Odin serves as the primary administrative center of NanoTrasen. It has several residential, commercial, and industrial blocks and has managed to become one of the most populated orbital facilities within the Republic of Biesel. It is common for NanoTrasen employees to be housed aboard the NTCC Odin for a small fee. The NTCC Odin currently is the headquarters for the company’s Emergency Response Team trained to deal with a variety of situations and circumstances. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Olympia, [[Mars]], Sol:&#039;&#039;&#039; The eldest, most grand branch office hosted by NanoTrasen previously existed within the flourishing archology of Olympia before its destruction during the Violet Dawn Operation. It was considered by many to be a representation of the engineering capacity of Martians, even earning the moniker “Martian Marvel”. Its crumbling corpse can still be seen from afar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Eridani I]], Epsilon Eridani, [[Eridani Federation|Eridani Corporate Federation]]:&#039;&#039;&#039; Whilst not as attractive as the other branches across the Orion Spur, the Eridani Branch is considered one of the most essential to the operations of NanoTrasen, especially considering it oversees all operations within the Eridani Corporate Federation, which has lead to its vault-like appearance in an attempt to deter and even prevent corporate espionage. It&#039;s often compared to that of prison by both upper and lower echelons of Eridani. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foy-Niljen, [[Xanu Prime]], [[Coalition of Colonies]]:&#039;&#039;&#039; NanoTrasen’s influence within the Coalition of Colonies can largely be attributed to the fact that the Foy-Niljen Branch is a gigantic building that hosts a variety of administrative and residential blocks, with employees working to manage over three hundred planets within the Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Qerr&#039;Malic]], Nralakk, [[Nralakk Federation]]:&#039;&#039;&#039; NanoTrasen has managed to expand within the Nralakk Federation following the deregulation of its economy. Currently, NanoTrasen amounts to very little influence within the Nralakk Federation&#039;s economy, after having received a defeating blow following the leases for the Special Economic Zones being awarded to other megacorporations. Currently, its Qerr&#039;malic branch is the regional headquarters within the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
==Subsidiaries==&lt;br /&gt;
&lt;br /&gt;
The subsidiaries of all megacorporations are as endless as their own direct employees, with massive swaths of businesses being occupied or dropped on a daily basis on a galactic scale. Whether businesses flourish alongside or get crushed by the corporate powers is found to be a case-by-case scenario. This means that any independent business, at least outside of Tau Ceti and the Eridani Corporate Federation, can reasonably survive indefinitely without the megas grabbing them. However, should these businesses elevate to anything worthwhile, it is reasonable to assume they’ve already fallen to the whim and will of the economic rulers of the Orion Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Getmore Corporation===&lt;br /&gt;
&amp;quot;Get more of Getmore!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Mataji Khatri, b. 2414&lt;br /&gt;
&lt;br /&gt;
Getmore Corporation is a major subsidiary of NanoTrasen, often supplying NanoTrasen’s vending machines with their products or helping ship bulk goods for the company. The subsidiary uses the galaxy’s largest local shipping networks to keep its own Hephaestus-built rented superfreighters running, recovering from titanic debt that is rumored to take hundreds of years to recuperate from having rented the freighters in the first place.&lt;br /&gt;
&lt;br /&gt;
The founder of Getmore Corporation, Chip Getmore, is shrouded in rumor and mystery and has long been the focus of media attention.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
Getmore Corporation was founded by Chip Getmore shortly after the Mars Catastrophe of 2298, focused on producing cheap and accessible food for the masses of the red planet. The company was later acquired by NanoTrasen to supply its facilities, spreading from Mars to the rest of the NanoTrasen’s holdings. Getmore&#039;s products are among the most famous junk food brands in all of human space, feeding countless hungry children, college students, and employees. In 2456, following first contact with the Zo&#039;ra Hive, the Getmore Corporation was contracted by the Dorn Administration to work with the Vaurca to begin the wide-scale production of K&#039;ois, opening the first factories to produce K&#039;ois bars on Luthien later that year. Since then Zo&#039;ra [[Xakt,_Queen_of_Corpses | Queen Xakt]] has been expanding the Hives relations with the Getmore Corporation into other food production areas, and the opening of the first &amp;quot;all-factories&amp;quot; on Luthien, massive facilities capable of using phoron to produce goods much faster then traditionally sized facilities, has cemented the Vaurca&#039;s position as part of Biesel&#039;s food chain.&lt;br /&gt;
&lt;br /&gt;
====Influence====&lt;br /&gt;
Getmore is a major food supplier throughout the Sol Alliance and the Republic of Biesel. Many can find Getmore products in grocery stores, vending machines, and fast food restaurants all under the Getmore brand. The company also doubles as a major delivery service, boasting near-galaxy wide coverage and the fastest shipping speeds.&lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
The major brands of Getmore Corporation are hugely encompassing and in a perpetual state of disarray. Old brands are dropped as fast as new ones are received very rapidly, supposedly conforming to the predictions outlined by scholars within the company. These scholars claim to cater to the “taste of the galaxy,” quite often in media reports.&lt;br /&gt;
&lt;br /&gt;
The major brands that its founder Chip Getmore had outlined as “practically everlasting” lay below.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Getmore Nougat Candy Bar:&#039;&#039;&#039; A brand of simple nougat bar made with real sugar and no artificial preservatives.&lt;br /&gt;
* &#039;&#039;&#039;Getmore Cup Ramen:&#039;&#039;&#039; A brand of cheap mass-produced ramen that self-heats with 10 mL of water.&lt;br /&gt;
* &#039;&#039;&#039;Commander Riker’s What-The-Chips:&#039;&#039;&#039; A brand of bland, lightly-salted potato chips.&lt;br /&gt;
* &#039;&#039;&#039;Scaredy’s Private Reserve Beef Jerky:&#039;&#039;&#039; A brand of beef jerky made from Getmore’s very own space-raised cows.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
===Hazel! Ltd./Hazel Electromotive===&lt;br /&gt;
&amp;quot;Your friend, Hazel!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Erich Ludtz, b. 2432&lt;br /&gt;
&lt;br /&gt;
Hazel! Limited in Tau Ceti and Hazel Electromotive in Sol, is the newest subsidiary of Getmore and by extent, NanoTrasen. The company is known for the production and distribution of Hazels, a series of high-end shell IPCs in limited numbers, designed for domestic and service work, as well as managing a wide array of merchandise regarding them, from hardware and software to clothes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hazelltd.png|350px|thumb|The Hazel! Ltd logo.]]&lt;br /&gt;
====History====&lt;br /&gt;
Founded by Klara Seidel in 2410 in Earth, Sol, the company produced basic robotic apparatus and assistants for household chores. Upon relative success and the establishment of a branch in Harmony City, Luna, the company expanded into IPC production, creating the first Hazel in 2448 and the first synthskin covered Hazel in 2450, becoming a pioneer in shell frame IPC development and marketing. The opening of the Tau Ceti branch in 2460 marked the peak of their success, soon to be curtailed by the Phoron crisis, ending in their acquisition by Getmore to avoid financial ruin. While a subsidiary, the company is allowed a large degree of freedom and communication between the Sol and Tau Ceti branches. As a result, their internal structures and business practices are largely left intact.&lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
* Hazel&lt;br /&gt;
Hazel is the main product and focal point of the corporation. Released in series, these shellframe IPCs are designed for work in the service and domestic sector. Found in high end hotels, company headquarters, bars and private households, they are released in series and are marketed in Tau Ceti and the Sol core worlds. Their relatively few numbers, the fact that they all share the same face, female appearance and hazel coloured eyes make them distinguishable as a sought out and sometimes collectable item. Custom builds are also offered in order to suit a client’s specifications, though such units are few and far between, owing to their extremely high cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Series&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hazels are released in series, with newer series supposedly sporting more advanced features in both hardware and software. While this is true for the older lines, the company has been accused by critics for making no tangible changes apart from cosmetic alterations. The company has since been releasing a new series every year, series 1 launching in 2450 with the onset of synthskin technology. The vast majority are built in Hephaestus factories in Sol space prior to being shipped for software and synthskin installation in Tau Ceti, a cost saving process that permits the products to be labeled as “Made in Tau Ceti”. &#039;&#039;&#039;Hazels follow a certain naming convention, provided their names have not been changed by their owners or themselves &amp;quot;Hazel #S-H(series number).(unit number)&amp;quot;. An example of this formatting is Hazel #S-H1.01&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Hazels of the same series possess largely similar specifications, it is not unheard of for units to differ in regards to their given service skillset, language chips and character. More advanced software in the newest series has enhanced the units’ adaptability, allowing for the organic development of unique personalities if left unchecked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Ingi Usang Entertainment Company===&lt;br /&gt;
&amp;quot;Our stars are bigger than real stars!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Minjung Romero, b. 2413&lt;br /&gt;
&lt;br /&gt;
Ingi Usang Entertainment Co., abbreviated InUs, is a major subsidiary of NanoTrasen, handling the production, editing, and distribution of holovid shows, music, and other art mediums. The company is known for its increasingly comical upper-level decisions, currently driving itself into the ground - and its prices sky-high. As time went on, InUs products became more and more valued and since its stabilization in 2452, became the standard for gaudy fashion.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
Founded by Songmin Sang in 2214, Ingi Usang Entertainment Company remained a fairly minor corporation until being bought out by NanoTrasen in 2340 for “strategic marketing”. Though InUs fared better, it was not until 2397 when Binyaria, a Venusian aerostat, opened the Chiye-Gyo District to corporate investment. Between the untapped Venusian entertainment industry and cutthroat corporate war with BP Entertainment Inc., InUs flourished by debuting musical groups that quickly became insanely popular. In 2438, the company moved its headquarters to the Chiye-Gyo District. &lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
InUs possesses four major entertainment brands run by mostly independent subsidiaries, as well as dozens of clothing labels strewn across the company’s jurisdiction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cham Usang Records:&#039;&#039;&#039; Record label with numerous bands and solo artists called Chamus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;True Lifestyle:&#039;&#039;&#039; A holovid network focusing on life throughout the Sol Alliance with shows like Real Time Security, One Love For Many, The Solarian Culture, and Living Big: The Lives of the Famous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ETX Network:&#039;&#039;&#039; A holovid network focusing on series shows occasionally broken up by Cham Usang Records material with shows like Love Me Right, Dark Days Ahead, No Names, and Chamu Hour with Sunmi.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cuentas?:&#039;&#039;&#039; A holovid network focusing on news and celebrity gossip with shows like The Day with Njeru and Susanto, That Good Stuff, The Spotlight, and The Orion Network.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===[[PMCG#Nexus_Corporate_Security|Nexus Corporate Security]]===&lt;br /&gt;
&amp;quot;Serve, protect, excel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; [[The Trasens#Nathan_Trasen|Nathan Trasen]], b. 2416&lt;br /&gt;
&lt;br /&gt;
Nexus Corporate Security is NanoTrasen&#039;s private civilian security division, specialising in guarding corporate VIPs and high-ranking cabinet members of the [[Republic of Biesel]]. While still owned by NanoTrasen, a share of the company is held by the [[Private Military Contracting Group]], and contractors are listed as both NanoTrasen and PMCG employees. They are known for their distinct black, red, and blue uniforms.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
Nexus was founded by Xavier Trasen shortly after the establishment of Hyperion Data Nexus on [[Valkyrie]], in 2418. After NanoTrasen significantly downsized its security contracting division to distribute more funds to research and development, its service industry, and its medical divisions in the wake of the phoron scarcity, Nexus has become the &amp;quot;face&amp;quot; of the company&#039;s security forces. Many of NanoTrasen&#039;s security personnel have ended up employed with Nexus, if they weren&#039;t already poached by [[Idris Incorporated]] or [[Zavodskoi Interstellar]]. [[Mictlan]]&#039;s expulsion of N4NL Incorporated from the Sankta Tereza system has left any future Nexus operations within the area nebulous.&lt;br /&gt;
====Major Brands====&lt;br /&gt;
* &#039;&#039;&#039;Rapid Trauma Response Teams:&#039;&#039;&#039; In partnership with [[Zeng-Hu Pharmaceuticals]], Nexus now offers private emergency medicine for the wealthy of [[Tau Ceti]], and there are plans to expand the trauma teams to [[Port Antillia]]. The initiative aims to revolutionize the field of emergency medicine through round-the-clock observation and providing medical services to those that manage to afford its extreme cost when necessary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Corporate Relations ==&lt;br /&gt;
===[[Einstein Engines]]===&lt;br /&gt;
NanoTrasen and Einstein have been rivals for decades, since the discovery of phoron in 2417 and the subsequent invention of the bluespace drive. As bluespace largely superseded warp as a means of faster-than-light travel, NanoTrasen&#039;s power rose as Einstein&#039;s waned. Since then, the two companies have been fierce competitors, contending in court constantly over various trademarks, patents, and other legal issues. The phoron scarcity beginning in 2462 has led to a reversal of fortunes, with Einstein rising massively in prominence as NanoTrasen&#039;s power fades - leading NanoTrasen to spearhead the formation of the Stellar Corporate Conglomerate to attempt to combat their old rivals. The two corporations continue to clash to this day, with Einstein having found a foothold in the city of Phoenixport, Biesel - setting up shop in the heart of NanoTrasen&#039;s power. Though Einstein holds the clear advantage for now, NanoTrasen has worked tirelessly to try and slow the meteoric growth of their rival corporation - so far, to little effect, as phoron prices continue to rise and NanoTrasen stock prices continue to fall.&lt;br /&gt;
&lt;br /&gt;
===[[Hephaestus Industries]]===&lt;br /&gt;
NanoTrasen and Hephaestus Industries have never been particularly fierce competitors, with the phoron giant purchasing much of its equipment, vessels and IPC workers from Hephaestus factories. However, as the phoron scarcity continues and NanoTrasen&#039;s power wanes, Hephaestus has taken full advantage of their decline. Since the formation of the Stellar Corporate Conglomerate, Hephaestus has greatly expanded its presence in the Republic of Biesel, taking near-complete control of shipping on the moon of Valkyrie and moving its central headquarters to Mendell City. Hephaestus&#039;s expansion in the Izweski Hegemony - seizing a near-total monopoly of the kind NanoTrasen once held in Biesel - has allegedly been a source of great concern to NanoTrasen, who are rumored to be funding anti-Hegemony political movements on the planet Ouerea in order to weaken Hephaestus&#039;s position within the nation.&lt;br /&gt;
&lt;br /&gt;
===[[Idris Incorporated]]===&lt;br /&gt;
NanoTrasen and Idris have never been fierce rivals, though Idris&#039;s continued prominence in Sol and its expansion into Biesel has led to tension between the two megacorporations. As Idris expanded its banking operations into NanoTrasen&#039;s center of power, NanoTrasen attempted to hold onto their banking business in Tau Ceti, incentivizing its employees to only make use of NanoTrasen banking instead - despite the many advantages that Idris held as a competitor. So far, Idris has been gradually expanding its presence in the Republic&#039;s financial sector, with many NanoTrasen employees switching to the use of Idris banks despite their employer&#039;s wishes. Idris has begun offering hiring bonuses to NanoTrasen employees in an effort to further weaken their power over Biesel&#039;s financial sector, as well as establishing branches in many of the former Solarian worlds of the Corporate Reconstruction Zone, where NanoTrasen holds much less direct influence. Though NanoTrasen has issued little official response to this, Idris transport vessels seem to commonly come under attack by pirates in the Reconstruction Zone, with many speculating the phoron giant is attempting to undermine confidence in Idris&#039;s renowned security.&lt;br /&gt;
&lt;br /&gt;
===[[Orion Express]]===&lt;br /&gt;
NanoTrasen contributed the most resources to Orion Express&#039;s formation, and many of its executives are former NanoTrasen staff. As such, the relationship between the two companies has remained warm, with Orion taking over many NanoTrasen-held supply contracts across the Spur. Orion&#039;s continued operation in the Sol Alliance, and the fact that they continue to deal with Einstein Engines, has been a source of tension between the two megacorporations in recent years - but in spite of this, NanoTrasen and Orion continue to work together extensively across the Orion Spur. Though Orion&#039;s service industry has become a competitor to NanoTrasen&#039;s, this remains a small enough portion of both companies&#039; business that it has not been a source of stress on the close relationship the two megacorporations share.&lt;br /&gt;
&lt;br /&gt;
===[[Zavodskoi Interstellar]]===&lt;br /&gt;
Zavodskoi and NanoTrasen maintain a decent relationship, with little open conflict between the two corporations. Since the beginning of the phoron scarcity, however, Zavodskoi has taken full advantage of NanoTrasen&#039;s waning power in the Republic of Biesel, expanding its arms industry into the Republic. Since the formation of the Tau Ceti Armed Forces and the negotiation of several new supply contracts with Biesel&#039;s government, Zavodskoi has managed to take a great deal of business from NanoTrasen - seizing NT&#039;s position as the Republic&#039;s main weapons supplier. Though NanoTrasen still holds onto their original contract for the Tau Ceti Foreign Legion, the Minutemen and Republican Fleet are both almost entirely outfitted with Zavodskoi-made weapons, armor, and voidsuits. NanoTrasen has attempted to counteract this influence through the recent appointment of Nathan Trasen as Secretary of Defense - but even with a Trasen in such a prestigious position, Zavodskoi has still managed to secure a solid grasp on the Republic&#039;s military industry. NanoTrasen has increased funding to Nexus Corporate Security several times in an effort to use their newly-formed PMC to undermine Zavodskoi&#039;s security business in the Corporate Reconstruction Zone, with some measure of success.&lt;br /&gt;
&lt;br /&gt;
===[[Zeng-Hu Pharmaceuticals]]===&lt;br /&gt;
Although NanoTrasen and Zeng-Hu work closely together, the two megacorporations have a rocky history. When NanoTrasen began, it was mainly operating in the biomedical field, which Zeng-Hu has historically been the frontrunner in - leading to NanoTrasen being outcompeted at seemingly every turn by the pharmaceutical giant. The discovery of phoron led to a rapid pivot in NanoTrasen&#039;s direction, and its many medicinal uses led to Zeng-Hu purchasing large quantities of phoron from NanoTrasen mining operations in the Romanovich Cloud. Despite this, Zeng-Hu CEO Liqin Hsiao-Li is rumored to still hold a grudge against NanoTrasen for their attempts to push into Zeng-Hu&#039;s sphere of influence decades ago, even as Zeng-Hu attempts to do the same in Biesel. Though NanoTrasen maintains its grasp on Tau Ceti&#039;s healthcare system, having blocked Zeng-Hu&#039;s expansions in the Republic&#039;s courts, Zeng-Hu has been increasingly expanding their operations in the wider Corporate Reconstruction Zone - having managed to seize the majority of the market share in the medical and pharmaceutical industries outside of Tau Ceti itself. Due to the many medical and pharmaceutical uses of phoron, Zeng-Hu remains one of NanoTrasen&#039;s largest purchasers of the increasingly rare element, and is reportedly one of NanoTrasen&#039;s closest allies within the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
== National Relations ==&lt;br /&gt;
=== People’s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen has played an important role in Adhomai since its discovery; through the support of the rebels, supplying the People’s Republic with technology, and offering job opportunities to the population. The PRA is NanoTrasen’s biggest ally on the planet, with much of its economy bound to the megacorp. Corporate interests are mainly focused on obtaining cheap labor and mining Adhomai’s rich mineral deposits. Despite the prosperity brought by this relationship, many Tajara are against the megacorporation’s interference in the affairs of the Tajara people. Alongside the political crises, NanoTrasen’s presence was one of the main reasons for the Second Revolution. Even after the Armistice, the People’s Republic continues its policy of maintaining a strong relationship with the corporation. Tajara working for NanoTrasen usually have more opportunities than with other employers.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen holds an undisputed monopoly over the Republic of Biesel’s phoron reserves, and all newly staked deposits found under Biesellite banners. Needless to say, their power within the Republic is without contest due to this. At every echelon of the Republic’s government is some sort of NanoTrasen interference to advise and even direct the young nation’s every move. Inarguably the outcome of this has yielded positive results; now, the Republic sits on the largest wealth the galaxy has ever known, free of the debts that cripple the Alliance or the disarray of Coalition politics.&lt;br /&gt;
&lt;br /&gt;
=== Ceres Lance ===&lt;br /&gt;
&lt;br /&gt;
Ceres Lance, while previously based officially in Sol space (which is where they get their name), have seen increased activity within Tau Ceti under NanoTrasen’s remit. Following the brief war between Sol and TC, and the subsequent reveal of the Stellar Corporate Conglomerate, the Lance has seen further entrenchment into the NanoTrasen umbrella as they operate exclusively under NT contracts, going as far as to migrate their headquarters to the Odin where they can keep a closer eye on Bubble. Ceres Lance being a private military contractor, this relationship is purely professional, and NanoTrasen continues to keep them around for their unique skill set. It’s yet to be seen if the Lance will find themselves signing a more formal and permanent work agreement with the megacorporation.&lt;br /&gt;
&lt;br /&gt;
=== Alliance of Sovereign Solarian Nations === &lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s relationship with the Solarian Alliance is non-existent, after having been banned from operating within the confines of the nation’s influence after the climax of the King of the World. The bond between the two has always been strained at best, especially after the megacorporation’s funding of the Republic of Biesel’s declaration of independence in 2452. NanoTrasen’s continued protection of the fledgling republic since has garnered them little sympathy from Solarians in positions of power, even further dividing their relationship.&lt;br /&gt;
&lt;br /&gt;
== Notable Installations == &lt;br /&gt;
=== NDV Icarus ===&lt;br /&gt;
&lt;br /&gt;
The NDV Icarus is the hallmark of the NanoTrasen Navy and hosts almost ten thousand individuals at any given time. It is one of the largest vessels within the Orion Spur and has been at the forefront of both Solarian Invasions - having been branded as the main proponent of the Republic of Biesel’s defence. It uniquely maintains a military command structure, dissimilar to NanoTrasen’s other corporate assets. Despite having been commissioned almost three decades prior, the Icarus continues to reinforce its value as time goes on. &lt;br /&gt;
&lt;br /&gt;
=== NSS Upsilon ===&lt;br /&gt;
&lt;br /&gt;
Despite the NSS Upsilon being commissioned in the late 2450s, it has become a prominent member of the NanoTrasen research department. It overshadowed the efforts of NSS Aurora when it was introduced - causing a rivalry to flourish. The proximity of the NSS Upsilon and NSS Aurora to the NTCC Odin has caused tension among those assigned to the corporate assets. NanoTrasen has seized the opportunity to capitalize on this rivalry, going as far as to put them into competition in projects. &lt;br /&gt;
&lt;br /&gt;
=== NSS Canis Minor ===&lt;br /&gt;
&lt;br /&gt;
The NSS Canis Minor is notable for its importance to NanoTrasen’s biomedical wing and is one of the larger corporate facilities within the Republic of Biesel - specifically Tau Ceti. The NSS Canis Minor is accredited to being behind the majority of NanoTrasen’s biomedical brilliance, which has resulted in its prestige among scholars. It has incredibly high expectations of its pupils, as well as those that apply to attend either its research or medical training courses. It is due to these high expectations that the NSS Canis Minor has the largest number of drop-outs, with many referring to it as being incredibly difficult on their mental health. &lt;br /&gt;
&lt;br /&gt;
=== NSS Orchard Moon ===&lt;br /&gt;
&lt;br /&gt;
The NSS Orchard Moon is a resource extraction and refinement plant on the border of the [[Republic of Biesel]] and the [[Republic of Elyra|Serene Republic of Elyra]] within Valley Hale. Though the deposit is not big enough to totally reverse the Phoron Scarcity, it is significant enough to mitigate the current consequences of the resource shortage - to those that keep the [[Stellar Corporate Conglomerate]] in their good graces, at least. It was attacked by the Southern Fleet Administration - the organisation hoping to destroy with siphoned phoron that created a photonic warhead - but was ultimately averted by the [[SCCV Horizon]] and several other corporate vessels called to defend the facility. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=34552</id>
		<title>NanoTrasen Corporation</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=NanoTrasen_Corporation&amp;diff=34552"/>
		<updated>2024-09-24T04:31:00Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Getmore Corporation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Navbox Corporations}}&lt;br /&gt;
{{Infobox Corporation&lt;br /&gt;
|headercolor = #3d4f66 &amp;lt;!--Can be left blank for grey header--&amp;gt;&lt;br /&gt;
|textcolor = white &amp;lt;!--Can be left blank for black text--&amp;gt;&lt;br /&gt;
|name = NanoTrasen Incorporated&lt;br /&gt;
|logo = Nt-logo&lt;br /&gt;
|headquarters = Mendell City, [[Biesel]], [[Republic of Biesel]]&lt;br /&gt;
|slogan = The leader in all things phoron!&lt;br /&gt;
|languages = Tau Ceti Basic, Sol Common, Tradeband&lt;br /&gt;
|ceo = [[The Trasens#Miranda Trasen|Miranda Trasen]]&lt;br /&gt;
|colors = &amp;lt;span style=&amp;quot;color:#3d4f66&amp;quot;&amp;gt;Navy blue (#3d4f66),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#282828&amp;quot;&amp;gt;black (#282828),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#dfe4ed&amp;quot;&amp;gt;white (#dfe4ed)&amp;lt;/span&amp;gt;&lt;br /&gt;
|founded = 2366&lt;br /&gt;
|founder = [[The Trasens#Xavier Trasen|Xavier Trasen]]&lt;br /&gt;
|regions = &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Republic of Biesel]]&lt;br /&gt;
* [[Coalition of Colonies]]&lt;br /&gt;
* [[Nralakk Federation]]&lt;br /&gt;
* [[People&#039;s Republic of Adhomai]]&lt;br /&gt;
* [[New Kingdom of Adhomai]]&lt;br /&gt;
* [[Izweski Hegemony]]&lt;br /&gt;
|}}&lt;br /&gt;
Considered the largest megacorporation within the Orion Spur, many will find themselves doing the biddings of NanoTrasen -- be it direct or indirect. Initially a biotechnical research company, it rapidly grew in size after the discovery of Phoron. The corporation’s monopoly on the resource catapulted it into the limelight, where it has remained for the last forty-odd years. Its acceleration into the spotlight has prompted many prying eyes to uncover evidence of rather questionable actions, with rumours perpetuating that they’ve instigated wars on both Adhomai and Moghes in an attempt to exploit the species for a profit. &lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s power has since begun to waver as their ability to supply Phoron dwindled -- resulting in their profit margins diminishing considerably. Whilst the corporation has attempted its best to hide its waning influence, the facade has begun to crumble with scrutinizing individuals being able to see its vulnerability. &lt;br /&gt;
&lt;br /&gt;
Despite the effects of the Phoron Scarcity on the megacorporation, NanoTrasen has managed to secure itself as a crucial member of the newly-founded Stellar Corporate Conglomerate (SCC) with Miranda Trasen serving as the Acting Director of Operations -- which has managed to bolster the company and secure themselves as the dominant corporate presence within the Orion Spur. &lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Corporate Affairs ==&lt;br /&gt;
=== History ===&lt;br /&gt;
[[File:MirandaTrasen.png|thumb|Miranda Trasen, Chief Executive Officer of NanoTrasen, sporting her new hairstyle! ]]&lt;br /&gt;
&lt;br /&gt;
Initially founded in 2366, the yet-to-be distinguished NanoTrasen was a small company revolving around genetic research and development on Mars. Xavier Trasen, Chief Executor of Operations for NanoTrasen (as well as its founder) managed to propel the fledgling corporation through the ranks after aggressively utilizing business tactics and effective patenting methods to buyout or destroy the local competition. By the end of the century, NanoTrasen had acquired enough capital to begin their operations on Biesel, even managing to secure mining rights in Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
It wasn’t until the discovery of Phoron in 2417 that NanoTrasen became a household name. The unearthing of the rosy crystals in the Romanovich Cloud, and the subsequent realization of its energy-producing potential, swiftly allowed for NanoTrasen to become a trans-stellar entity. Aggressively exploiting the new resources, as well as continued hostile business tactics, bolstered NanoTrasen’s position within Tau Ceti. Phoron’s capabilities made almost all other forms of travel obsolete, with the unveiling of the Bluespace Drive proving Warp to be slow, useless, and unprofitable in the face of this discovery. &lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s newfound wealth was speedily employed to bankrupt, absorb or bribe their way to the top. NanoTrasen’s power and scope grew exponentially, with all types of assets (stations, facilities, ships) cropping up across the Orion Spur. Within the decade, NanoTrasen had managed to secure themselves as the most powerful megacorporation, with their influence felt almost anywhere. &lt;br /&gt;
&lt;br /&gt;
The declaration of independence by Biesel in 2452 has had a large impact on NanoTrasen, for the better that is. No longer under the purview or management of the Solarian Alliance, NanoTrasen capitalized on the planet’s vulnerability, successfully inserting themselves into the administration and its governance of the emerging republic. Whilst in recent times NanoTrasen has seen its influence wane slightly, they continue to reign supreme through tactical decisions and positionings. An example of such is its placement of their CEO Miranda Trasen as Acting Director of Operations for the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
=== Influence ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen has managed to intrude on all aspects of life, with its apparatus and employees being found in almost every nation-state across the Orion Spur -- be it their manufacturing, research, or orbital facilities. It is almost impossible to not know what, or who, NanoTrasen is in this day and age. Its monopoly on the supply of Phoron within the greater Orion Spur has resulted in controversial behaviour, with NanoTrasen managing to successfully scheme and insert themselves within positions of power, through either bribery or direct buying-out of politicians that hold authority. The Republic of Biesel is a good example of these measures, where it is all but said that NanoTrasen controls the administration of the Republic.&lt;br /&gt;
&lt;br /&gt;
=== Internal Reputation ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen has managed to secure a variety of different work benefits for its employees, a common reason among many of the reasons for their employment with the megacorporation. These benefits go above and beyond the regular salary or wages and include insurance, flexible work schedules and other things. NanoTrasen further solidifies its increased work benefits through further education and training courses offered by the NanoTrasen Academy, with the only clause being to continue being employed at the megacorporation. Additionally, NanoTrasen also offers subsidised dental care.&lt;br /&gt;
&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
&lt;br /&gt;
===Executives===&lt;br /&gt;
[[File:Trasen_Family.png|The NanoTrasen family.|thumb]]&lt;br /&gt;
&lt;br /&gt;
NanoTrasen is managed by the Chiefs of Staff, who are advised and appointed by the Board of Directors. The Chief Executive Officer, currently Miranda Trasen, has the ultimate authority over the corporation. Trasen herself is also a majority shareholder, making her the wealthiest human in the galaxy. After the Chiefs of Staff and Board of Directors, power is delegated to Sector Command composed of the Duty Officers and Central Command Internal Affairs (CCIA) personnel. Sector Command in turn delegates power to individual Station Command personnel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Research Director:&#039;&#039;&#039; Rook Keller, b. 2395&lt;br /&gt;
&lt;br /&gt;
Rook Keller is an author of dozens of scientific journals, and a member of the NanoTrasen Upper Command, serving as its Chief Research Director. He was voted into his position after his predecessor was given the vote of no confidence among the Board in 2424. Keller is credited for countless discoveries regarding Phoron, as well as Bluespace. His most notable achievement is his equations that eventually lead to the establishment of Bluespace Gates across the Orion Spur. Before his introduction to the NanoTrasen Upper Command, Keller was already famous among the science community for his theories relating to decreased energy consumption in Warpdrives and eventually became the youngest person to receive the Scientific Inquiry Award in twenty-four-twelve at the age of 20. Initially, against Miranda Trasen’s rise to power as Chief Executive Officer of NanoTrasen, Keller has since become ambivalent regarding their position. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Legal Director:&#039;&#039;&#039; Mori Takachika, b. 2410&lt;br /&gt;
&lt;br /&gt;
Mori Takachika is a member of the NanoTrasen Upper Command and serves as its Chief Legal Director. She ascended into the position shortly after the resignation of her predecessor in 2449 and secured a majority victory in her vote of confidence among the Board. Before her appointment as Chief Legal Director, Takachika enjoyed a brief stint within the Central Command Internal Affairs Agency before eventually being transferred to the NanoTrasen Legal Team. She is regarded as one of the most experienced attorneys throughout the Orion Spur, mostly credited to her shrewd nature and knowledge of interstellar law. Takachika is a fierce supporter of Miranda Trasen and is often seen in the tabloids alongside her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Medical Director:&#039;&#039;&#039; Yehtlas Mualt-Quaat, b. 2243&lt;br /&gt;
&lt;br /&gt;
Yehtlas Mualt-Quuat is a member of the NanoTrasen Upper Command and serves as its Chief Medical Director. They were placed into their position by Xavier Trasen shortly before the megacorporations expansion into the Romanovich Cloud in 2396, completely voiding the vote of confidence by the Board. They became the first Skrell to be appointed within the upper chambers of a human megacorporation across the Orion Spur. Before their appointment as Chief Medical Director, they worked alongside many other Skrell (including Ormish Jrolk) in Tuz&#039;qlip Researchers in perfect cloning. They were also awarded Idol status after accruing fame through poetry revolving around the heinous actions committed by the tyrannical intelligence, Glorsh-Omega. Mualt-Quuat is a major advocate for Miranda Trasen, describing their relationship as that of “Qu’draa” due to the close friendship that the Skrell and Xavier Trasen shared.&lt;br /&gt;
&lt;br /&gt;
[[File:NT!! - Copy.png|The hierarchy of the NanoTrasen Corporation.|thumb]]&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
&lt;br /&gt;
Originally establishing themselves on Mars as a small biotechnical company, NanoTrasen has since managed to spread themselves across much of the Orion Spur through a combination of hard work, grit, and Phoron -- digging a hold into a variety of locations. Whilst there several hundred branch offices, the largest and most well-known are: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, [[Biesel]], [[Tau Ceti]]:&#039;&#039;&#039; Zhengfu District hosts NanoTrasen’s Biesel Branch, which manages and supervises the corporation’s activity within the system. Its Art Deco architectural design makes it one of the more captivating buildings within the city. The cap of the skyscraper is used as advertising for the various subsidiaries owned by the corporation, lighting up the Biesellite Nightsky with its neon hues. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Odin|NTCC Odin]], Biesel, Tau Ceti:&#039;&#039;&#039; Currently, the NTCC Odin serves as the primary administrative center of NanoTrasen. It has several residential, commercial, and industrial blocks and has managed to become one of the most populated orbital facilities within the Republic of Biesel. It is common for NanoTrasen employees to be housed aboard the NTCC Odin for a small fee. The NTCC Odin currently is the headquarters for the company’s Emergency Response Team trained to deal with a variety of situations and circumstances. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Olympia, [[Mars]], Sol:&#039;&#039;&#039; The eldest, most grand branch office hosted by NanoTrasen previously existed within the flourishing archology of Olympia before its destruction during the Violet Dawn Operation. It was considered by many to be a representation of the engineering capacity of Martians, even earning the moniker “Martian Marvel”. Its crumbling corpse can still be seen from afar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Eridani I]], Epsilon Eridani, [[Eridani Federation|Eridani Corporate Federation]]:&#039;&#039;&#039; Whilst not as attractive as the other branches across the Orion Spur, the Eridani Branch is considered one of the most essential to the operations of NanoTrasen, especially considering it oversees all operations within the Eridani Corporate Federation, which has lead to its vault-like appearance in an attempt to deter and even prevent corporate espionage. It&#039;s often compared to that of prison by both upper and lower echelons of Eridani. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foy-Niljen, [[Xanu Prime]], [[Coalition of Colonies]]:&#039;&#039;&#039; NanoTrasen’s influence within the Coalition of Colonies can largely be attributed to the fact that the Foy-Niljen Branch is a gigantic building that hosts a variety of administrative and residential blocks, with employees working to manage over three hundred planets within the Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Qerr&#039;Malic]], Nralakk, [[Nralakk Federation]]:&#039;&#039;&#039; NanoTrasen has managed to expand within the Nralakk Federation following the deregulation of its economy. Currently, NanoTrasen amounts to very little influence within the Nralakk Federation&#039;s economy, after having received a defeating blow following the leases for the Special Economic Zones being awarded to other megacorporations. Currently, its Qerr&#039;malic branch is the regional headquarters within the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
==Subsidiaries==&lt;br /&gt;
&lt;br /&gt;
The subsidiaries of all megacorporations are as endless as their own direct employees, with massive swaths of businesses being occupied or dropped on a daily basis on a galactic scale. Whether businesses flourish alongside or get crushed by the corporate powers is found to be a case-by-case scenario. This means that any independent business, at least outside of Tau Ceti and the Eridani Corporate Federation, can reasonably survive indefinitely without the megas grabbing them. However, should these businesses elevate to anything worthwhile, it is reasonable to assume they’ve already fallen to the whim and will of the economic rulers of the Orion Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Getmore Corporation===&lt;br /&gt;
&amp;quot;Get more of Getmore!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Mataji Khatri, b. 2414&lt;br /&gt;
&lt;br /&gt;
Getmore Corporation is a major subsidiary of NanoTrasen, often supplying NanoTrasen’s vending machines with their products or helping ship bulk goods for the company. The subsidiary uses the galaxy’s largest local shipping networks to keep its own Hephaestus-built rented superfreighters running, recovering from titanic debt that is rumored to take hundreds of years to recuperate from having rented the freighters in the first place.&lt;br /&gt;
&lt;br /&gt;
The founder of Getmore Corporation, Chip Getmore, is shrouded in rumor and mystery and has long been the focus of media attention.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
Getmore Corporation was founded by Chip Getmore shortly after the Mars Catastrophe of 2298, focused on producing cheap and accessible food for the masses of the red planet. The company was later acquired by NanoTrasen to supply its facilities, spreading from Mars to the rest of the NanoTrasen’s holdings. Getmore&#039;s products are among the most famous junk food brands in all of human space, feeding countless hungry children, college students, and employees. In 2456, following first contact with the Zo&#039;ra Hive, the Getmore Corporation was contracted by the Dorn Administration to work with the Vaurca to begin the wide-scale production of K&#039;ois, opening the first factories to produce K&#039;ois bars on Luthien later that year. Since then Zo&#039;ra Queen Xakt has been expanding the Hives relations with the Getmore Corporation into other food production areas, and the opening of the first &amp;quot;all-factories&amp;quot; on Luthien, massive facilities capable of using phoron to produce goods much faster then traditionally sized facilities, has cemented the Vaurca&#039;s position as part of Biesel&#039;s food chain.&lt;br /&gt;
&lt;br /&gt;
====Influence====&lt;br /&gt;
Getmore is a major food supplier throughout the Sol Alliance and the Republic of Biesel. Many can find Getmore products in grocery stores, vending machines, and fast food restaurants all under the Getmore brand. The company also doubles as a major delivery service, boasting near-galaxy wide coverage and the fastest shipping speeds.&lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
The major brands of Getmore Corporation are hugely encompassing and in a perpetual state of disarray. Old brands are dropped as fast as new ones are received very rapidly, supposedly conforming to the predictions outlined by scholars within the company. These scholars claim to cater to the “taste of the galaxy,” quite often in media reports.&lt;br /&gt;
&lt;br /&gt;
The major brands that its founder Chip Getmore had outlined as “practically everlasting” lay below.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Getmore Nougat Candy Bar:&#039;&#039;&#039; A brand of simple nougat bar made with real sugar and no artificial preservatives.&lt;br /&gt;
* &#039;&#039;&#039;Getmore Cup Ramen:&#039;&#039;&#039; A brand of cheap mass-produced ramen that self-heats with 10 mL of water.&lt;br /&gt;
* &#039;&#039;&#039;Commander Riker’s What-The-Chips:&#039;&#039;&#039; A brand of bland, lightly-salted potato chips.&lt;br /&gt;
* &#039;&#039;&#039;Scaredy’s Private Reserve Beef Jerky:&#039;&#039;&#039; A brand of beef jerky made from Getmore’s very own space-raised cows.&lt;br /&gt;
&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;
===Hazel! Ltd./Hazel Electromotive===&lt;br /&gt;
&amp;quot;Your friend, Hazel!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Erich Ludtz, b. 2432&lt;br /&gt;
&lt;br /&gt;
Hazel! Limited in Tau Ceti and Hazel Electromotive in Sol, is the newest subsidiary of Getmore and by extent, NanoTrasen. The company is known for the production and distribution of Hazels, a series of high-end shell IPCs in limited numbers, designed for domestic and service work, as well as managing a wide array of merchandise regarding them, from hardware and software to clothes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Hazelltd.png|350px|thumb|The Hazel! Ltd logo.]]&lt;br /&gt;
====History====&lt;br /&gt;
Founded by Klara Seidel in 2410 in Earth, Sol, the company produced basic robotic apparatus and assistants for household chores. Upon relative success and the establishment of a branch in Harmony City, Luna, the company expanded into IPC production, creating the first Hazel in 2448 and the first synthskin covered Hazel in 2450, becoming a pioneer in shell frame IPC development and marketing. The opening of the Tau Ceti branch in 2460 marked the peak of their success, soon to be curtailed by the Phoron crisis, ending in their acquisition by Getmore to avoid financial ruin. While a subsidiary, the company is allowed a large degree of freedom and communication between the Sol and Tau Ceti branches. As a result, their internal structures and business practices are largely left intact.&lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
* Hazel&lt;br /&gt;
Hazel is the main product and focal point of the corporation. Released in series, these shellframe IPCs are designed for work in the service and domestic sector. Found in high end hotels, company headquarters, bars and private households, they are released in series and are marketed in Tau Ceti and the Sol core worlds. Their relatively few numbers, the fact that they all share the same face, female appearance and hazel coloured eyes make them distinguishable as a sought out and sometimes collectable item. Custom builds are also offered in order to suit a client’s specifications, though such units are few and far between, owing to their extremely high cost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Series&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hazels are released in series, with newer series supposedly sporting more advanced features in both hardware and software. While this is true for the older lines, the company has been accused by critics for making no tangible changes apart from cosmetic alterations. The company has since been releasing a new series every year, series 1 launching in 2450 with the onset of synthskin technology. The vast majority are built in Hephaestus factories in Sol space prior to being shipped for software and synthskin installation in Tau Ceti, a cost saving process that permits the products to be labeled as “Made in Tau Ceti”. &#039;&#039;&#039;Hazels follow a certain naming convention, provided their names have not been changed by their owners or themselves &amp;quot;Hazel #S-H(series number).(unit number)&amp;quot;. An example of this formatting is Hazel #S-H1.01&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Hazels of the same series possess largely similar specifications, it is not unheard of for units to differ in regards to their given service skillset, language chips and character. More advanced software in the newest series has enhanced the units’ adaptability, allowing for the organic development of unique personalities if left unchecked.&lt;br /&gt;
&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;
===Ingi Usang Entertainment Company===&lt;br /&gt;
&amp;quot;Our stars are bigger than real stars!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Minjung Romero, b. 2413&lt;br /&gt;
&lt;br /&gt;
Ingi Usang Entertainment Co., abbreviated InUs, is a major subsidiary of NanoTrasen, handling the production, editing, and distribution of holovid shows, music, and other art mediums. The company is known for its increasingly comical upper-level decisions, currently driving itself into the ground - and its prices sky-high. As time went on, InUs products became more and more valued and since its stabilization in 2452, became the standard for gaudy fashion.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
Founded by Songmin Sang in 2214, Ingi Usang Entertainment Company remained a fairly minor corporation until being bought out by NanoTrasen in 2340 for “strategic marketing”. Though InUs fared better, it was not until 2397 when Binyaria, a Venusian aerostat, opened the Chiye-Gyo District to corporate investment. Between the untapped Venusian entertainment industry and cutthroat corporate war with BP Entertainment Inc., InUs flourished by debuting musical groups that quickly became insanely popular. In 2438, the company moved its headquarters to the Chiye-Gyo District. &lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
InUs possesses four major entertainment brands run by mostly independent subsidiaries, as well as dozens of clothing labels strewn across the company’s jurisdiction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cham Usang Records:&#039;&#039;&#039; Record label with numerous bands and solo artists called Chamus.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;True Lifestyle:&#039;&#039;&#039; A holovid network focusing on life throughout the Sol Alliance with shows like Real Time Security, One Love For Many, The Solarian Culture, and Living Big: The Lives of the Famous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;ETX Network:&#039;&#039;&#039; A holovid network focusing on series shows occasionally broken up by Cham Usang Records material with shows like Love Me Right, Dark Days Ahead, No Names, and Chamu Hour with Sunmi.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cuentas?:&#039;&#039;&#039; A holovid network focusing on news and celebrity gossip with shows like The Day with Njeru and Susanto, That Good Stuff, The Spotlight, and The Orion Network.&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;
===[[PMCG#Nexus_Corporate_Security|Nexus Corporate Security]]===&lt;br /&gt;
&amp;quot;Serve, protect, excel.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; [[The Trasens#Nathan_Trasen|Nathan Trasen]], b. 2416&lt;br /&gt;
&lt;br /&gt;
Nexus Corporate Security is NanoTrasen&#039;s private civilian security division, specialising in guarding corporate VIPs and high-ranking cabinet members of the [[Republic of Biesel]]. While still owned by NanoTrasen, a share of the company is held by the [[Private Military Contracting Group]], and contractors are listed as both NanoTrasen and PMCG employees. They are known for their distinct black, red, and blue uniforms.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
Nexus was founded by Xavier Trasen shortly after the establishment of Hyperion Data Nexus on [[Valkyrie]], in 2418. After NanoTrasen significantly downsized its security contracting division to distribute more funds to research and development, its service industry, and its medical divisions in the wake of the phoron scarcity, Nexus has become the &amp;quot;face&amp;quot; of the company&#039;s security forces. Many of NanoTrasen&#039;s security personnel have ended up employed with Nexus, if they weren&#039;t already poached by [[Idris Incorporated]] or [[Zavodskoi Interstellar]]. [[Mictlan]]&#039;s expulsion of N4NL Incorporated from the Sankta Tereza system has left any future Nexus operations within the area nebulous.&lt;br /&gt;
====Major Brands====&lt;br /&gt;
* &#039;&#039;&#039;Rapid Trauma Response Teams:&#039;&#039;&#039; In partnership with [[Zeng-Hu Pharmaceuticals]], Nexus now offers private emergency medicine for the wealthy of [[Tau Ceti]], and there are plans to expand the trauma teams to [[Port Antillia]]. The initiative aims to revolutionize the field of emergency medicine through round-the-clock observation and providing medical services to those that manage to afford its extreme cost when necessary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Corporate Relations ==&lt;br /&gt;
===[[Einstein Engines]]===&lt;br /&gt;
NanoTrasen and Einstein have been rivals for decades, since the discovery of phoron in 2417 and the subsequent invention of the bluespace drive. As bluespace largely superseded warp as a means of faster-than-light travel, NanoTrasen&#039;s power rose as Einstein&#039;s waned. Since then, the two companies have been fierce competitors, contending in court constantly over various trademarks, patents, and other legal issues. The phoron scarcity beginning in 2462 has led to a reversal of fortunes, with Einstein rising massively in prominence as NanoTrasen&#039;s power fades - leading NanoTrasen to spearhead the formation of the Stellar Corporate Conglomerate to attempt to combat their old rivals. The two corporations continue to clash to this day, with Einstein having found a foothold in the city of Phoenixport, Biesel - setting up shop in the heart of NanoTrasen&#039;s power. Though Einstein holds the clear advantage for now, NanoTrasen has worked tirelessly to try and slow the meteoric growth of their rival corporation - so far, to little effect, as phoron prices continue to rise and NanoTrasen stock prices continue to fall.&lt;br /&gt;
&lt;br /&gt;
===[[Hephaestus Industries]]===&lt;br /&gt;
NanoTrasen and Hephaestus Industries have never been particularly fierce competitors, with the phoron giant purchasing much of its equipment, vessels and IPC workers from Hephaestus factories. However, as the phoron scarcity continues and NanoTrasen&#039;s power wanes, Hephaestus has taken full advantage of their decline. Since the formation of the Stellar Corporate Conglomerate, Hephaestus has greatly expanded its presence in the Republic of Biesel, taking near-complete control of shipping on the moon of Valkyrie and moving its central headquarters to Mendell City. Hephaestus&#039;s expansion in the Izweski Hegemony - seizing a near-total monopoly of the kind NanoTrasen once held in Biesel - has allegedly been a source of great concern to NanoTrasen, who are rumored to be funding anti-Hegemony political movements on the planet Ouerea in order to weaken Hephaestus&#039;s position within the nation.&lt;br /&gt;
&lt;br /&gt;
===[[Idris Incorporated]]===&lt;br /&gt;
NanoTrasen and Idris have never been fierce rivals, though Idris&#039;s continued prominence in Sol and its expansion into Biesel has led to tension between the two megacorporations. As Idris expanded its banking operations into NanoTrasen&#039;s center of power, NanoTrasen attempted to hold onto their banking business in Tau Ceti, incentivizing its employees to only make use of NanoTrasen banking instead - despite the many advantages that Idris held as a competitor. So far, Idris has been gradually expanding its presence in the Republic&#039;s financial sector, with many NanoTrasen employees switching to the use of Idris banks despite their employer&#039;s wishes. Idris has begun offering hiring bonuses to NanoTrasen employees in an effort to further weaken their power over Biesel&#039;s financial sector, as well as establishing branches in many of the former Solarian worlds of the Corporate Reconstruction Zone, where NanoTrasen holds much less direct influence. Though NanoTrasen has issued little official response to this, Idris transport vessels seem to commonly come under attack by pirates in the Reconstruction Zone, with many speculating the phoron giant is attempting to undermine confidence in Idris&#039;s renowned security.&lt;br /&gt;
&lt;br /&gt;
===[[Orion Express]]===&lt;br /&gt;
NanoTrasen contributed the most resources to Orion Express&#039;s formation, and many of its executives are former NanoTrasen staff. As such, the relationship between the two companies has remained warm, with Orion taking over many NanoTrasen-held supply contracts across the Spur. Orion&#039;s continued operation in the Sol Alliance, and the fact that they continue to deal with Einstein Engines, has been a source of tension between the two megacorporations in recent years - but in spite of this, NanoTrasen and Orion continue to work together extensively across the Orion Spur. Though Orion&#039;s service industry has become a competitor to NanoTrasen&#039;s, this remains a small enough portion of both companies&#039; business that it has not been a source of stress on the close relationship the two megacorporations share.&lt;br /&gt;
&lt;br /&gt;
===[[Zavodskoi Interstellar]]===&lt;br /&gt;
Zavodskoi and NanoTrasen maintain a decent relationship, with little open conflict between the two corporations. Since the beginning of the phoron scarcity, however, Zavodskoi has taken full advantage of NanoTrasen&#039;s waning power in the Republic of Biesel, expanding its arms industry into the Republic. Since the formation of the Tau Ceti Armed Forces and the negotiation of several new supply contracts with Biesel&#039;s government, Zavodskoi has managed to take a great deal of business from NanoTrasen - seizing NT&#039;s position as the Republic&#039;s main weapons supplier. Though NanoTrasen still holds onto their original contract for the Tau Ceti Foreign Legion, the Minutemen and Republican Fleet are both almost entirely outfitted with Zavodskoi-made weapons, armor, and voidsuits. NanoTrasen has attempted to counteract this influence through the recent appointment of Nathan Trasen as Secretary of Defense - but even with a Trasen in such a prestigious position, Zavodskoi has still managed to secure a solid grasp on the Republic&#039;s military industry. NanoTrasen has increased funding to Nexus Corporate Security several times in an effort to use their newly-formed PMC to undermine Zavodskoi&#039;s security business in the Corporate Reconstruction Zone, with some measure of success.&lt;br /&gt;
&lt;br /&gt;
===[[Zeng-Hu Pharmaceuticals]]===&lt;br /&gt;
Although NanoTrasen and Zeng-Hu work closely together, the two megacorporations have a rocky history. When NanoTrasen began, it was mainly operating in the biomedical field, which Zeng-Hu has historically been the frontrunner in - leading to NanoTrasen being outcompeted at seemingly every turn by the pharmaceutical giant. The discovery of phoron led to a rapid pivot in NanoTrasen&#039;s direction, and its many medicinal uses led to Zeng-Hu purchasing large quantities of phoron from NanoTrasen mining operations in the Romanovich Cloud. Despite this, Zeng-Hu CEO Liqin Hsiao-Li is rumored to still hold a grudge against NanoTrasen for their attempts to push into Zeng-Hu&#039;s sphere of influence decades ago, even as Zeng-Hu attempts to do the same in Biesel. Though NanoTrasen maintains its grasp on Tau Ceti&#039;s healthcare system, having blocked Zeng-Hu&#039;s expansions in the Republic&#039;s courts, Zeng-Hu has been increasingly expanding their operations in the wider Corporate Reconstruction Zone - having managed to seize the majority of the market share in the medical and pharmaceutical industries outside of Tau Ceti itself. Due to the many medical and pharmaceutical uses of phoron, Zeng-Hu remains one of NanoTrasen&#039;s largest purchasers of the increasingly rare element, and is reportedly one of NanoTrasen&#039;s closest allies within the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
== National Relations ==&lt;br /&gt;
=== People’s Republic of Adhomai ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen has played an important role in Adhomai since its discovery; through the support of the rebels, supplying the People’s Republic with technology, and offering job opportunities to the population. The PRA is NanoTrasen’s biggest ally on the planet, with much of its economy bound to the megacorp. Corporate interests are mainly focused on obtaining cheap labor and mining Adhomai’s rich mineral deposits. Despite the prosperity brought by this relationship, many Tajara are against the megacorporation’s interference in the affairs of the Tajara people. Alongside the political crises, NanoTrasen’s presence was one of the main reasons for the Second Revolution. Even after the Armistice, the People’s Republic continues its policy of maintaining a strong relationship with the corporation. Tajara working for NanoTrasen usually have more opportunities than with other employers.&lt;br /&gt;
&lt;br /&gt;
=== Republic of Biesel ===&lt;br /&gt;
&lt;br /&gt;
NanoTrasen holds an undisputed monopoly over the Republic of Biesel’s phoron reserves, and all newly staked deposits found under Biesellite banners. Needless to say, their power within the Republic is without contest due to this. At every echelon of the Republic’s government is some sort of NanoTrasen interference to advise and even direct the young nation’s every move. Inarguably the outcome of this has yielded positive results; now, the Republic sits on the largest wealth the galaxy has ever known, free of the debts that cripple the Alliance or the disarray of Coalition politics.&lt;br /&gt;
&lt;br /&gt;
=== Ceres Lance ===&lt;br /&gt;
&lt;br /&gt;
Ceres Lance, while previously based officially in Sol space (which is where they get their name), have seen increased activity within Tau Ceti under NanoTrasen’s remit. Following the brief war between Sol and TC, and the subsequent reveal of the Stellar Corporate Conglomerate, the Lance has seen further entrenchment into the NanoTrasen umbrella as they operate exclusively under NT contracts, going as far as to migrate their headquarters to the Odin where they can keep a closer eye on Bubble. Ceres Lance being a private military contractor, this relationship is purely professional, and NanoTrasen continues to keep them around for their unique skill set. It’s yet to be seen if the Lance will find themselves signing a more formal and permanent work agreement with the megacorporation.&lt;br /&gt;
&lt;br /&gt;
=== Alliance of Sovereign Solarian Nations === &lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s relationship with the Solarian Alliance is non-existent, after having been banned from operating within the confines of the nation’s influence after the climax of the King of the World. The bond between the two has always been strained at best, especially after the megacorporation’s funding of the Republic of Biesel’s declaration of independence in 2452. NanoTrasen’s continued protection of the fledgling republic since has garnered them little sympathy from Solarians in positions of power, even further dividing their relationship.&lt;br /&gt;
&lt;br /&gt;
== Notable Installations == &lt;br /&gt;
=== NDV Icarus ===&lt;br /&gt;
&lt;br /&gt;
The NDV Icarus is the hallmark of the NanoTrasen Navy and hosts almost ten thousand individuals at any given time. It is one of the largest vessels within the Orion Spur and has been at the forefront of both Solarian Invasions - having been branded as the main proponent of the Republic of Biesel’s defence. It uniquely maintains a military command structure, dissimilar to NanoTrasen’s other corporate assets. Despite having been commissioned almost three decades prior, the Icarus continues to reinforce its value as time goes on. &lt;br /&gt;
&lt;br /&gt;
=== NSS Upsilon ===&lt;br /&gt;
&lt;br /&gt;
Despite the NSS Upsilon being commissioned in the late 2450s, it has become a prominent member of the NanoTrasen research department. It overshadowed the efforts of NSS Aurora when it was introduced - causing a rivalry to flourish. The proximity of the NSS Upsilon and NSS Aurora to the NTCC Odin has caused tension among those assigned to the corporate assets. NanoTrasen has seized the opportunity to capitalize on this rivalry, going as far as to put them into competition in projects. &lt;br /&gt;
&lt;br /&gt;
=== NSS Canis Minor ===&lt;br /&gt;
&lt;br /&gt;
The NSS Canis Minor is notable for its importance to NanoTrasen’s biomedical wing and is one of the larger corporate facilities within the Republic of Biesel - specifically Tau Ceti. The NSS Canis Minor is accredited to being behind the majority of NanoTrasen’s biomedical brilliance, which has resulted in its prestige among scholars. It has incredibly high expectations of its pupils, as well as those that apply to attend either its research or medical training courses. It is due to these high expectations that the NSS Canis Minor has the largest number of drop-outs, with many referring to it as being incredibly difficult on their mental health. &lt;br /&gt;
&lt;br /&gt;
=== NSS Orchard Moon ===&lt;br /&gt;
&lt;br /&gt;
The NSS Orchard Moon is a resource extraction and refinement plant on the border of the [[Republic of Biesel]] and the [[Republic of Elyra|Serene Republic of Elyra]] within Valley Hale. Though the deposit is not big enough to totally reverse the Phoron Scarcity, it is significant enough to mitigate the current consequences of the resource shortage - to those that keep the [[Stellar Corporate Conglomerate]] in their good graces, at least. It was attacked by the Southern Fleet Administration - the organisation hoping to destroy with siphoned phoron that created a photonic warhead - but was ultimately averted by the [[SCCV Horizon]] and several other corporate vessels called to defend the facility. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mouv,_The_Recondite_Queen&amp;diff=33036</id>
		<title>Mouv, The Recondite Queen</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mouv,_The_Recondite_Queen&amp;diff=33036"/>
		<updated>2024-05-04T08:44:30Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Her Brood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox broods&lt;br /&gt;
 |Queen = Ta’Akaix’Mouv’lek’tanta C’thur&lt;br /&gt;
 |Alt title = The Recondite Queen&lt;br /&gt;
 |Image = mouvbrood.png&lt;br /&gt;
 |Color Akaix = &amp;lt;span style=&amp;quot;color:#96b4ff&amp;quot;&amp;gt;(RGB 150, 180, 255)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Za&#039;Viax = &amp;lt;span style=&amp;quot;color:#6e64ff&amp;quot;&amp;gt;(RGB 110, 100, 255)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ka&#039;Viax = &amp;lt;span style=&amp;quot;color:#5a96ff&amp;quot;&amp;gt;(RGB 90, 150, 255)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Akaix = &amp;lt;span style=&amp;quot;color:#7d75ff&amp;quot;&amp;gt;(RGB 125, 117, 255)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Viax = &amp;lt;span style=&amp;quot;color:#4a8afc&amp;quot;&amp;gt;(RGB 74, 138, 252)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Locations = [[Notable Skrell Systems and Locations#Glorashi|Glorashi]], [[Qerr&#039;Malic|Qerr’Malic]], [[Aliose]], Nralakk Federation&lt;br /&gt;
}}&lt;br /&gt;
Mouv’lek’tanta is the oldest daughter of C’thur and has quickly developed political alliances within and outside of [[Nralakk Federation|Federatio]]n space. Indeed, As the oldest lesser queen, Mouv’lek’s brood has thrived under the care of the Federation, with thousands of her Unbound Workers and Warriors working in tandem with scientists from the Nralakk Federation to develop new technologies, as well to provide information about the enemies the Federation may face.  &lt;br /&gt;
&lt;br /&gt;
Typically lightly colored, Mouv’lek’s brood used this to their advantage historically as the Hive’s primary diplomats. By virtue of being clearly visible in the darkened chasms of old Sedantis, it was harder to mistake them as hostile or armed. She has kept this mutation alive in her spawn, holding onto the hope that perceptions of her Hive remain disarming to those that view them. &lt;br /&gt;
&lt;br /&gt;
Diplomacy aside, she has made inroads within [[Eridani Federation|Eridani]], buying a significant portion of [[Einstein Engines]] through various [[Skrell|Skrellian]] intermediaries by selling off some of the more complex Vaurcesian virtual reality technology. Perhaps more than any other of her Hive, Mouv’lek realizes the power of money in the new society the C’thur find themselves in and has done all she can to acquire more of it. &lt;br /&gt;
&lt;br /&gt;
==Her Realm==&lt;br /&gt;
Mouv’s Virtual Reality is often conceptualized as an ocean that exists in all directions, besides the direction one starts in. It houses the minds of dead and alive Unbound Workers and Warriors in a space much like the Interstice, a place between different VR realms where raw data is expressed, and the physicality of reality itself is expressed little. Here, she trains all of her Unbound to navigate endless scrawls of translated machine code, expressed physically within the confines of the VR construct. Obtained via the Hivenet relay, unquantifiable amounts of data surge forth like a quasi-physical tidal wave. Those deceased who dive themselves into the oceans of this sometimes physical data stream call themselves &#039;&#039;Lin&#039;tiyakt&#039;&#039;, or net-trawlers. &lt;br /&gt;
&lt;br /&gt;
Even with the processing power of a [[Vaurca#Cephalon (Type D)|Cephalon]], the data expressed within exists only for mere moments, and it is the skill of the net-trawlers to identify and capture useful data before it is washed out of memory. The most successful net-trawlers achieve renown throughout the Hive, with a value being based upon the most secret, and important data obtained. It is not without danger, however, as with all trawls, sometimes anti-hacking software can be triggered, turning the ocean of data into a seething froth. Fomenting whirls of data scour the minds of those unlucky few caught in it, sucking them under and outside of the data stream, forever lost. The danger of her VR is not lost upon Mouv’lek, who rewards those who manage to bring to light the darkest secrets of the galaxy from the abyssal depths of the data stream by allowing them greater control of her construct. The secrets obtained by her Virtual Reality are the basis of her success, and with the growing scope of her influence, so too does her ambition continue to expand. &lt;br /&gt;
&lt;br /&gt;
==Her Brood==&lt;br /&gt;
While Mouv herself remains in [[Colonized Vaurca Worlds#C&#039;thur|Diulszi]], some efforts have been made to mobilize her brood elsewhere. Inside the Federation, a few planets in the Core Systems house important populations of Mouv’s brood.&lt;br /&gt;
&lt;br /&gt;
The city of &#039;&#039;&#039;Qamlok&#039;&#039;&#039; in [[Aliose]] is a subterranean settlement located near the outskirts of Oqraxo. Originally planned to house those Vaurcae aiding the research of [[Federation Education#The Alios University of Medical Sciences|Aliose University of Medical Sciences]], Mouv’lek’tanta has recently transformed it into the Vaurcesian capital of scientific pursuits. Recently, the new Bound from her brood have been tasked into ‘translating’ many of their databases into Nral’malic. While most intellectual activity still occurs in the University campus, a laboratory has been built in the chambers, where C’thur scientists work non-stop.&lt;br /&gt;
&lt;br /&gt;
Because of the newest specialization some have taken in tourism and services, a notable settlement in [[Qerr&#039;Malic|Qerr’Malic]], &#039;&#039;&#039;Settler’s Paradise&#039;&#039;&#039;, has received a large influx of Mouv’s Bound and Unbound &#039;&#039;&#039;Workers&#039;&#039;&#039; so the research done by her brood remains profitable.  Her &#039;&#039;&#039;Warriors&#039;&#039;&#039; meanwhile are spread further and fill several distinct roles, the most common of which is as combat medics or Electronic Warfare specialists both in Eridani, where such services are high in demand, and beyond with the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx | Ve&#039;katak Phalanx ]]. A smaller portion participate in Queen Mouv&#039;s virtual reality realm, either delving below the data-waves themselves or being tasked as &amp;quot;Hunters&amp;quot;, Warriors who fight a digital war to contain malignant programs. These Hunters are rarely needed due to a Cephalons robust defences from outside interference, but their services have saved many realms from collapsing in the past, and they are often respected irrespective of Hive. Hunters that leave Virtual Reality often struggle to adapt to more conventional warfare. Finally Queen Mouv is credited as the original creator of the &#039;&#039;&#039;Bulwark&#039;&#039;&#039; and her use of this caste has been varied, splitting the tasks with the other castes, particularly when it comes to tourism. However, many of them have proven to be effective machinists, and it was a machinist of the Mouv have that was discovered in Tau Ceti at the events of their surprise reveal.&lt;br /&gt;
&lt;br /&gt;
Those that are in human space have primarily settled in Epsilon Eridani, working for the megacorporations C’thur Hive is partnered with, as well as Nanotrasen within Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
The following are two examples of her brood’s masters, famous for being peculiar among the masters.&lt;br /&gt;
&lt;br /&gt;
===Ka’Akaix’Lozi C’thur===&lt;br /&gt;
Ka’Akaix’Lozi C’thur is known to be one of the few Workers sent to battlefields for the purpose of negotiations. Identified by its light blue carapace, Lozi would talk fights down as it moved, often escorted by few warriors, through the battlefield. &lt;br /&gt;
&lt;br /&gt;
However, its title of Master Of Ideal Forms only came after it died, and only because it died. Lozi died attempting to de-escalate rising conflict between two lesser, forgotten Hives. These Hives could not be talked down —a fact all knew. Their feud had lasted eons, and could not be stopped so easily. Many had tried but only succeeded in truces. However, both hives served a unique purpose: destroying one to end the fighting would not be beneficial, especially since they both contributed to the construction of the Hiveships. Lozi devised a plan, through rapid calculation of the scene, and came up with the following: become a martyr, inducing the wrath of the larger C’thur Hive, and drawing the attention of the Zo’ra, which would either force a war in which both lesser Hives would be lost, or force them to stand down to prevent more bystander casualties. The latter occurred, both Hives submitting to peace, allowing them to focus on the production of resources and research. Without Lozi, it is certain the ships would have taken longer to construct.&lt;br /&gt;
&lt;br /&gt;
===Za’Akaix’Vezaz C’thur===&lt;br /&gt;
Za’Akaix’Vezaz C’thur is, in one word, a hacker. Accomplished in decryption and encryption, Vezaz is one of the newer masters, becoming one the year of first contact with the Skrell. The reasons for this are not exactly known, but it is assumed that it played a pivotal role in decoding alien programs, as well as understanding them in the first place. &lt;br /&gt;
&lt;br /&gt;
Vezaz truly came into its own, however, when contact was established within Eridani. Gangers and even corporate lackeys know Vezaz under its human-given hacker pseudonym of Ecdysis. With the Unbound use of technology within Eridani, the ways VR interacts with human technology was unknown territory prior to Vezaz, and its use has transformed the world of hacking throughout the known galaxy. Suddenly, cyberspace networks once thought uncrackable have become vulnerable, with their network architecture simulated in ways that can be navigated and bypassed in a VR construct. With its recent ascent as a Xakat’kl’atan, the world of hacking is surely to change for all species. &lt;br /&gt;
&lt;br /&gt;
==Weavemakers and Notable Subrealms== &lt;br /&gt;
Queen Mouv&#039;s [[Virtual_Reality#Weavemakers|Weavemakers]] are appointed through request and have no stipulations outside of being in socially good standing. Some of them are sought after by other broods, or rarely by other Hives, due to their seemingly unique talents at creating exotic infrastructure and frameworks. Many of the brood&#039;s most notable creations interface with alien technology.&lt;br /&gt;
&lt;br /&gt;
===Bazaar of Curiosity===&lt;br /&gt;
The aptly named Bazaar of Curiosity, otherwise known as &#039;&#039;&#039;Bek&#039;kakra&#039;&#039;&#039;, is a subrealm created by an unknown Vaurca, many suspecting Queen Mouv herself, that acts as a marketplace to show off new ideas and petition to secure grants. While not the first of its kind, this style of Bazaar has only truly come into its own after the C&#039;thur&#039;s arrival in the Spur due to the need for credits to pursue science outside of the Aether. &lt;br /&gt;
&lt;br /&gt;
Inside the Bazaar, which often takes the appearance of either the Aliose institute of medical science or a non-descript science station, Vaurca Workers and Warriors set up extremely elaborate demonstrations of new technologies, ranging from possible bioforms, weapons, medicines, and cures to diseases and everything in-between. Meanwhile, a select group of Ta hand-picked by Queen Mouv, walk the grounds and report back anything which they believe the Queen may find interesting enough to provide funding. Few ideas fall into that category, with much of the science presented at the bazaar being too expensive or outlandish to seriously consider in such dire times. The most likely projects to be accepted are those centred on medical fields, with the exact reasons typically being that the Federation will cover a portion of the grant cost for such projects, they are easy to replicate, and they serve as good public relations. It is an open secret amongst the brood that the Bazaar is also where a Vaurca has to go to purchase information quietly unbeknownst to the rest of the Spur.&lt;br /&gt;
&lt;br /&gt;
===Crisis===&lt;br /&gt;
Crisis, otherwise known as &#039;&#039;&#039;Kelek&#039;&#039;&#039;, is a competitive trial designed by Ka&#039;Akaix&#039;Vena C&#039;thur, where two or more competing teams are given the same scenario of an injured entity and tasked with stabilizing and healing them fastest. While a simple concept, Crisis is renowned for its situation variety, some of which are capable of stressing even well-experienced experts, such as stabilizing a wounded Warrior in the midst of a zero-gravity space battle or performing veterinary duties on a dangerous Aliose predator in the center of a raging forest fire. Many members of the brood take great pride in winning a game of Crisis and view surgery in the real world with an almost dismissive attitude. It is not uncommon for Crisis to be used to resolve disputes between Workers in the medical field even beyond the C&#039;thur Hive, almost mirroring the culture of duels in Warrior populations&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
Perhaps because of her personality, Mouv is known to be the biggest supporter of the Einstein Engines relationship her Hive has developed. Not only has she quickly understood the power of money, but she is also aware that the C’thur tactics of old may not work in this new environment. Despite the advice given by her mother, she has firmly set her alliances in both the Nralakk Federation and Einstein. &lt;br /&gt;
&lt;br /&gt;
{{Vaurca broods}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mouv,_The_Recondite_Queen&amp;diff=33035</id>
		<title>Mouv, The Recondite Queen</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mouv,_The_Recondite_Queen&amp;diff=33035"/>
		<updated>2024-05-04T08:42:31Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Her Brood */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox broods&lt;br /&gt;
 |Queen = Ta’Akaix’Mouv’lek’tanta C’thur&lt;br /&gt;
 |Alt title = The Recondite Queen&lt;br /&gt;
 |Image = mouvbrood.png&lt;br /&gt;
 |Color Akaix = &amp;lt;span style=&amp;quot;color:#96b4ff&amp;quot;&amp;gt;(RGB 150, 180, 255)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Za&#039;Viax = &amp;lt;span style=&amp;quot;color:#6e64ff&amp;quot;&amp;gt;(RGB 110, 100, 255)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ka&#039;Viax = &amp;lt;span style=&amp;quot;color:#5a96ff&amp;quot;&amp;gt;(RGB 90, 150, 255)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Akaix = &amp;lt;span style=&amp;quot;color:#7d75ff&amp;quot;&amp;gt;(RGB 125, 117, 255)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Viax = &amp;lt;span style=&amp;quot;color:#4a8afc&amp;quot;&amp;gt;(RGB 74, 138, 252)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Locations = [[Notable Skrell Systems and Locations#Glorashi|Glorashi]], [[Qerr&#039;Malic|Qerr’Malic]], [[Aliose]], Nralakk Federation&lt;br /&gt;
}}&lt;br /&gt;
Mouv’lek’tanta is the oldest daughter of C’thur and has quickly developed political alliances within and outside of [[Nralakk Federation|Federatio]]n space. Indeed, As the oldest lesser queen, Mouv’lek’s brood has thrived under the care of the Federation, with thousands of her Unbound Workers and Warriors working in tandem with scientists from the Nralakk Federation to develop new technologies, as well to provide information about the enemies the Federation may face.  &lt;br /&gt;
&lt;br /&gt;
Typically lightly colored, Mouv’lek’s brood used this to their advantage historically as the Hive’s primary diplomats. By virtue of being clearly visible in the darkened chasms of old Sedantis, it was harder to mistake them as hostile or armed. She has kept this mutation alive in her spawn, holding onto the hope that perceptions of her Hive remain disarming to those that view them. &lt;br /&gt;
&lt;br /&gt;
Diplomacy aside, she has made inroads within [[Eridani Federation|Eridani]], buying a significant portion of [[Einstein Engines]] through various [[Skrell|Skrellian]] intermediaries by selling off some of the more complex Vaurcesian virtual reality technology. Perhaps more than any other of her Hive, Mouv’lek realizes the power of money in the new society the C’thur find themselves in and has done all she can to acquire more of it. &lt;br /&gt;
&lt;br /&gt;
==Her Realm==&lt;br /&gt;
Mouv’s Virtual Reality is often conceptualized as an ocean that exists in all directions, besides the direction one starts in. It houses the minds of dead and alive Unbound Workers and Warriors in a space much like the Interstice, a place between different VR realms where raw data is expressed, and the physicality of reality itself is expressed little. Here, she trains all of her Unbound to navigate endless scrawls of translated machine code, expressed physically within the confines of the VR construct. Obtained via the Hivenet relay, unquantifiable amounts of data surge forth like a quasi-physical tidal wave. Those deceased who dive themselves into the oceans of this sometimes physical data stream call themselves &#039;&#039;Lin&#039;tiyakt&#039;&#039;, or net-trawlers. &lt;br /&gt;
&lt;br /&gt;
Even with the processing power of a [[Vaurca#Cephalon (Type D)|Cephalon]], the data expressed within exists only for mere moments, and it is the skill of the net-trawlers to identify and capture useful data before it is washed out of memory. The most successful net-trawlers achieve renown throughout the Hive, with a value being based upon the most secret, and important data obtained. It is not without danger, however, as with all trawls, sometimes anti-hacking software can be triggered, turning the ocean of data into a seething froth. Fomenting whirls of data scour the minds of those unlucky few caught in it, sucking them under and outside of the data stream, forever lost. The danger of her VR is not lost upon Mouv’lek, who rewards those who manage to bring to light the darkest secrets of the galaxy from the abyssal depths of the data stream by allowing them greater control of her construct. The secrets obtained by her Virtual Reality are the basis of her success, and with the growing scope of her influence, so too does her ambition continue to expand. &lt;br /&gt;
&lt;br /&gt;
==Her Brood==&lt;br /&gt;
While Mouv herself remains in [[Colonized Vaurca Worlds#C&#039;thur|Diulszi]], some efforts have been made to mobilize her brood elsewhere. Inside the Federation, a few planets in the Core Systems house important populations of Mouv’s brood.&lt;br /&gt;
&lt;br /&gt;
The city of &#039;&#039;&#039;Qamlok&#039;&#039;&#039; in [[Aliose]] is a subterranean settlement located near the outskirts of Oqraxo. Originally planned to house those Vaurcae aiding the research of [[Federation Education#The Alios University of Medical Sciences|Aliose University of Medical Sciences]], Mouv’lek’tanta has recently transformed it into the Vaurcesian capital of scientific pursuits. Recently, the new Bound from her brood have been tasked into ‘translating’ many of their databases into Nral’malic. While most intellectual activity still occurs in the University campus, a laboratory has been built in the chambers, where C’thur scientists work non-stop.&lt;br /&gt;
&lt;br /&gt;
Because of the newest specialization some have taken in tourism and services, a notable settlement in [[Qerr&#039;Malic|Qerr’Malic]], &#039;&#039;&#039;Settler’s Paradise&#039;&#039;&#039;, has received a large influx of Mouv’s Bound and Unbound &#039;&#039;&#039;Workers&#039;&#039;&#039; so the research done by her brood remains profitable.  Her &#039;&#039;&#039;Warriors&#039;&#039;&#039; meanwhile are spread further and fill several distinct roles, the most common of which is as combat medics or armed trauma responders both in Eridani, where such services are high in demand, and beyond with the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx | Ve&#039;katak Phalanx ]]. A smaller portion participate in Queen Mouv&#039;s virtual reality realm, either delving below the data-waves themselves or being tasked as &amp;quot;Hunters&amp;quot;, Warriors who fight a digital war to contain malignant programs. These Hunters are rarely needed due to a Cephalons robust defences from outside interference, but their services have saved many realms from collapsing in the past, and they are often respected irrespective of Hive. Hunters that leave Virtual Reality often struggle to adapt to more conventional warfare. Finally Queen Mouv is credited as the original creator of the &#039;&#039;&#039;Bulwark&#039;&#039;&#039; and her use of this caste has been varied, splitting the tasks with the other castes, particularly when it comes to tourism. However, many of them have proven to be effective machinists, and it was a machinist of the Mouv have that was discovered in Tau Ceti at the events of their surprise reveal.&lt;br /&gt;
&lt;br /&gt;
Those that are in human space have primarily settled in Epsilon Eridani, working for the megacorporations C’thur Hive is partnered with, as well as Nanotrasen within Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
The following are two examples of her brood’s masters, famous for being peculiar among the masters.&lt;br /&gt;
&lt;br /&gt;
===Ka’Akaix’Lozi C’thur===&lt;br /&gt;
Ka’Akaix’Lozi C’thur is known to be one of the few Workers sent to battlefields for the purpose of negotiations. Identified by its light blue carapace, Lozi would talk fights down as it moved, often escorted by few warriors, through the battlefield. &lt;br /&gt;
&lt;br /&gt;
However, its title of Master Of Ideal Forms only came after it died, and only because it died. Lozi died attempting to de-escalate rising conflict between two lesser, forgotten Hives. These Hives could not be talked down —a fact all knew. Their feud had lasted eons, and could not be stopped so easily. Many had tried but only succeeded in truces. However, both hives served a unique purpose: destroying one to end the fighting would not be beneficial, especially since they both contributed to the construction of the Hiveships. Lozi devised a plan, through rapid calculation of the scene, and came up with the following: become a martyr, inducing the wrath of the larger C’thur Hive, and drawing the attention of the Zo’ra, which would either force a war in which both lesser Hives would be lost, or force them to stand down to prevent more bystander casualties. The latter occurred, both Hives submitting to peace, allowing them to focus on the production of resources and research. Without Lozi, it is certain the ships would have taken longer to construct.&lt;br /&gt;
&lt;br /&gt;
===Za’Akaix’Vezaz C’thur===&lt;br /&gt;
Za’Akaix’Vezaz C’thur is, in one word, a hacker. Accomplished in decryption and encryption, Vezaz is one of the newer masters, becoming one the year of first contact with the Skrell. The reasons for this are not exactly known, but it is assumed that it played a pivotal role in decoding alien programs, as well as understanding them in the first place. &lt;br /&gt;
&lt;br /&gt;
Vezaz truly came into its own, however, when contact was established within Eridani. Gangers and even corporate lackeys know Vezaz under its human-given hacker pseudonym of Ecdysis. With the Unbound use of technology within Eridani, the ways VR interacts with human technology was unknown territory prior to Vezaz, and its use has transformed the world of hacking throughout the known galaxy. Suddenly, cyberspace networks once thought uncrackable have become vulnerable, with their network architecture simulated in ways that can be navigated and bypassed in a VR construct. With its recent ascent as a Xakat’kl’atan, the world of hacking is surely to change for all species. &lt;br /&gt;
&lt;br /&gt;
==Weavemakers and Notable Subrealms== &lt;br /&gt;
Queen Mouv&#039;s [[Virtual_Reality#Weavemakers|Weavemakers]] are appointed through request and have no stipulations outside of being in socially good standing. Some of them are sought after by other broods, or rarely by other Hives, due to their seemingly unique talents at creating exotic infrastructure and frameworks. Many of the brood&#039;s most notable creations interface with alien technology.&lt;br /&gt;
&lt;br /&gt;
===Bazaar of Curiosity===&lt;br /&gt;
The aptly named Bazaar of Curiosity, otherwise known as &#039;&#039;&#039;Bek&#039;kakra&#039;&#039;&#039;, is a subrealm created by an unknown Vaurca, many suspecting Queen Mouv herself, that acts as a marketplace to show off new ideas and petition to secure grants. While not the first of its kind, this style of Bazaar has only truly come into its own after the C&#039;thur&#039;s arrival in the Spur due to the need for credits to pursue science outside of the Aether. &lt;br /&gt;
&lt;br /&gt;
Inside the Bazaar, which often takes the appearance of either the Aliose institute of medical science or a non-descript science station, Vaurca Workers and Warriors set up extremely elaborate demonstrations of new technologies, ranging from possible bioforms, weapons, medicines, and cures to diseases and everything in-between. Meanwhile, a select group of Ta hand-picked by Queen Mouv, walk the grounds and report back anything which they believe the Queen may find interesting enough to provide funding. Few ideas fall into that category, with much of the science presented at the bazaar being too expensive or outlandish to seriously consider in such dire times. The most likely projects to be accepted are those centred on medical fields, with the exact reasons typically being that the Federation will cover a portion of the grant cost for such projects, they are easy to replicate, and they serve as good public relations. It is an open secret amongst the brood that the Bazaar is also where a Vaurca has to go to purchase information quietly unbeknownst to the rest of the Spur.&lt;br /&gt;
&lt;br /&gt;
===Crisis===&lt;br /&gt;
Crisis, otherwise known as &#039;&#039;&#039;Kelek&#039;&#039;&#039;, is a competitive trial designed by Ka&#039;Akaix&#039;Vena C&#039;thur, where two or more competing teams are given the same scenario of an injured entity and tasked with stabilizing and healing them fastest. While a simple concept, Crisis is renowned for its situation variety, some of which are capable of stressing even well-experienced experts, such as stabilizing a wounded Warrior in the midst of a zero-gravity space battle or performing veterinary duties on a dangerous Aliose predator in the center of a raging forest fire. Many members of the brood take great pride in winning a game of Crisis and view surgery in the real world with an almost dismissive attitude. It is not uncommon for Crisis to be used to resolve disputes between Workers in the medical field even beyond the C&#039;thur Hive, almost mirroring the culture of duels in Warrior populations&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
Perhaps because of her personality, Mouv is known to be the biggest supporter of the Einstein Engines relationship her Hive has developed. Not only has she quickly understood the power of money, but she is also aware that the C’thur tactics of old may not work in this new environment. Despite the advice given by her mother, she has firmly set her alliances in both the Nralakk Federation and Einstein. &lt;br /&gt;
&lt;br /&gt;
{{Vaurca broods}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mouv,_The_Recondite_Queen&amp;diff=33034</id>
		<title>Mouv, The Recondite Queen</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mouv,_The_Recondite_Queen&amp;diff=33034"/>
		<updated>2024-05-04T08:39:28Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: Mouv Warriors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox broods&lt;br /&gt;
 |Queen = Ta’Akaix’Mouv’lek’tanta C’thur&lt;br /&gt;
 |Alt title = The Recondite Queen&lt;br /&gt;
 |Image = mouvbrood.png&lt;br /&gt;
 |Color Akaix = &amp;lt;span style=&amp;quot;color:#96b4ff&amp;quot;&amp;gt;(RGB 150, 180, 255)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Za&#039;Viax = &amp;lt;span style=&amp;quot;color:#6e64ff&amp;quot;&amp;gt;(RGB 110, 100, 255)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ka&#039;Viax = &amp;lt;span style=&amp;quot;color:#5a96ff&amp;quot;&amp;gt;(RGB 90, 150, 255)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Akaix = &amp;lt;span style=&amp;quot;color:#7d75ff&amp;quot;&amp;gt;(RGB 125, 117, 255)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Viax = &amp;lt;span style=&amp;quot;color:#4a8afc&amp;quot;&amp;gt;(RGB 74, 138, 252)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Locations = [[Notable Skrell Systems and Locations#Glorashi|Glorashi]], [[Qerr&#039;Malic|Qerr’Malic]], [[Aliose]], Nralakk Federation&lt;br /&gt;
}}&lt;br /&gt;
Mouv’lek’tanta is the oldest daughter of C’thur and has quickly developed political alliances within and outside of [[Nralakk Federation|Federatio]]n space. Indeed, As the oldest lesser queen, Mouv’lek’s brood has thrived under the care of the Federation, with thousands of her Unbound Workers and Warriors working in tandem with scientists from the Nralakk Federation to develop new technologies, as well to provide information about the enemies the Federation may face.  &lt;br /&gt;
&lt;br /&gt;
Typically lightly colored, Mouv’lek’s brood used this to their advantage historically as the Hive’s primary diplomats. By virtue of being clearly visible in the darkened chasms of old Sedantis, it was harder to mistake them as hostile or armed. She has kept this mutation alive in her spawn, holding onto the hope that perceptions of her Hive remain disarming to those that view them. &lt;br /&gt;
&lt;br /&gt;
Diplomacy aside, she has made inroads within [[Eridani Federation|Eridani]], buying a significant portion of [[Einstein Engines]] through various [[Skrell|Skrellian]] intermediaries by selling off some of the more complex Vaurcesian virtual reality technology. Perhaps more than any other of her Hive, Mouv’lek realizes the power of money in the new society the C’thur find themselves in and has done all she can to acquire more of it. &lt;br /&gt;
&lt;br /&gt;
==Her Realm==&lt;br /&gt;
Mouv’s Virtual Reality is often conceptualized as an ocean that exists in all directions, besides the direction one starts in. It houses the minds of dead and alive Unbound Workers and Warriors in a space much like the Interstice, a place between different VR realms where raw data is expressed, and the physicality of reality itself is expressed little. Here, she trains all of her Unbound to navigate endless scrawls of translated machine code, expressed physically within the confines of the VR construct. Obtained via the Hivenet relay, unquantifiable amounts of data surge forth like a quasi-physical tidal wave. Those deceased who dive themselves into the oceans of this sometimes physical data stream call themselves &#039;&#039;Lin&#039;tiyakt&#039;&#039;, or net-trawlers. &lt;br /&gt;
&lt;br /&gt;
Even with the processing power of a [[Vaurca#Cephalon (Type D)|Cephalon]], the data expressed within exists only for mere moments, and it is the skill of the net-trawlers to identify and capture useful data before it is washed out of memory. The most successful net-trawlers achieve renown throughout the Hive, with a value being based upon the most secret, and important data obtained. It is not without danger, however, as with all trawls, sometimes anti-hacking software can be triggered, turning the ocean of data into a seething froth. Fomenting whirls of data scour the minds of those unlucky few caught in it, sucking them under and outside of the data stream, forever lost. The danger of her VR is not lost upon Mouv’lek, who rewards those who manage to bring to light the darkest secrets of the galaxy from the abyssal depths of the data stream by allowing them greater control of her construct. The secrets obtained by her Virtual Reality are the basis of her success, and with the growing scope of her influence, so too does her ambition continue to expand. &lt;br /&gt;
&lt;br /&gt;
==Her Brood==&lt;br /&gt;
While Mouv herself remains in [[Colonized Vaurca Worlds#C&#039;thur|Diulszi]], some efforts have been made to mobilize her brood elsewhere. Inside the Federation, a few planets in the Core Systems house important populations of Mouv’s brood.&lt;br /&gt;
&lt;br /&gt;
The city of &#039;&#039;&#039;Qamlok&#039;&#039;&#039; in [[Aliose]] is a subterranean settlement located near the outskirts of Oqraxo. Originally planned to house those Vaurcae aiding the research of [[Federation Education#The Alios University of Medical Sciences|Aliose University of Medical Sciences]], Mouv’lek’tanta has recently transformed it into the Vaurcesian capital of scientific pursuits. Recently, the new Bound from her brood have been tasked into ‘translating’ many of their databases into Nral’malic. While most intellectual activity still occurs in the University campus, a laboratory has been built in the chambers, where C’thur scientists work non-stop.&lt;br /&gt;
&lt;br /&gt;
Because of the newest specialization some have taken in tourism and services, a notable settlement in [[Qerr&#039;Malic|Qerr’Malic]], &#039;&#039;&#039;Settler’s Paradise&#039;&#039;&#039;, has received a large influx of Mouv’s Bound and Unbound &#039;&#039;&#039;Workers&#039;&#039;&#039; so the research done by her brood remains profitable.  Her &#039;&#039;&#039;Warriors&#039;&#039;&#039; meanwhile are spread further and fill several distinct roles, the most common of which is as combat medics or armed trauma responders both in Eridani, where such services are high in demand, and beyond with the Ve&#039;katak [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx | Ve&#039;katak Phalanx ]]. A smaller portion participate in Queen Mouv&#039;s virtual reality realm, either delving below the data-waves themselves or being tasked as &amp;quot;Hunters&amp;quot;, Warriors who fight a digital war to contain malignant programs. These Hunters are rarely needed due to a Cephalons robust defences from outside interference, but their services have saved many realms from collapsing in the past, and they are often respected irrespective of Hive. Hunters that leave Virtual Reality often struggle to adapt to more conventional warfare. Finally Queen Mouv is credited as the original creator of the &#039;&#039;&#039;Bulwark&#039;&#039;&#039; and her use of this caste has been varied, splitting the tasks with the other castes, particularly when it comes to tourism. However, many of them have proven to be effective machinists, and it was a machinist of the Mouv have that was discovered in Tau Ceti at the events of their surprise reveal.&lt;br /&gt;
&lt;br /&gt;
Those that are in human space have primarily settled in Epsilon Eridani, working for the megacorporations C’thur Hive is partnered with, as well as Nanotrasen within Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
The following are two examples of her brood’s masters, famous for being peculiar among the masters.&lt;br /&gt;
&lt;br /&gt;
===Ka’Akaix’Lozi C’thur===&lt;br /&gt;
Ka’Akaix’Lozi C’thur is known to be one of the few Workers sent to battlefields for the purpose of negotiations. Identified by its light blue carapace, Lozi would talk fights down as it moved, often escorted by few warriors, through the battlefield. &lt;br /&gt;
&lt;br /&gt;
However, its title of Master Of Ideal Forms only came after it died, and only because it died. Lozi died attempting to de-escalate rising conflict between two lesser, forgotten Hives. These Hives could not be talked down —a fact all knew. Their feud had lasted eons, and could not be stopped so easily. Many had tried but only succeeded in truces. However, both hives served a unique purpose: destroying one to end the fighting would not be beneficial, especially since they both contributed to the construction of the Hiveships. Lozi devised a plan, through rapid calculation of the scene, and came up with the following: become a martyr, inducing the wrath of the larger C’thur Hive, and drawing the attention of the Zo’ra, which would either force a war in which both lesser Hives would be lost, or force them to stand down to prevent more bystander casualties. The latter occurred, both Hives submitting to peace, allowing them to focus on the production of resources and research. Without Lozi, it is certain the ships would have taken longer to construct.&lt;br /&gt;
&lt;br /&gt;
===Za’Akaix’Vezaz C’thur===&lt;br /&gt;
Za’Akaix’Vezaz C’thur is, in one word, a hacker. Accomplished in decryption and encryption, Vezaz is one of the newer masters, becoming one the year of first contact with the Skrell. The reasons for this are not exactly known, but it is assumed that it played a pivotal role in decoding alien programs, as well as understanding them in the first place. &lt;br /&gt;
&lt;br /&gt;
Vezaz truly came into its own, however, when contact was established within Eridani. Gangers and even corporate lackeys know Vezaz under its human-given hacker pseudonym of Ecdysis. With the Unbound use of technology within Eridani, the ways VR interacts with human technology was unknown territory prior to Vezaz, and its use has transformed the world of hacking throughout the known galaxy. Suddenly, cyberspace networks once thought uncrackable have become vulnerable, with their network architecture simulated in ways that can be navigated and bypassed in a VR construct. With its recent ascent as a Xakat’kl’atan, the world of hacking is surely to change for all species. &lt;br /&gt;
&lt;br /&gt;
==Weavemakers and Notable Subrealms== &lt;br /&gt;
Queen Mouv&#039;s [[Virtual_Reality#Weavemakers|Weavemakers]] are appointed through request and have no stipulations outside of being in socially good standing. Some of them are sought after by other broods, or rarely by other Hives, due to their seemingly unique talents at creating exotic infrastructure and frameworks. Many of the brood&#039;s most notable creations interface with alien technology.&lt;br /&gt;
&lt;br /&gt;
===Bazaar of Curiosity===&lt;br /&gt;
The aptly named Bazaar of Curiosity, otherwise known as &#039;&#039;&#039;Bek&#039;kakra&#039;&#039;&#039;, is a subrealm created by an unknown Vaurca, many suspecting Queen Mouv herself, that acts as a marketplace to show off new ideas and petition to secure grants. While not the first of its kind, this style of Bazaar has only truly come into its own after the C&#039;thur&#039;s arrival in the Spur due to the need for credits to pursue science outside of the Aether. &lt;br /&gt;
&lt;br /&gt;
Inside the Bazaar, which often takes the appearance of either the Aliose institute of medical science or a non-descript science station, Vaurca Workers and Warriors set up extremely elaborate demonstrations of new technologies, ranging from possible bioforms, weapons, medicines, and cures to diseases and everything in-between. Meanwhile, a select group of Ta hand-picked by Queen Mouv, walk the grounds and report back anything which they believe the Queen may find interesting enough to provide funding. Few ideas fall into that category, with much of the science presented at the bazaar being too expensive or outlandish to seriously consider in such dire times. The most likely projects to be accepted are those centred on medical fields, with the exact reasons typically being that the Federation will cover a portion of the grant cost for such projects, they are easy to replicate, and they serve as good public relations. It is an open secret amongst the brood that the Bazaar is also where a Vaurca has to go to purchase information quietly unbeknownst to the rest of the Spur.&lt;br /&gt;
&lt;br /&gt;
===Crisis===&lt;br /&gt;
Crisis, otherwise known as &#039;&#039;&#039;Kelek&#039;&#039;&#039;, is a competitive trial designed by Ka&#039;Akaix&#039;Vena C&#039;thur, where two or more competing teams are given the same scenario of an injured entity and tasked with stabilizing and healing them fastest. While a simple concept, Crisis is renowned for its situation variety, some of which are capable of stressing even well-experienced experts, such as stabilizing a wounded Warrior in the midst of a zero-gravity space battle or performing veterinary duties on a dangerous Aliose predator in the center of a raging forest fire. Many members of the brood take great pride in winning a game of Crisis and view surgery in the real world with an almost dismissive attitude. It is not uncommon for Crisis to be used to resolve disputes between Workers in the medical field even beyond the C&#039;thur Hive, almost mirroring the culture of duels in Warrior populations&lt;br /&gt;
&lt;br /&gt;
==Recent Events==&lt;br /&gt;
Perhaps because of her personality, Mouv is known to be the biggest supporter of the Einstein Engines relationship her Hive has developed. Not only has she quickly understood the power of money, but she is also aware that the C’thur tactics of old may not work in this new environment. Despite the advice given by her mother, she has firmly set her alliances in both the Nralakk Federation and Einstein. &lt;br /&gt;
&lt;br /&gt;
{{Vaurca broods}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tupii,_The_Surrogate_Queen&amp;diff=32363</id>
		<title>Tupii, The Surrogate Queen</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tupii,_The_Surrogate_Queen&amp;diff=32363"/>
		<updated>2024-03-11T04:47:13Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: Updated Hhenik to modern lore standards.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox broods&lt;br /&gt;
 |Queen = Ta’Akaix’Tupii’maxk’rekxak K’lax&lt;br /&gt;
 |Alt title = The Surrogate Queen&lt;br /&gt;
 |Image = tupiibrood1.png&lt;br /&gt;
 |Color Akaix = &amp;lt;span style=&amp;quot;color:#299617&amp;quot;&amp;gt;(RGB 41, 150, 23)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Za&#039;Viax = &amp;lt;span style=&amp;quot;color:#67a329&amp;quot;&amp;gt;(RGB 103, 163, 41)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ka&#039;Viax = &amp;lt;span style=&amp;quot;color:#74b72e&amp;quot;&amp;gt;(RGB 116, 183, 46)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Akaix = &amp;lt;span style=&amp;quot;color:#067C12&amp;quot;&amp;gt;(RGB 6, 124, 18)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Color Ra&#039;Viax = &amp;lt;span style=&amp;quot;color:#7d881d&amp;quot;&amp;gt;(RGB 125, 136, 29)&amp;lt;/span&amp;gt;&lt;br /&gt;
 |Locations = [[Colonized Vaurca Worlds#Tret|Tret]], Uueoa-Esa&lt;br /&gt;
}}&lt;br /&gt;
Also referred as ‘The Queen-Elect’, Tupii’maxk’rekxak is an anomalous case in Vaurca History, becoming Queen of the original K’lax brood. Due to the lifespan of the Tas, the idea of Queen succession is still fairly novel, as traditionally a brood (or a Hive as a whole) would perish after the Queen does. While both the Zo’ra and K’lax have now chosen a High Queen from the lesser ones to act as a leader, for a different lesser Ta to step in and command a brood is something that Queenless Breeders would have dreamed about, but otherwise never allowed before. The revitalization of the K’lax brood, however, required drastic measures to be taken, and new protocols enacted to ensure their survival in this modern era. &lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Shortly before the [[Vaurca History#The Great Evacuation|Exodus]], a great phoron fire struck the royal chambers of K’lax. Many lives were lost, mostly of Viax servants, but also those of High Queen K’lax and some of her [[Vaurca#Cephalon (Type D)|Cephalons]], which could not evacuate in time. The great loss meant a huge setback in terms of information, the afterlife and technology. The death of a High Queen in such a tragic way, so close to leaving [[Sedantis I|Sedantis]], was kept in secret by her daughters to not cause commotion and to not appear weak in front of the Zo’ra. &lt;br /&gt;
&lt;br /&gt;
The calcined body of K’lax was taken aboard the Kloxa’xia, alongside the lost Cephalons. Great efforts were made at first to somehow recover the burnt data from the neural sockets, but all that information was ultimately deemed lost after reconstruction was futile.&lt;br /&gt;
Different broods approach the situation differently. Famously, [[Zkaii, The Sleepwalker|Zkaii]] has been in full denial of the loss, whereas [[Vetju, Iron Queen|Vetju]] has been far more cynical. No official stance has been made and the death of K’lax is mostly a rumor, although with millennia it has become nothing but evident. The election of Zkaii as new High Queen has forced the Hive to somehow acknowledge the loss, though an actual recognition is highly unlikely. Normal Workers and Warriors of the K’lax Hive struggle with her shameful death too, and some believe this is what inspired the [[Vaurca Religion#Mother Dream|Mother Dream religion]] originally.&lt;br /&gt;
&lt;br /&gt;
It is said that K’lax remained aboard the Kloxa’xia when C’thur took over. However, her corpse is now considered lost after the [[The Lii&#039;dra|Lii’dra]] attacked the Hiveship.&lt;br /&gt;
&lt;br /&gt;
==The K’lax Brood==&lt;br /&gt;
The position of the original K’lax brood in the Hive has been a subject of controversy since the incident, and the treatment of the direct descendants of K’lax has been deemed as unfair by the larger Vaurca community. Perhaps infamously, the K’lax brood are the firmest believers in the vassaldom and are known to be servants to the Zo’ra. Their outdated ideals, as well as the denial of the situation by the Queens, eventually pushed the K’lax brood into despair and oblivion.&lt;br /&gt;
&lt;br /&gt;
Dealings with K’lax brood Tas have been difficult, as the most prominent figures are vocal about their opposition to the [[Izweski Nation|Hegemony]], believing the Hive should reunite with the Zo’ra and re-establish in [[Tau Ceti]] instead. A few have been willing to cooperate with their current situation, however. &#039;&#039;&#039;Ta’Akaix’Tupii’maxk’rekxak K’lax&#039;&#039;&#039;, a surrogate of K’lax and one of her confidantes, decided to step in as a brood representative. The process has been an arduous one, making sure the K’lax brood is revitalized to its past days of glory. &lt;br /&gt;
In the Court of Queen’s Council of 2463, Tupii was presented as the newest queen of the Hive. Despite her leadership of the K’lax brood, she is not to become the High Queen, but a lesser one.&lt;br /&gt;
&lt;br /&gt;
While Tupii was chosen over other K’lax Breeders because of her public support of the current status quo, her true intentions for the Hive’s future as yet unknown.&lt;br /&gt;
&lt;br /&gt;
==The Tupii-K’lax Brood==&lt;br /&gt;
Some have questioned, however, the preservation of the original brood’s identity. While it is common for a brood to die out after the Queen perishes, the K’lax brood has remained more or less close due to the close-knit relationship with their Tas. Opposition to Tupii has not been met so much inside the brood, despite the differing ideals of some, mostly because of hormones and brood loyalty. Those not fond of Tupii, rather, come from the other K’lax broods, though they recognize her importance in taming a group of K’lax they once considered too rebellious to remain the face of the Hive. &lt;br /&gt;
&lt;br /&gt;
Queen Tupii famously opposed the title, claiming she could not fill in the shoes of Mother K’lax. However, she has now fully embraced it, just as she has surrounded herself with regal parafernalia. In [[Colonized Vaurca Worlds#Tret|Tret]], her royal chambers are considered lavish, matching only the ones reserved to High Queen Zkaii.&lt;br /&gt;
&lt;br /&gt;
One of her first decisions as Queen has been to rapidly increase her &#039;&#039;&#039;Warrior&#039;&#039;&#039; populations, and to accommodate them in various positions the Hegemony has requested Vaurcae for, but that the other Queens have not been able to provide. Traditionally, the numbers of K’laxian Warriors has been limited due to the Zo’ra’s desire to keep them subjugated, however Queen Tupii wishes to overturn this.&lt;br /&gt;
&lt;br /&gt;
Due to the state of the brood before her coronation, the Warrior population had greatly declined. In order to boost their numbers and quickly surpass the Warriors of other broods, Tupii developed a new plan. Instead of training new larvae, the bulk of her Warrior force is composed of Hive War veterans, resleeved into new bodies.&lt;br /&gt;
&lt;br /&gt;
The unorthodox solution has caused some controversy. Traditionally, no deceased Vaurcae are requested to return from the Aether. Nonetheless, the remaining Great Hive War veterans have been willing to cooperate with the new Queen&#039;s goal. &lt;br /&gt;
&lt;br /&gt;
Alongside Zkaii, she has been building a new capital in Tret, for which demands of &#039;&#039;&#039;Bulwark&#039;&#039;&#039; labor have been required. Because of the status of the brood, Bulwarks of Tupii are still a rare sight, especially outside Uueoa-Esa. Her &#039;&#039;&#039;Workers&#039;&#039;&#039;, however, continue to excel in everything the K’lax brood was once known for: mainly scientific endeavors and engineering. Unlike [[Vedhra, Princess of Configurations|Vedhra’s]] focus in war technology, the Tupii-K’lax Workers may be more interested in telescience or research as a whole, with more practical purposes.&lt;br /&gt;
&lt;br /&gt;
Many of the K’lax brood turned into the Mother Dream to explain to themselves what happened to their leader. Queen Tupii is not enthusiastic of this religion, and new pupae are indoctrinated to the [[Vaurca Religion#Modern Pantheon|Modern Pantheon]] faith. &lt;br /&gt;
&lt;br /&gt;
==Her Realm==&lt;br /&gt;
More than two millennia later, the K’lax brood has their own Realm in [[Virtual Reality]] again. While the original plan was to recreate that of Mother K’lax, Queen Tupii has instead opted for an experience that can only be described as the birth and death of the universe, with the K’lax Hive as their protagonists. The old motto, ‘The Hive that turned to the stars’, has been revitalized under her reign. &lt;br /&gt;
&lt;br /&gt;
Hidden deep in the supernovas, her virtual residence is a cosmic palace that requires a long arduous pilgrimage for a regular Vaurca to visit. While Queen’s chambers are not often made public in most of the Realms, Tupii has her doors always open for those that have proven themselves by reaching it and accepting her as their new Queen. Depictions of the place are contradictory, with those claiming to know the residence having unique tellings that do not match each other in anything other than Queen Tupii knighting them as Xol’raii’kl’ox (‘Followers of the True Queen’).&lt;br /&gt;
&lt;br /&gt;
==Xakat’kl’atan==&lt;br /&gt;
As a reinvigorated brood, Tupii has yet to announce her own Masters of forms. However, the legendary K’lax Xakat’kl’atan are still venerated masters by their community. &lt;br /&gt;
&lt;br /&gt;
===Ka’Akaix’Hhenik K’lax===&lt;br /&gt;
While the Vaurcesian technology to travel among the stars wasn&#039;t as fast as the Bluespace of the Spur, they still reached impressive speeds in spite of their limitations, largely thanks to the inventions of Hhenik. While it was [[Vetju,_Iron_Queen#Ka’Akaix’Yix_K’lax|Queen Vetju&#039;s Yix]] who is credited with the design of the Hiveships, it was Hhenik who was tasked with developing the warp-engines that would carry them through the stars. Since the K&#039;lax arrival in the Spur and the Vaurca species discovery of Bluespace, Hhenik&#039;s drive has been reinvigorated; their original belief that what they had developed was the peak of faster-than-light technology dashed. Although Vaurcae are discouraged by galaxy powers from researching and piloting faster-than-light engines on their own, Hhenik seems undiscouraged, and their interest in Bluespace could be seen as problematic for the Hive’s interests. Nevertheless, Hhenik claims that it has no intentions of recreating or proving Bluespace theories, despite their virtual laboratory stating otherwise.&lt;br /&gt;
&lt;br /&gt;
===Za’Akaix’Omynx K’lax===&lt;br /&gt;
Omynx is one of the most firm believers of the K’lax status as vassals to the Zo’ra, and one of the most belligerent Vaurcae to ever have existed. If Omynx was not protected by the Tas that have had to learn how to deal with their new situation under Tupii’s reign, it is likely its memory would have been voided by now. As an act of respect for the Hive politics, however, Omynx publicly congratulated Tupii and accepted her as the new Queen. While Omynx has opposed Unathi rule, its military experience led some other Xakat’kl’atan of different broods to propose it as the strategist behind her plan to expand the Warrior forces —the Warrior limitation being one of the only few things Omynx would dare to criticize about the Zo’ra. It is unlikely it will be chosen, however, as Tupii has found other Masters in the brood that are willing to support her and her goals.&lt;br /&gt;
&lt;br /&gt;
==Weavemakers and Notable Subrealms== &lt;br /&gt;
Queen Tupii has only recently begun to appoint [[Virtual_Reality#Weavemakers|Weavemakers]], weighing each one individually. Due to her recent appointment, the majority of her Weavemakers instead come from the original K&#039;lax brood, many of whom are considered experts in the field capable of creating truly compelling experiences. Uniquely, the desperation caused by the death of Mother K&#039;ax led to a phenomenon of Weavemakers abandoning their creations in despair. With the appointment of Queen Tupii, many of these old realms are being rediscovered and re-opened to the general Hive once more. &lt;br /&gt;
&lt;br /&gt;
===Sedantis Phrontistery===&lt;br /&gt;
The simply named &#039;&#039;&#039;Reka&#039;Phalkon&#039;&#039;&#039;, or &amp;quot;Sedantis Phrontistery,&amp;quot; is one of the few remaining places where Great Hive War veterans pass on their knowledge to the next generations, which, aside from typical Warrior training, is notable for teaching mostly forgotten combat arts such as spelunking. It was designed long ago by Za&#039;Akaix&#039;Rei K&#039;lax, a decorated Warrior of the Hive War, who remains in charge to this day. Rei believes that whilst these techniques may have fewer applications now than they once did, the principles are applicable across all types of combat. There would seem to be some truth in this, with Vaurca actively working to adapt some of the concepts behind spelunking into the Spur in the form of extensive EVA combat training and unique ship boarding techniques that have seen some success.&lt;br /&gt;
&lt;br /&gt;
While the Phrontistery offers its knowledge to all K&#039;lax Warriors that seek it, it has recently seen use as the primary training facility for Queen Tupii&#039;s revisitation of her brood, with the same Hive War veterans that run the Phrontistery using it as a location to polish long-forgotten skills. The building itself typically appears not unlike an ancient fortress on Sedantis, merging multiple locational styles together.&lt;br /&gt;
&lt;br /&gt;
===Infinity Complex===&lt;br /&gt;
Infinity Complex, otherwise known as &#039;&#039;&#039;Icak&#039;Rapa&#039;&#039;&#039;, is a realm designed by Za&#039;Akaix&#039;Opo K&#039;lax, accepting players from all Hives. Participants in the trial are given a random assortment of weaponry and then tasked with clearing floors of enemies in ever-changing environments such as starship interiors, megacorporate skyscrapers, winding tunnels in Sedantis, and even space debris fields manoeuvring between asteroid outposts. The goal is to clear as many floors as one can, with every ten leading to a new environment until the eventual player’s death. &lt;br /&gt;
&lt;br /&gt;
Warriors can earn a lot of prestige by finishing in the top three in the weekly and monthly scoring modes, and material awards are not unheard of. Some have criticised the elements of randomization, which, while less prevalent in the competitive scene, are still present. One notable example is that the highest ranking participant for the month entered a level and was only given a partially broken sword, whilst the second highest obtained a Zo&#039;rane energy blaster, seeing the first be dethroned with ease. Opo has defended this by stating that Infinity Complex is never impossible, and being given a seemingly unfair hand is simply a reason to adjust and learn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Vaurca broods}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca_Biology&amp;diff=31642</id>
		<title>Vaurca Biology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca_Biology&amp;diff=31642"/>
		<updated>2024-01-29T05:27:11Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: ABD fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
&lt;br /&gt;
=Biology=&lt;br /&gt;
[[File:Bio_1.png|200px|thumb|right|A diagram of Type A Biology from the Vaurcaesian Research Journal.]]&lt;br /&gt;
Vaurcae are eusocial insect-like sophonts stemming from the distant [[Sedantis I]]. To humanity, Vaurcae bear most a resemblance to terrestrial ants. The species’ similarities to the Formicidae family have led human scientists and media to use traditional insect taxonomy to classify the Vaurca species. While the Vaurca understand themselves under distinct biological terms–something that has, in recent years, interested xenoanthropologists–the efforts made by the Xavier Trasen Medical School in Biesel permeate all current biological discussions. Thus, this article is written following the perspective of the most recent taxonomy accepted by the &#039;&#039;Vaurcaesian Research Journal&#039;&#039;, a human publication vouched by the Zo’ra Hive.&lt;br /&gt;
&lt;br /&gt;
==Taxonomy== &lt;br /&gt;
Vaurcae are a polymorphic species with radically different forms, known as Bioforms. Each Bioform is described by various observable characteristics (such as unique phenotypes), physical traits, and ecological niches.&lt;br /&gt;
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Bioforms are diverse and divided into four traditional castes: &#039;&#039;&#039;Workers&#039;&#039;&#039; (Ka), &#039;&#039;&#039;Warriors&#039;&#039;&#039; (Za), &#039;&#039;&#039;Breeders&#039;&#039;&#039; (Ta), and &#039;&#039;&#039;Cephalons&#039;&#039;&#039;. In 2463, a new Vaurca bioform was introduced to the public: the &#039;&#039;&#039;Bulwark&#039;&#039;&#039;  (Ra). However, Bulwarks are not a traditional caste, and scientists still debate whether they can be formally classified under the Worker caste. More information on the Bulwark discussion can be read [[Vaurca_Biology#Bulwarks,_(Ra,_Type_E) | here.]]&lt;br /&gt;
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Furthermore, some Vaurcae are lobotomized during their development. To state the type of ‘freedom’ each individual has, the Vaurca use two terms: &#039;&#039;&#039;Bound&#039;&#039;&#039; (Viax) and &#039;&#039;&#039;Unbound&#039;&#039;&#039; (Akaix).  In human taxonomy, the two types are known as the &#039;&#039;&#039;psyche&#039;&#039;&#039;. &lt;br /&gt;
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Unbound Vaurca are sapient beings with a similar sense of identity to any other living being in the [[The Orion Spur|Spur]], but Bound are considerably different.&lt;br /&gt;
Bound Vaurca are popularly called &amp;quot;lobotomites&amp;quot;, but this is known to be inaccurate. The environment and unique pheromones that Bound eggs receive from birth induce what is more or less a deliberate birth defect. The brain of a Bound Vaurca is largely atrophied, and they are docile, simple-minded workers who will prioritize orders they are given above their own well-being.&lt;br /&gt;
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Besides their biological differences, caste, and psyche play an important part in Vaurca society, as reflected by the Vaurca naming system.&lt;br /&gt;
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==Morphology and Physiology==&lt;br /&gt;
&#039;&#039;&#039;Exoskeleton&#039;&#039;&#039;&lt;br /&gt;
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Vaurcae are best characterized by their exoskeleton, also known as carapace. It is composed of a complex polymer chain involving sulfur as a key catalyst with silicon, carbon, hydrogen, and nitrogen forming a strong bond. &lt;br /&gt;
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The exoskeleton itself is very tough. Depending on the bioform, it can be more tightly packed. This exoskeleton provides the Vaurca with numerous benefits, such as high radiation resistance and strong structural support against a vacuum.&lt;br /&gt;
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&#039;&#039;&#039;Blood and Respiration&#039;&#039;&#039;&lt;br /&gt;
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Vaurcae have an open circulatory system, allowing the free flow of their sulfur-based blood. Unlike other sapients, Vaurca blood does not require oxygen but phoron. The dependency on phoron has been one of the greatest challenges the Vaurca race has faced in recent years.&lt;br /&gt;
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In Sedantis, oxygen was found in small traces in the atmosphere. Unlike pure phoron, which is highly volatile in contact with oxygen, the common phoron compound in the Vaurca home planet did not react to any basic elements. In nature, Vaurcae inhaled phoron with oxygen and exhaled carbon monoxide with remnants of phoron. The current filter ports used by Vaurcae in human space use minimum oxygen to power their internal phoron tanks. In exchange, the filter ports exhale carbon dioxide as humans do, fully repurposing all phoron. &lt;br /&gt;
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&#039;&#039;&#039;Dangers in Human Space&#039;&#039;&#039;&lt;br /&gt;
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Because humans require oxygen to survive, Vaurcae must wear a filter port at all times. While filter ports cause no phoron leakage, there is a record of some incidents occurring during the early days of Vaurcae integration to Biesel which caused spillage. However, despite the adverse reaction caused by media and local politics, and the remaining misconception among many Biesellites, the leaks were not a result of a faulty design but rather improper use by individuals who were unfamiliar with the technology. Alongside k’ois outbreaks, both problems have been solved in recent years.&lt;br /&gt;
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==Castes==&lt;br /&gt;
[[File:Biolore3.png|200px|thumb|right|Biological sketches of some prototypical Zo&#039;rane Bioforms.]]&lt;br /&gt;
Shortly after making [[Vaurca History#First Contact With Humanity|first contact with the Titan Prime]], Vaurcae were divided into four castes—the Workers, the Warriors, the Breeders, and the Cephalons—each assigned a letter of the alphabet. In 2463, the Bulwark lifeform was introduced and marketed as a new caste, assigned the letter “E.” However, xenobiologists disagree that the Bulwark is a “true” caste, but rather a subtype of Worker. While the same argument has been made for the Cephalons, most literature still considers them to be their own caste.&lt;br /&gt;
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In Vaurca xenobiology, the definition of a caste remains debated. Many components are considered, including each caste’s echelon and behavior in Vaurca society. Thus, a caste can be loosely defined as an established bioform, reinforced by hormones and augmentation, that serves a specific niche that cannot be interchanged. This means that a Breeder Vaurca will always retain its function and may not act as, instead, a Worker.&lt;br /&gt;
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Subcastes are defined as specialized bioforms with similar behavioral patterns and ecological functions as the larger, all-encompassing caste. Some subcastes have incredibly specific niches, only manufactured for one particular industry and rarely seen by the public. Nonetheless, all Vaurcae, regardless of their caste or subcaste, are restricted by their same biological constraints. The more creative subcastes, which are imaginative and have no limitations to their forms, exist only in Virtual Reality.&lt;br /&gt;
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In general terms, high-ranking Breeders and Cephalons are amongst the largest Vaurcae. Some highly-specialized subcastes, such as the so-called Warforms, may achieve similar heights. Nevertheless, due to their open circulatory system, maintaining larger bioforms is incredibly difficult. For example, Queens require various augmentations to ensure their blood is properly pumped—a problem a regular Worker would not have with their stand dual-heart system.&lt;br /&gt;
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===Ka, The Workers (Ka, Type A)===&lt;br /&gt;
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Workers are the most abundant caste in Vaurca populations. These types of Vaurcae can be defined by various characteristics. Physiologically, most Workers have a characteristic thick exoskeleton composed of tightly knit polymer chains. The robustness of their exoskeleton allows them to be very versatile, providing moderate protection against radiation and high tolerance to the vacuum of space. Workers may be bipedal or quadrupedal, equipped with bird-like talons that provide a strong grip. Furthermore, their hands include two middle fingers and two opposable thumbs–a left and a right on each. All of these features ensure that Workers are the best caste for manual labor and other similar tasks.&lt;br /&gt;
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Perhaps more important are the psychological attributes of the Worker. The caste is notable for being mostly pacifistic, avoiding any danger when possible. As subjects to the Breeder caste, Workers are also known for their unquestioning loyalty. &lt;br /&gt;
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This does not mean that Workers are literally incapable of violence; if seriously pressed, or very agitated, they may lash out. How comfortable they are with scenes of bloodshed or fighting likely depends on the individual Worker, though in the case of fighting, they tend to make poor combatants regardless. A construction Worker might become sick at the scent of blood, while a surgeon Worker may simply hate the thought of fighting or be a staunch pacifist. Fear of violence also does not preclude Workers from being verbally belligerent, snarky, or teasing.&lt;br /&gt;
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Average Workers traditionally range from 4’3” to 6’3”. Depending on their niche, they may be taller or even a bit shorter. The recent stability of the Hives has also allowed newer Workers to be 7 feet tall, especially in human and Unathi space.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Examples of Type A Vaurca Bioforms&#039;&#039;&#039;&lt;br /&gt;
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[[File:typeaa.png|200px|thumb|right|A depiction of a Type AA Bioform.]]&lt;br /&gt;
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&#039;&#039;&#039;Type AA - Retainers &#039;&#039;&#039;&lt;br /&gt;
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AA Type Workers or &amp;quot;Retainers&amp;quot; are small, and fill similar roles to that of maintenance drones. They are all exclusively Bound and deal with the more trivial repairs to ships, systems, and structures utilized by the various Hives as well as fulfilling extremely simple jobs such as the transportation of small objects.&lt;br /&gt;
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&#039;&#039;&#039;Type AB - Bearers &#039;&#039;&#039;&lt;br /&gt;
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Type AB or &amp;quot;Bearers&amp;quot; are Workers similar to that of the Type AA, both being extremely simple, inexpensive utility drones. However, they are more suited to transporting heavy loads. Ranging in size anywhere from a dog to a bear, they possess small, robust legs and a strong flat back, forming a large surface area to bear weight. They see extensive use by the K’lax, in particular across Tret, transporting materials and goods to and from the multitude of warehouses. &lt;br /&gt;
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&#039;&#039;&#039;Type AD - Burrowers&#039;&#039;&#039;&lt;br /&gt;
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The Type AD Workers, or “Burrowers,” are one of the oldest Worker subcastes, believed to have been created before the rise of the modern Hives. Burrowers are large hexapods, ranging from 5 feet to 8 feet depending on the project, created to assist in mining and excavation. During the Era of Augments, the Burrowers were first equipped with a plethora of installed tools including an industrial-sized thermal drill–an identifying feature the subcaste retains today. Despite this, the modernization of the Era of Augments and later the Hives Renaissance, saw this bioform fall out of favor, surpassed in usefulness by larger machinery.&lt;br /&gt;
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Since the Exodus, the Type AD Workers have seen a resurgence in the planification of the new Vaurca colonized planets in human space, especially by the Zo&#039;ra Hive on Caprice. Nonetheless, they remain unfavored by the Hive, with many of the active Burrowers outdated and belonging instead to Queenless hive-cells that cannot afford modern industrial equipment.&lt;br /&gt;
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&#039;&#039;&#039;Type ABD - Freighters&#039;&#039;&#039;&lt;br /&gt;
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The Type ABD Worker is a recent bioform, first developed by the C’thur Hive in 2461 in collaboration with the [[Nralakk Federation]]. Freighters are a similar design to the Bearers, equipped with resilient extremities like an isopod and used for underwater freight transportation. These Workers provide auxiliary aid to the deep-ocean cargo vessels found in the underwater cities of [[Qerrbalak]] and [[Aweji]]. &lt;br /&gt;
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Freighters remain a controversial subject in the Nralakk Federation. Some [[Skrell]] question the use of Bound Vaurcae for the transportation of goods, while others are skeptical about their practicality, as they are time-consuming to grow. As a result, the production of this bioform remains limited until a change in public opinion occurs.&lt;br /&gt;
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&#039;&#039;&#039;Type AEA - Orb&#039;&#039;&#039;&lt;br /&gt;
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[[K&#039;ois#Phorogenesis|The Orb]], known as the Zk’reii by the Vaurcae, is a special subtype of Cultivator that is used as a live storage for phoron. This bioform has gained recent attention during the phoron crisis and has been subject to some political controversies. &lt;br /&gt;
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The subcaste hangs upside down along constructed railings where a mix of k&#039;ois and other various nutrients are transferred to the Orbs. Being able to remove what phoron they need, even down to the molecular level with excess, they are able to store this in a form of trophallaxis; where Vaurcae can then extract this excess phoron for themselves. &lt;br /&gt;
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&#039;&#039;&#039;Type AE - Cultivator&#039;&#039;&#039;&lt;br /&gt;
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Type AE Workers are a subcaste resembling a large arachnid. They are equipped with special tools to aid in k’ois agriculture. The Cultivators are believed to be modeled after the Zk’ois, a mythical creature often depicted as the guardians and harvesters of k’ois by early Vaurcae. Despite their remote origin, most Vaurca believe the bioform was not invented until after the Technological Revolution. The design of the Cultivators has been constantly modified by the Hives that use them and shaped by the evolution of k’ois agricultural techniques.&lt;br /&gt;
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The most unique usage of Cultivators in the Spur is by the C&#039;thur Hive, who have added to the Type AE, introducing a social stomach to pollinate plants, pesticide and fertilizer dispensers, a detailed plant scanner, and a unique probiotic injector that permits small adjustments to the genome of crops. These additional tools have provided the C&#039;thuric Cultivator with the ability to perform its job with nearly unmatched intricacy. These modified Type AE have been deployed by the C&#039;thur Hive in aid of the Nralakk Federation, primarily to Aweiji and other agricultural locations. Federation Colonies that struggle to produce their own food are frequently given Cultivators in exchange for funding and increased phoron supply from the local governments, making the Type AE one of the Hive&#039;s most significant contributions.&lt;br /&gt;
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===Za, The Warriors (Type B)===&lt;br /&gt;
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Warriors are the second most prominent caste in Vaurca society. They are also some of the most diverse, especially when considering augmentation. Because of this, it is hard to define Warriors physically. Some notorious trends include modified exoskeletons that favor agility in combat and a usually higher size – a notion challenged by some niche Worker bioforms. Warriors are also known for their increased amount of limbs. While some basic Warrior morphs may be bipedal, more advanced Warrior types can be quadrupeds, hexapods, and even decapods.&lt;br /&gt;
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The biggest defining factor in a Warrior is their psychology.  Unlike Workers, who are typically passive or averse to violence, Warriors are considerably more aggressive. This can range from being better-suited to high-stress combat situations to outright bloodlust. Warrior personalities tend towards the straightforward or brutish, though it would be incorrect to assume Unbound Warriors are unintelligent. Despite the stereotype of aggression,  many Warriors are perfectly capable of more diplomatically-focused officer positions, and have taken on such roles in the [[Stellar Corporate Conglomerate]], [[Tau Ceti Armed Forces]], [[K&#039;lax_in_the_Izweski_Nation#K’lax_in_the_Navy|Hegemonic Navy]], and the [[C&#039;thur_in_the_Federation#C’thur_in_the_Kala|Kala]]. &lt;br /&gt;
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Breeders may raise Warriors for a variety of non-combatant positions, especially with regards to medical positions. Most Queens prefer Workers for peaceful doctoring and Warriors for first response but are unwilling to run the small risk of a completely blood-averse batch of Workers. As a result, it is standard procedure to grow the number of Warriors alongside. &lt;br /&gt;
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&#039;&#039;&#039;Examples of Type B Vaurca Bioforms&#039;&#039;&#039;&lt;br /&gt;
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The following bioforms are some of the most relevant Unbound Warrior types. However, it does not consider the many augmentations some Warriors may receive. For example, a highly decorated Warrior may be equipped with huge fire machinery or full-body prosthetics. Often, these exaggerated modifications are considered medals of honor by the traditional Vaurca military structure.&lt;br /&gt;
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&#039;&#039;&#039;Type BA - Myrmidon&#039;&#039;&#039;&lt;br /&gt;
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The Myrmidon is the basic Warrior bioform and the most well-known to humanity, mainly because they are employed by the Stellar Corporate Conglomerate. Vaurca archeology suggests that the current Myrmidon was engineered during the [[The Great Hive War|Great Hive War]] and that ancient Warriors were more robust and had more physiological differences when compared to the Common Worker. The modern Myrmidon was designed as a flexible and agile unit that works best in a team. The Type&#039;s lean shape allowed the Myrmidons of the Great Hive War to traverse Sedantis&#039;s spelunking warfare with ease. &lt;br /&gt;
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The adaptability of Myrmidons allows the Hives to introduce small differences between individual Type BA to cater to the specific environment they are designed for. A logistics officer, combat overseer, or commander may not be suited for a firefight but may possess a mind capable of processing data rapidly. Likewise, Vaurca designed for engagements would be built for the job. A guard may be observant and attentive, with plenty of patience, whilst a soldier is capable of reacting faster and communicating clearer.&lt;br /&gt;
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&#039;&#039;&#039;Type BB - Attendants&#039;&#039;&#039;&lt;br /&gt;
[[File:typebb.png|200px|thumb|right|A depiction of a Type BB Bioform.]]&lt;br /&gt;
Type BB Warriors or &amp;quot;Attendants&amp;quot; are digitigrade bipeds, built to be agile and quick. They are primarily made to be scouts or serve in support positions and they excel at guerilla tactics. They can possess the same roles as regular warriors, but their speed-built forms are not as hardy. They are commonly attributed to the role of combat medics–providing medical assistance on the field, or removal of the neural socket if the individual cannot be saved.&lt;br /&gt;
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&#039;&#039;&#039;Type BC - Endurers&#039;&#039;&#039;&lt;br /&gt;
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BC variants of Warriors, also known as &amp;quot;Endurers,&amp;quot; are typically hexapod Bioforms used in extreme environments, being made to withstand the fiery surface of Sedantis. While not capable of handling a full-blown firestorm, they are the closest the Hives have to a bioform that could. They are slow but durable and relentless. Not many Endurers have been seen, and it is thought that this type has died out due to lack of maintenance as well as a lack of need.&lt;br /&gt;
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&#039;&#039;&#039;Type BE - Marshal&#039;&#039;&#039;&lt;br /&gt;
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A critical backbone of any Vaurca military, Type BE Warriors, or &amp;quot;Marshals,&amp;quot; as they are commonly known, are one of the oldest surviving Warrior Bioforms, with the Zo&#039;ra Hive going so far as to claim Zo&#039;ra herself invented them during the Age of Death, a claim which other Hives frequently dispute as mythology. What is not in dispute, however, is the role this Bioform has to play in matters of war strategy, each being an expert in tactics, planning, and shaping the flow of conflicts. Historical artworks depicting Zo&#039;ra Ta concocting plans of subjugation with Marshals at their side are abundant. To this end, the Marshals have undergone extensive genetic and augmentative modifications before assuming their role as military advisors to the Ta, and perhaps most notably, they have developed an unusual connection to the Cephalons as a result of their neural enhancements. &lt;br /&gt;
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The Cephalons, immensely powerful supercomputers that they are, are utterly invaluable in conflict, providing statistical analysis of outcomes, logistical planning, and troop deployment suggestions to maximize the user&#039;s tactical position. However, without the use of complicated and slow protocols, much of this data has to be output in its original raw format. During combat, this pure flood of information can be streamed in real-time to a Marshal over the Hivenet, who, thanks to their neural augmentations, can avoid collapsing into immediate insanity from the seemingly endless flow of numbers and information now overwhelming their senses. Instead, they process this mass of mathematical predictions and suggestions and seamlessly integrate them into their own plans, making split-second decisions on what to prioritize and what to discard before sending updates back to the biocomputers and repeating the cycle.&lt;br /&gt;
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As a result, the Marshals, more than any other Bioform, tend to come to see themselves as extensions of the Cephalons, nodes of the great intelligences tasked with carrying out their &amp;quot;will&amp;quot; in service of the Queens. It is rare for this to bother all but the most puritanical Ta due to the amount of help the Marshals are capable of providing, with even the most military-minded Breeders battling to effectively direct the masses of Warriors placed at their command in times of conflict without these advisors. Since the arrival in the Spur, the Marshals have had to adapt and have worked tirelessly alongside the Queens to restructure the military structure of the Hives in a way that is both effective and, much to their chagrin, cheap enough to not drain the economy. The Marshals of [[Zoleth, The Herald of Scars|Zoleth&#039;s brood]], numbering significantly more than any other, are plentiful throughout the newly formed Vek&#039;tak Phalanx and even sometimes the upper echelons of the Tau Ceti Armed Forces, providing advice and direction, though rarely with respect to the TCAF viewing themselves as anything other than consultants. It is not unheard of for the Hives to turn a Warrior of another Bioform who demonstrates a strong understanding of strategy or tactics into a Marshal.&lt;br /&gt;
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===Za&#039;Kax, Warforms (Type BD+)===&lt;br /&gt;
[[File:Bio_2.png|200px|thumb|right|An artistic depiction of the K&#039;lax Type BDE Warform.]]&lt;br /&gt;
Warform is the title given by human languages to Bound Warriors, constructs of war heavily augmented and outfitted with in-built weapons. They come in a variety of heights and forms, ranging from as small as 2 feet to towering behemoths standing at heights of 20 feet. &lt;br /&gt;
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The basic Type BD are the Warforms that the majority of the public in places that know of Vaurca have seen or heard about. It is from them the caste derives its name. They are tall bipedal Vaurcae designed by the Zo&#039;ra Hive that have been augmented and induced with large amounts of growth hormones to reach heights of 10 to 20 feet. Many possess large scythe-like blades in place of their claws, capable of cutting through reinforced steel, and they can be equipped with a varied arsenal of in-built weaponry, with the most infamous and perhaps terrifying being a strong napalm-like compound known as Zo&#039;rane flame, expelled through the Warform’s mouth. Those in the Spur who have seen the rare occasions the Zo&#039;ra Hive has deployed Warforms for actual warfare rather than simply parade duty, most prominently members of the Tau Ceti Foreign Legion during the second Solarian Invasion, have witnessed the Zo&#039;rane Flame in action and tend to speak of it grimly. To be covered with the substance is almost invariably to die slowly, painfully, and utterly, skin dripping from bone and ligaments melting away until all that is left is a dissolved puddle where man or vehicle once stood.&lt;br /&gt;
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Many other types of Warform exist or have existed in the past but were destroyed in events such as the Great Hive War, where creative Warforms were deployed in the thousands, and its conclusion, in which a return to traditional cultural combat replaced many of the underhanded tactics employed by the Bioforms led to the loss or outlawing of many designs. The Zo&#039;ra Hive poses both the most Warforms in the Spur by numbers and the most designs, having long mastered them.  &lt;br /&gt;
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&#039;&#039;&#039;Examples of Type BD+ Vaurca Bioforms&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Type BDE - Batteries&#039;&#039;&#039;&lt;br /&gt;
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Type BDE or &amp;quot;Batteries&amp;quot; are among the largest of the Warriors. They are frequently hexapods or decapods made to be durable and load-bearing, with heavy artillery typically installed on their backs. Despite having been designed by Hive Zo&#039;ra during the Great Hive War to act as a siege weapon that could still maneuver through the cramped caverns of Sedantis, they are most often deployed by the K&#039;lax Hive, who are known to arm the Type BDE with everything from jury-rigged Hegemony artillery pieces to accurate long-range cannons that fire not shells, but concentrations of deadly acid drawn from internal biological sacs. Type BDE are most often used to complement large military formations but have yet to be mass-produced due to high maintenance costs. Rumors abound that geneticists under the K&#039;lax and C&#039;thur Hives have begun separately looking into methods to reduce how phoron-hungry the Type BDE is but are yet to turn up results.&lt;br /&gt;
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&#039;&#039;&#039;Type BDF - Vanguard&#039;&#039;&#039;&lt;br /&gt;
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A quadrupedal Bioform designed by the Zo&#039;ra Hive standing at 9 feet tall and filling in the lines for heavy infantry, Type BDF Warriors, or &amp;quot;Vanguards,&amp;quot; have been used by almost all Hives at some point in their history of conflict, dating back generations. A modified version of the traditional Vanguard was most recently seen being used by the Lii’dra during their incursion with Elyra. Their quadrupedal form, aided by climbing augmentation in the form of mag-claws, allows them to traverse various terrains quickly, and they are frequently seen carrying anti-armor weapons.&lt;br /&gt;
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&#039;&#039;&#039;Type BDG - Flock&#039;&#039;&#039;&lt;br /&gt;
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Type BDG or &amp;quot;Flock&amp;quot; are one of the most common military Bioforms and are only about 2 feet long. They are not dissimilar to Type AB Workers but adapted for military use. Possessing wings, they are deadly when deployed in swarms, as demonstrated by their use by the Lii&#039;dra Hive during the Elyran invasion. When used, the Flock Warforms are typically employed to scatter defensive lines or attack structures. Their mobility and speed also mean they’re excellent at surveillance.&lt;br /&gt;
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&#039;&#039;&#039;Type BDJ - Mangler&#039;&#039;&#039;&lt;br /&gt;
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The Type BDJ or &amp;quot;Mangler&amp;quot; is a decapod Bioform resembling that of a crab or Qerrbalak crustacean. They are roughly a Skrell tall, with thick reinforced carapaces, large sharpened claws, and a central light-mounted weapon. They primarily operate in small groups and utilize high mobility to close the gap between themselves and a target lying down, covering fire, and getting near enough to utilize their deadly pincers, mutilating the foe in a brutal fashion. They are an invention of the C&#039;thur Hive, which utilizes them exclusively and were developed as a method of fielding smaller less-phoron intensive warforms in support of the Nralakk Federation&#039;s Qukala, as well as assisting in aquatic operations, being capable of operating under the water for extended periods of time.&lt;br /&gt;
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&#039;&#039;&#039;Type BDNB - Ripper&#039;&#039;&#039;&lt;br /&gt;
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The Type BDNB, or &amp;quot;Ripper&amp;quot; is the latest arthropod Warform from the C&#039;thur Hive. Modeled after a variation of a [[Diuslzi|Diulszian]] creature known as a &amp;quot;Rhixea,&amp;quot; the Type BDNB possesses 6 legs, several sharp talons, and, thanks to an amalgamation of the Rhixea&#039;s natural defenses and C&#039;thuric technology, a sonic scream loud enough to deafen, hurt, and disorient listeners. It appears almost like an isopod, not unlike the Hive&#039;s earlier Freighter design; however, the Ripper is instead deployed for warfare in support of the Nlomkala. Only a small handful of these Rippers exist so far, plans to create more being currently stalled due to the phoron crisis. Despite the small number however in testing they have exceled at breaking up large groups of combatants, mostly pirates, and shattering their morale. Queen Vytel originally intended to use the Ripper as a form of riot crowd control, arming them with a weakened sonic weapon; however, negotiations with the Federation have been largely unsuccessful, with Federation officials citing their &amp;quot;terrifying appearance&amp;quot; as too much for civilian anti-riot squads, not to mention the requirement of developing special ear-plugs to protect the Riot Teams&#039; own hearing. &lt;br /&gt;
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&#039;&#039;&#039;Type BNZ - Exterminator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Type BCZ or &amp;quot;Exterminators&amp;quot; are an arcane and banned Warform design from the Great Hive War, now only seen being deployed by the [[The Lii&#039;dra|Lii&#039;dra]]. From reports by the Vaurca Hives, it appears some of these Exterminator Warforms still remain active inside the Spur. They were most commonly used in terror tactics and assassination, taking out key personnel and vehicles. They are 15 feet of pure terror, resembling most closely terrestrial centipedes. Type BCZ are able to burrow into most natural surfaces and have been seen taking out combat mechs due to their speed and the incredibly acidic venom, which they can spray if need be. To this day, only three of them have been successfully killed, mostly by being bisected—the method of cutting the spinal cord to sever the Warforms link to its Hive. According to the Vaurca Hives, it is not immediately clear why severing the Warforms link to the Hive immediately disables it, whereas other Lii&#039;dra maintain a limited level of self-control. Theories range from it being a safety mechanism to a necessary biological function.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Breeders (Ta, Type C)===&lt;br /&gt;
&lt;br /&gt;
Vaurca Breeders are considered the most important members of Vaurca civilization and amount to a tiny percentage of the whole Vaurca population. The only Vaurca that retain their sex organs after birth, they are the species&#039; only fertile members. The male Breeders (Type CA) are all raised as Bound, while the females (Type CB) are all Unbound. The species Euosoecial nature has Breeders as the top members of Vaurca hierarchical society. &lt;br /&gt;
&lt;br /&gt;
Perhaps due to their importance as individuals, the scientific literature does not recognize different bioforms or subcastes of Breeders. Nonetheless, female Ta fulfill different important social functions and can be distinguished by size and other unique features. The debate on profiling the Breeder caste with similar nomenclature used for the other Vaurcae still persists. &lt;br /&gt;
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====Type CA - Consorts, Male Breeders==== &lt;br /&gt;
&lt;br /&gt;
The Type CA, also known as Consorts, are the only male representatives of the Vaurca race. The Consorts are huge, with a fuzzy carapace and lightly-patterned wings. On average, a modern Consort can live up to 500 years.&lt;br /&gt;
&lt;br /&gt;
The role of the Consort has radically changed throughout the history of the Vaurca. In ancient times, the Consorts were not mentally stunted but rather important children of the Vaurca Queens. As late as the early Agricultural Revolution, male Breeders were known as “Princes” and served as representatives of their respective Hives. They were highly educated members of the Vaurca society and, as evidence suggests, may have held administrative roles in the earliest large-scale Hives.&lt;br /&gt;
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The royal courtship was also different than in modern times. Typically, when ready to mate, a Queen would secrete powerful hormones to summon Prince Vaurcae into her chambers. The farther one of these Princes traveled, the better suitor they were considered. Once they arrived, the Princes had to prove themselves by completing a series of challenges. Usually, these tasks included mortal fights against the Queen’s Warriors and complex puzzles to prove their intellectual capabilities.&lt;br /&gt;
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As the Vaurca Hives became more complex, this old system became problematic. The Consorts once helped create primitive alliances between smaller Hives, but the large-scale empires that emerged during the [[Vaurca History#The Age of Death|Age of Death]] had different political needs. Additionally, the short natural lifespan of a Consort (around 70 and 90 years) when compared to a Vaurca Queen made long-term political pacts harder to maintain. &lt;br /&gt;
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It is also believed that the Princes eventually threatened the political power of their sisters. Though the actual motives are varied, the male Breeders fell in grace and the royal courtship system was dismantled. In turn, the Consorts were traded as chattel by the Hives and kept uneducated. By the Era of Augments—the time when the modern psyche system was developed—the male Breeders became fully Bound.&lt;br /&gt;
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&#039;&#039;&#039;The Modern Consort Trade&#039;&#039;&#039;&lt;br /&gt;
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Today, Consorts are prized commodities that are still exchanged between Hives. Historically on Sedantis, the main Hives maintained a sufficient supply of male Ta to avoid inbreeding through trade or conquest. The Exodus and modern technologies have necessitated a change in this system with some Consorts now “cloned.” &lt;br /&gt;
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These expensive procedures restructure the DNA of young Consort larvae into copies of male genomes that each Hive keeps as a reserve. &lt;br /&gt;
Since their introduction to the Spur, the Vaurca have drastically improved their methods of cloning and trading Consorts. These new processes are responsible for the large new numbers of Vaurca populations. &lt;br /&gt;
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====Type CB - Gynes, Female Breeders====&lt;br /&gt;
&lt;br /&gt;
The Type CB, or Gynes,  are the leaders of Vaurca society.  They have huge bodies with prominent gasters, 6 elongated legs, and four thin large arms. Female Breeders additionally have long, non-functional wings,  often adorned with intricate cultural patterns. Unlike other castes, the carapace of female Breeders is sturdy yet highly flexible, allowing for an increase in size. Such a change may occur for any number of reasons throughout the Gyne&#039;s lifespan, a lifespan that is theoretically unlimited as a result of modern medicine. Those Ta unfortunate enough to find themselves without access to such life-extension technologies, such as many Queenless, would either be beholden to the historical lifespan of 1000 years or forced to rely upon extensive augmentation to sustain themselves.&lt;br /&gt;
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All Gynes are female and, while they are technically all born fertile, most are sterilized as larvae to prevent the formation of rivaling Hives.  This sterilization may be reversed by the Hive if a Ta advances to an Aliate or if it is otherwise required.  Alongside their individuality, the unclear biological distinctions of Gynes make scientists doubt the existence of Type C subcastes. Instead, their preferred nomenclature for the different subtypes of Gynes is &#039;&#039;&#039;ranks&#039;&#039;&#039;. &lt;br /&gt;
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The following information is not a complete overview of each rank. Instead, it only aims to explain the general cues in size and physical appearance between the Gynes. For more information on the social functions of each Gyne rank, read [[Vaurca_Culture_and_Society#Ta_Society | here.]]&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;Gyne Ranks&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Queens&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Vaurca Queens are generally not selected from birth, but rather granted this rank during adulthood. The candidates for such a role however are groomed from birth to be able to perform royal duties. Despite each brood having a pool of candidates to pull from, the choosing of a new Queen is a rare event—only two have been elected recently ([[Athvur, The New Goddess|Athvur]] and [[Tupii, The Surrogate Queen|Tupii]]).&lt;br /&gt;
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To display their new rank, Vaurca Queens are fed special royal hormones to increase their size. Lesser Queens usually double their size, while High Queens may triple or even quadruple it. The process can leave their carapace more vulnerable, as it expands until it becomes thin. This is usually not a problem for Queens, as they have Bound Workers tending to all their needs. Despite this, some Queens undergo augmentations or special treatments to harden their carapaces if they are concerned about them.  &lt;br /&gt;
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&#039;&#039;&#039;Surrogates&#039;&#039;&#039;&lt;br /&gt;
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Like Queens, the Surrogates are immense fertile Gynes. Because of their social importance as representatives of the Queens, Surrogates are often modeled as smaller versions of the Queen they serve—this may be through acquiring similar augmentations or even trying to match their body build. &lt;br /&gt;
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&#039;&#039;&#039;Aliates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Aliates are medium-sized Gynes. Aliates are recognizable for their luxurious-patterned wings. While traditionally a biological feature, today most Aliates enhance their wings through augmentation or decorative garments. &lt;br /&gt;
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Some Aliates may increase their size. While they never become as big as Queens or Surrogates, the size increments allow Aliates of important and historical hive-cells to distinguish themselves. &lt;br /&gt;
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&#039;&#039;&#039;Diplomats&#039;&#039;&#039;&lt;br /&gt;
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Diplomats are the smallest of the Gynes. They share a similar build to the Aliates, the rank from which they stem. The size of Diplomats allows these Gynes to travel and tend for themselves without the aid of any Bound Workers. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cephalons (Type D)===&lt;br /&gt;
The Cephalon caste is perhaps the least understood of all Vaurcae. The Cephalons serve as biological computers; immense hardware that makes full use of the Vaurcae brain and their biological augmentation. &lt;br /&gt;
&lt;br /&gt;
This artificial caste was first constructed during the [[Vaurca_History#The_K’lax_Bonanza_and_Technological_Revolution|Technological Revolution]] and originally consisted of modified male Breeders with special wires connected to their brains. Eventually, the Cephalons became a caste of their own. They have soft carapaces that never harden, allowing their brains to keep expanding. The body of a Cephalon becomes limp; it is not rare for the gestating modern Cephalon to require augments to keep its other organs working. &lt;br /&gt;
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In order to protect a Cephalon’s body, a group of Bound and Unbound Workers is dedicated to each bio-computer. These handlers encase the Cephalon in solid iron cabinets. Newer Cephalons are encased in cybertronic cabinets that serve similarly to full-body prosthetics. &lt;br /&gt;
&lt;br /&gt;
====Type DA - Cores====&lt;br /&gt;
The Type DA Cephalons are hyper-computers that function as the main database servers for [[Virtual Reality]] and Vaurca computing operations as a whole. Part exceptionally powerful computer, part server, part &amp;quot;artificial&amp;quot; intelligence (if a massive brain augmented with quantum substacks and an array of biomechanical enhancements can be called artificial), part oracular prediction machines, the researchers of the Spur have struggled endlessly to properly categorize or even begin to understand the Cephalon. This is despite the caste having pervaded every element of Vaurca civilization, arguably as much as their magnum opus Virtual Reality, with the two being intrinsically linked. Few Spur scientists have begun to understand the extraordinarily convoluted structure of the Cephalon, with each one a monumental archive in and of itself. The Spur&#039;s Hives seemingly do little to alleviate the existing state of confusion outside of correcting the occasional misconception or perceived fear. From what little can be gleaned, it would appear, at least to outsiders, that the amalgam design of the Bioform takes the best of both worlds for wetware and quantum computing, making use of an organic brain&#039;s incredible pattern recognition, memory, and decision-making, then incorporating a quantum system&#039;s incredible speed, accuracy, and parallel processing.&lt;br /&gt;
&lt;br /&gt;
The creation of Cores is complicated. They are bombarded from birth with special hormones designed to expand their brains. These special treatments hypercharge their thyroid and pituitary glands, which results in a brain that will continue growing far, far beyond the needs even of the Unbound. It will grow so much that the Cephalon&#039;s handlers can cut live samples, spread them across trellises and racks, and treat them with more hormones and chemicals to keep them growing further. After a decade of pruning, racking, and tanning, and some cybernetic wirework besides, the end result is a new Cephalon—a biomechanical supercomputer that houses a large portion of the Virtual Reality Network, and will live for millennia. Each Lesser Queen tends to keep several of these in specially designed mainframes, acting as servers from which their [[Virtual Reality#Realms|Virtual Reality Realm]] is hosted. These mainframe rooms are almost always stored near the queen&#039;s quarters under exceedingly heavy guards, eclipsed only in protection by the rulers themselves. Cephalons are not generally considered Bound or Unbound, but inert, motionless equipment.&lt;br /&gt;
&lt;br /&gt;
====Type DB - Terminals====&lt;br /&gt;
Type DB Cephalons, known as Terminals, vary in size, though all are smaller than Cores. Terminals primarily function as relays, connecting Cores, Virtual Reality, and the outside world. Slices of Cephalon brains are grafted into Terminals, granting them rudimentary processing capabilities. Terminals serve as a physical link to Virtual Reality and the [[Vaurca#Language|Hivenet]], allowing one the ability to modify Virtual Reality externally, initiate neural socket uploads, and monitor the Hivenet. Additionally, Terminals are frequently used as an equivalent to shipboard AI on Vaurcaesian vessels. While smaller spacecraft may only use one Terminal for all operations, larger ones may have several Terminals, each dedicated to a specific function aboard the ship. The smallest Terminals, also known as “Nodes,” are even found inside high-end Vaurcaesian equipment in order to amplify their capabilities, providing such items with a degree of self-referential decision-making and problem-solving. &lt;br /&gt;
&lt;br /&gt;
===Bulwarks, (Ra, Type E)===&lt;br /&gt;
The Bulwark is the most recent Vaurcesian caste to be developed. There is some controversy over whether they count as an entirely new caste or are simply a bioform of a Worker.  Motivated by politics, the Biesellite scientific community is inclined to classify the Bulwark as a unique caste.&lt;br /&gt;
&lt;br /&gt;
Bulwarks are the second-largest caste, with a height ranging from 8&#039; to 10&#039;5. They are slower than Workers but are excessively strong, able to lift up to a metric ton in each hand. They are completely immune to radiation due to the thickness of their carapace and complex hormonal secretion that neutralizes ionizing radiation in their bloodstream. As a result of their hormonal structure, they are very vulnerable to conventional toxins and illnesses.&lt;br /&gt;
&lt;br /&gt;
Bulwark temperaments are typically purely defensive. Unlike the passive Worker or the aggressive Warrior, Bulwarks are somewhat averse to fighting but are capable of defending themselves with powerful blows if they or their fellow workers are threatened. Nevertheless, they do not have a Warrior’s instinct for killing.&lt;br /&gt;
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==Life Cycle and Expectancy==&lt;br /&gt;
The lifecycle of a Vaurca is fairly complicated when compared to other species. Each stage of Vaurca development is clearly regimented by biological developments or the introduction of augmentations.&lt;br /&gt;
&lt;br /&gt;
Vaurca eggs are laid by a Hives high or lower Queen, and naturally enter a state of suspended animation when they are outside of the ovipositor, locking the egg in its initial stage until it is received by its surrogate Ta. This is compounded with cryogenics to effectively transport a vast amount of eggs between the Queen and their surrogate Ta. Every Ta within a Hive specializes in the creation of many different types of Vaurcae. &lt;br /&gt;
Without cryostasis, the Worker and Warrior castes have a life expectancy of 20 years. Meanwhile, the Breeder and Cephalon castes can live indefinitely. For human scientists, the process by which Vaurca Breeders can live forever is not yet fully understood. The scientific consensus is that it consists of multiple factors: constant maintenance, augmentation, a slower metabolism, and some form of biological immortality.  &lt;br /&gt;
&lt;br /&gt;
==Imagotis==&lt;br /&gt;
Imagotis is a powerful process in which each Vaurca egg is assigned its function to the brood. The Imagotis consists of an imaginal stage in which Surrogate Breeders hold in their minds the image of their completed offspring. The Imagotis vision is imprinted into the Vaurca egg by a special saliva, providing a cocktail of pheromones that controls the development and gene expression of each Vaurca. These Imagotis pheromones decide the caste of each egg,  radically altering their anatomy by the time the larvae hatch.&lt;br /&gt;
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Beyond simply altering gene expression, the Imagotis pheromones provide a &amp;quot;recipe&amp;quot; for each Vaurca to the Bound Vaurca responsible for nursing the eggs. This recipe determines the type of augmentations, diet, and even Virtual Reality education each Vaurca is to receive.&lt;br /&gt;
The strength of the Imagotis pheromones is such that, even after death, they remain impregnated in the neural sockets. This way, even without any specific markings, the reclaimers of neural sockets can identify individual Vaurcae by name.&lt;br /&gt;
&lt;br /&gt;
==Internal Organs==&lt;br /&gt;
Internally, Type A are very similar to that of an Earth insect. They have an open circulatory system, with their blood covering their digestive system, dual hearts, lungs, and other organs. Their two hearts provide a significant sloshing motion to prevent the blood from stagnating. The Vaurca&#039;s blood is a copper-based hemoglobin, with a high dependency on sulfur, which causes their blood to adopt a yellowish color instead of the red prevalent with other species. It also emanates a very potent stink. This open circulatory system, however, can lead to wounds that pierce the exoskeleton and minor layers of skin to bleed out quickly unless treated.&lt;br /&gt;
&lt;br /&gt;
Vaurcae possess, in their head, a neural socket that allows interface with the hive network communications. The exact mechanics of a neural socket, and how it processes data and keeps information secure is based on biological processes in the regional Queen, who possesses, instead of a neural socket, a neural rod.&lt;br /&gt;
&lt;br /&gt;
==Limbs==&lt;br /&gt;
Vaurcae have two large insect-like eyes with two smaller ones underneath, which are hyper-sensitive to most forms of light. While they can function in light-heavy environments perfectly fine, most complain about frequent migraines and tendency to get frustrated after long exposures to light like the sun, or even general station lighting. This hyper-sensitivity, however, leads to greatly increased eyesight in dark areas. Their eyes are completely black in terms of colouration, with no variation between the castes. They also have large, insect-like antennae that protrude from their head. These antennae are used for greater perception of their surroundings and to communicate with each other through subtle movements, or rubbing them together with another. Also acting olfactory sensory and nerve database, when these antennae are lost, they can cause confusion, dizziness, nausea, communications problems, and extreme pain.&lt;br /&gt;
&lt;br /&gt;
Their mouthparts are similar to a prawn&#039;s, in that they have two large mandibles, with small feelers and chewing parts that come out of the bottom.&lt;br /&gt;
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A Vaurca Worker and Warrior may possess vestigial arms below their main limbs, genetic remnants that serve little purpose. Some Vaurcae may remove them for practicality while others are decorating them for fashion purposes. The latter is quickly becoming a fad for Vaurcae who regularly interact with aliens.&lt;br /&gt;
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==Augments==&lt;br /&gt;
While virtually all Vaurcae look identical in an augmented state, aside from various shifts in colour, virtually all Vaurcae are augmented in some manner, the degree to which depending very much on their caste and purpose.&lt;br /&gt;
&lt;br /&gt;
Bound Vaurcae typically undergo the most augmentation. Much of their organic mass will at some point be replaced with machinery, so they can fulfill one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapons and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognizable it is as a standard Vaurca.&lt;br /&gt;
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Unbound however will never undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, the entire purpose of the Unbound caste. Their augments will typically be performance-enhancing instead of alterations of the form. Most Unbound are today equipped with at least basic communication augments which make them versatile assets for communication with extra-Hive entities.&lt;br /&gt;
&lt;br /&gt;
Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the [[SCCV Horizon]] are of the least augmented tier - either Type AA or Type BA. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and oxygen filtration system and may utilize full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have very few augments to ensure that they can fulfill any task assigned to them by NanoTrasen.&lt;br /&gt;
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==Sleep Cycle==&lt;br /&gt;
The &#039;&#039;&#039;Bound&#039;&#039;&#039; follow a predictable sleep pattern. Specialized augmentations control the chemical precursors that induce sleepfulness within Bound and cause them to sleep. While predictable, the times that a Bound sleeps typically depend on its duty within the Hive, with the most physically demanding jobs having the longest periods of sleep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound&#039;&#039;&#039; Vaurcae spends 98 hours active on average before experiencing drowsiness. Some Unbound may change this sleep cycle depending on their work or needs, similar in scope to how humans change their habits. To sleep, a Vaurca adopts a leaning position that uses specialized joints and hinges in their exoskeletal plates to sleep standing upright.&lt;br /&gt;
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==Mannerisms==&lt;br /&gt;
Vaurcae typically express emotions, thoughts, and feelings over Hivenet—their keen sense of smell allows them to secrete certain complex pheromones and emit specific vibrations with their antennae that indicate their emotional state. Hivenet cannot transmit actual images, but it can transmit sensations; a Vaurca in pain from being crushed by a rockfall cannot transmit an image of their suffering, but they can project the feeling of being crushed.&lt;br /&gt;
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This is not to say that Vaurcae have no mannerisms outside of Hivenet projections; quite the opposite. Their large, sensitive eyes set on the sides of their head can see somewhat behind them, so a Vaurca may flick their antennae in the direction of new stimuli rather than turning their head the way a human might. Vaurcae typically chitter in acknowledgment of another, similar to a human’s humming or nodding. Clicking is akin to a human clicking their tongue; it can range from an expression of thought to aggravation.&lt;br /&gt;
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Expressions of pain, frustration, or anger outside of Hivenet usually involve soft hissing or grinding their mandibles, but mandible-grinding can also be a gesture of deep thought. A particularly startled or suffering Vaurca may let out a shriek, which has been described in several circles as sounding like nails on a chalkboard.&lt;br /&gt;
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Warriors in particular have a tendency towards restlessness and may pace or jump to attention quicker. It is not uncommon for Warriors to do laps around their place of work if they are out of Virtual Reality, or are constantly on the move.&lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Virtual_Reality&amp;diff=30671</id>
		<title>Virtual Reality</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Virtual_Reality&amp;diff=30671"/>
		<updated>2023-11-15T02:51:40Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: Lost Realms&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
Their signature technology, known to have influenced every aspect of their lives, Virtual Reality is a complex series of [[Vaurca]] mechanisms that create alternate reality settings, experiences and emotions beyond any technologies other species from the Orion Spur can recreate. These simulations are often seen as esoteric because of their long cultural importance and their own composition, which tests the limits of perception. Since the discovery of Vaurcae, their Virtual Reality has caught the attention of researchers and [[Stellar Corporate Conglomerate|megacorporations]] because of its entertainment value, cultural importance and even possible means of reincarnation.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The earliest forms of virtual reality were created by a small, uncredited Hive. This primitive virtual reality, formed around 40 000 BCE, was very much like the human conception of virtual headsets and holographic entertainment. However, even then the main purpose served a diplomatic and religious need, where many could congregate in environments formerly unthinkable due to the barren nature of [[Sedantis I]].&lt;br /&gt;
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Modern Virtual Reality was developed in 36 670 years ago, as a major breakthrough of [[The Lii&#039;dra|Lii’dra]] scientists and artists. Unlike its current form, the Lii’dra Hive was then a small force with leading technologies. The adoption was nothing but gradual, with the members of the Court of Queens adopting Virtual Reality rapidly. Unlike the earlier versions of the technology, this technology no longer had the same limitations of before. Major Hives, such as Zo’ra, restructured their mythology and philosophy around the novel technology. In a few thousand years, universal concepts such as [[Vaurca Religion|the Afterlife]] and the Realms were formed. &lt;br /&gt;
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After the [[Vaurca History#The Great Hive War|Great Hive War]], High Queen Zo’ra made Virtual Reality freely available to all surviving Hives. Its Lii’draic origins have since been concealed, with Zo’ra claiming to have developed it themselves. Multiple origin myths have also surged, as it is understood to the Vaurca that Virtual Reality is almost a natural technology, with the same foundational importance as that of the wheel or the control of fire.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Like many of the Vaurcesian advanced technology, Virtual Reality has a biological component. Unlike other species, which seek to develop artificial intelligence as a means to supersede biological realities, the Vaurca believe that their augmentations instead should be in service of what can be deemed as natural. Thus, early in the Era of Augments, the current caste developments allowed for the creation of the Cephalons, huge biological computers which have the primary purpose of storing large amounts of data. These [[Vaurca#Cephalon (Type D)|Cephalons]] are, however, best known for serving as hosts of Virtual Reality. &lt;br /&gt;
&lt;br /&gt;
Each Queen has a neural rod which allows access for all Vaurcae, regardless of their Hive, to access Virtual Reality. The rod beams its own Realm information, while it also relays that of other Queens, making Virtual Reality accessible in most areas of the [[Orion Spur]].&lt;br /&gt;
 &lt;br /&gt;
The neural socket is the quintessential augment for a Vaurca, and one they would find themselves disoriented if living without. This is what allows an individual to access Virtual Reality at will, however, the bodily functions cannot be suppressed when inside VR.&lt;br /&gt;
&lt;br /&gt;
This has led to the creation of special cryogenic pods, which are known to have housed some connected Vaurcae for thousands of years, as many of those that first arrived in human space were in stasis for long periods. A downside of this is that respiration is still a required function, and for those in such long periods of stasis, they will continue to metabolize phoron, albeit at a much slower rate than a Vaurca not occupying these pods. &lt;br /&gt;
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While the effects of the cryogenic pods in the long-term have not been tested, many individuals have claimed to have suffered muscle atrophy, derealization and even other forms of anxieties. While it is common practice that those victims of these conditions are to be culled and deemed as defective, regulations in human and [[Skrell|Skrellian]] space do not allow for these methods if the individual in question can still be treated and eventually recover. This has led to some controversy among many Vaurcae, as well as ostracization of those that are deemed too crippled to work.&lt;br /&gt;
&lt;br /&gt;
==Life with Virtual Reality==&lt;br /&gt;
Since its inception and later introduction to all Hives, Virtual Reality has become essential to Vaurca. It touches all aspects of their culture, from religion, myths, and entertainment to venues to conduct warfare and diplomacy. The Virtual Realm has become intertwined with the Vaurcae, so discussing their culture without mentioning it would be remiss. For them, Virtual Reality is not just a place of entertainment but a second reality running parallel to the one shared with the rest of the species.&lt;br /&gt;
Whilst every Queen has a unique realm, they generally share some basic qualities, except where noted elsewhere. For example, the size of the realms may differ. All but the youngest Queens have birthed tens of millions, sometimes billions, of Vaurcae since the introduction of Virtual Reality technology to the species, even excluding those broods which simulate entirely virtual people (typically either for study, as seen in [[Vaurca_Hives#Zoleth.2C_The_Herald_of_Scars|Queen Zoleth&#039;s]] combat practice, or as a curiosity, as showcased by [[Xetl, The Voracious Queen|Queen Xetl]]). Thus, populations have ballooned to extraordinary levels only capable of being supported due to the immense processing powers of the Cephalon caste, with even small realms typically rivaling the size of planets.&lt;br /&gt;
&lt;br /&gt;
==Realms==&lt;br /&gt;
A realm is the virtual dominion of a Queen. Some of them can barely be described as places, but more like states or ethereal sensations. Each Queen’s realm is open to all Vaurcae, given that they acquire an access code to those that are not from their own Hive. Some areas are locked for members of the Hive only, or for permanent residents. [[Vaurca#Ta, The Breeders (Type C)|Tas]] are the only ones that hand out codes, and they may restrict access as they please. A common punishment is limited access to one’s own Virtual Reality. Each Queen has molded her realm to her own personality, and a description can be read in [[Vaurca Hives|their brood pages]].&lt;br /&gt;
&lt;br /&gt;
===Personal Subrealms===&lt;br /&gt;
Personal Subrealms are spaces controlled by a particular individual in a particular realm. Originally granted to [[Vaurca Culture and Society#Xakat&#039;kl&#039;atan|Xakat’kl’atan]] only, they are now a subscription-based model, if one pays enough tribute to the Queen from their own salary. This is justified by the Queens as a maintenance cost, given the extra strain a Cephalon may have if it hosts too many subrealms. The liberty of the subrealm is still very much linked to what is possible in the mother realm, as well as different tribute prices for sizes and other peculiarities.&lt;br /&gt;
&lt;br /&gt;
===Lost Realms===&lt;br /&gt;
&lt;br /&gt;
With so many evershifting realities nestled amongst the Cephalons it is inevitable that some become lost in the tide, unvisited by their creators. These so-called &#039;Lost Realms&#039; may occur for a variety of reasons from failed ecology experiments, to idle musings that were accidentally left running well past their theoretical expiration date, personal games that the creator plans to eventually return to, or simply just having been forgotten. The majority of the time a realm that goes unvisited for too long is simply disabled, useful or interesting data reincorporated to elsewhere in the Cephalons vast mindspace. Whilst the Cephalons are immensely potent, they do have a theoretical limit, and few in the Hives see reason to dedicate processing space towards what is effectively useless space.  &lt;br /&gt;
&lt;br /&gt;
This is not always the case, however. Occasionally, a realm slips through the cracks of these regular &#039;clean-outs&#039; and is allowed to persist. This is especially common when realms become nestled within other realms, buried deep within the Cephalons, and effectively hidden from the search protocols that have been developed, or said protocols flag a realm as potentially having value. Many of these realms continue to exist unmonitored, with any simulated inhabitants within continuing to exist. Most realms are empty of life or feature simple entities. For those with inhabitants the topic is more complicated. &lt;br /&gt;
&lt;br /&gt;
Some of these realms with &amp;quot;life&amp;quot; have remained stable to the point of allowing them to continue to live as they did before, perhaps never even realizing their simulated nature. For many others, however, the lack of direct oversight and maintenance causes &amp;quot;reality&amp;quot; itself to break down around the inhabitants over time. Holes in the world allow the interstice to leak in, gravity becomes treacherous, light becomes a malevolent painful force, and simulated survivors are forced to subsist by cannibalizing what little remains. Frequently, these realms simply end up tearing themselves apart at the seams as enough errors build to flag the Cephalons to their presence, becoming beacons in the interstice.&lt;br /&gt;
&lt;br /&gt;
These Lost Realms however, are not always simply deleted upon being found. [[Leto,_The_Seeker | Queen Leto]] of the K&#039;lax has long mourned what may be lost by doing so, viewing the careless destruction of entire miniaturized societies and realities within the Aether as anthema to her goal of preserving all history, both within and without. As a result, Queen Leto&#039;s brood and occasionally, when their interest is caught, the Vaurca of other Queens, are known to mount expeditions to these Lost Realms. In stark contrast to Leto, [[Xetl,_The_Voracious_Queen | Queen Xetl]] has the fewest Lost Realms, as she and her brood typically view experiences as less meaningful once they&#039;ve passed, choosing instead to live in the moment. &lt;br /&gt;
&lt;br /&gt;
These expeditions are tasked with exploring the realms and cataloguing anything of interest found within such as the realms purpose, the culture of inhabitants, interesting designs, or other things of &amp;quot;value&amp;quot; to the explorer.  Occasionally, though it is uncommon, a realm may be &amp;quot;resurrected&amp;quot; if it is of particular value, restored to a more functional order. Such undertakings are deeply perilous activities, risking the cunning explorer being swept away, minds destroyed by waves of data in whatever form they may take. For some Vaurca, the real danger is thrilling. For others, it is simply part of the job, and the discoveries are the true reward. &lt;br /&gt;
&lt;br /&gt;
Many former explorers, frequently referred to as Delvers, end up employed across the Spur, working as Xenoarcheologists, Scientists, or Private Security when not undertaking a delve. The danger and frequent reliance upon one another has led to many Delvers developing a subculture of sorts, and they often share a feeling of mutual respect, even across Hives. Most understand that it takes a certain degree of character strength to risk what is to them, one&#039;s eternal soul, in the pursuit of discovery.&lt;br /&gt;
&lt;br /&gt;
==Entertainment in Virtual Reality==&lt;br /&gt;
Entertainment in Virtual Reality can vary dramatically between broods but is almost always themed around the Queen&#039;s particular tastes. Queen Zoleth&#039;s realm uses wargames, the most popular of which is Reacting Crucible, run by Za’Akaix’Morz Zo&#039;ra. More strategically minded Vaurca will often engage in tactical simulations, reflecting the brood’s predisposition towards conflict. Whilst this leisure will typically suffice, they are far beyond the only way to relax in Virtual Reality, with these activities commonly provided by Weavemakers. &lt;br /&gt;
&lt;br /&gt;
===Weavemakers===&lt;br /&gt;
Whilst personal subrealms were traditionally only provided to Xakat’kl’atan, branching realms from a Queen&#039;s main reality is hardly a novel idea. Since not long after the inception of Virtual Reality, the Queens have been granting the title of &amp;quot;Xenr&#039;atan,&amp;quot; or &amp;quot;Weavemaker&amp;quot; in Basic, to their Workers and Warriors, the selection process varying depending on the Queen in question. These Weavemakers are the creators of entertainment, given a branching realm and near free reign to make as they desire within it. These creations are then made accessible to the rest of the brood.&lt;br /&gt;
The types of experiences contained within a Weavemaker&#039;s realm will depend dramatically on the maker, and no two are the same. Some types, however, are notable due to their popularity.&lt;br /&gt;
&lt;br /&gt;
====Reality Gardens====&lt;br /&gt;
Reality Gardens are a type of virtual world constructed by a Weavemaker purely for artistic purposes. The Cephalon on which realms are hosted include features that allow such gardens to be created with relative ease, but this does not mean that artists do not have a great deal of freedom to make exactly what they want. Such art is frequently described as remarkably beautiful by Vaurcae who witness it. The form this artwork takes ranges from fully immersive walkable environments with each detail delicately crafted by Weavemakers, to abstract shapes which can evoke emotional responses despite the unclear intended goal.&lt;br /&gt;
&lt;br /&gt;
====Vibrations====&lt;br /&gt;
One of the most esoteric types of subrealm within Virtual Reality, Vibrations take the concept of ‘reality’ to the extreme. These places can only be described as shared sensorial havens, where no Vaurcae use virtual avatars to direct themselves. Instead, the residents of Vibrations are only said to ‘feel’ the colors and rhythm often present in the subrealm, sharing experiences with each other in a similar fashion. Vibrations were the most popular type of subrealm during the Exodus, as they helped many Vaurcae endure the idleness of their civilization. While these places quickly faded from the public, Vibrations are now mostly enjoyed by millennia-old Vaurcae who wish to remain sane while facing immortality. &lt;br /&gt;
&lt;br /&gt;
====War Games====&lt;br /&gt;
War Games are a broad category of subrealm created by Weavemakers, for Warriors to practise their skills either competitively or casually. The exact nature of these situations is ever-changing and depends on the type of Warrior in question. Some have been crafted for strategic planning on the tactical scale with simulations that run all the way up to conflict across solar systems to small-scale squad combat. It is common for Warriors in disputes to settle them through duels, with the rules decided for each independent fight.&lt;br /&gt;
&lt;br /&gt;
====Trials====&lt;br /&gt;
Trials are a type of virtual experience crafted by a Weavemaker with a goal of some sort that must be overcome and obstacles in the path. Some of these experiences are not unlike human virtual reality games, albeit with much more intricate designs, populated with enemies, weapons, and hazards for warriors, and puzzles or challenges related to a specific field for workers. Not all trials are so simple, however. Some are esoteric, with players taking on avatars that are metaphysical, perhaps navigating through networks instead of traditional rooms. A new phenomenon has appeared regarding these trials since the Vaurca arrival in the Spur. It is not unheard of for Weavemakers to offer a credit reward to the first handful of players to complete their latest design, leading to extensive competition and, in return, drawing more attention to their skills from amongst the members of the brood. &lt;br /&gt;
&lt;br /&gt;
====Campaigns====&lt;br /&gt;
A Campaign is a type of virtual entertainment that, whilst sharing some elements with what constitutes a Trial, is different as it typically has very open-ended goals and a less linear environment. Instead, the participants are free to pursue what they wish at the pace they wish. In these simulations, a participant could be anything ranging from a renowned warrior to something mundane such as a security guard trying to make enough credits to survive in the Spur. The extreme level of immersion that goes into many campaigns is such that some Vaurcae will choose to live in them for long periods of time, with the help of relative time dilation, experiencing entire lifetimes as something other than themselves before returning to the real world. Proponents of the [[Vaurca_Religion#Pilot_Dream|Pilot Dream religion]] often point to these subrealms as proof that the &amp;quot;real world&amp;quot; is itself a simulation.&lt;br /&gt;
&lt;br /&gt;
==Time in Virtual Reality==&lt;br /&gt;
To Vaurcae living in or visiting the Virtual Realms, time is typically viewed as an ever-moving stream, the speed of which can be molded by the Queens as easily as any other element. A given realm will often have sections where time will seemingly flow faster or slower relative to the real world and areas around it, further changeable in subrealms like all other options.&lt;br /&gt;
&lt;br /&gt;
In a location of entertainment, what to the Vaurca seems like a month may have passed. However, the individual leaves the Virtual Reality to discover only a few hours or days have transpired. To the layvaurca, this phenomenon is simply time travel, another avenue by which the Queens exercise their omnipotence in the Aether. Nonetheless, many scientists and scholarly Vaurcae believe the effect is simply accomplished by changing the clock rate of certain areas through clever usage of the Cephalons. The faster the clock, the slower time appears to pass, and vice versa, when the difference is only subjective. Experts point to the evidence of the odd phenomena that come from adjusting time too far in one direction, where calculations become more abstract. At first, this may be unnoticeable, but pushing it too far in the other direction makes more precise practices such as science almost impossible.&lt;br /&gt;
&lt;br /&gt;
==The Interstice==&lt;br /&gt;
Between all hosted VR constructs there is an interstice connecting them. The primary purpose of this interstice is to transmit the massive volumes of data between all members of the Hive. Entire perceptions can be shared with individuals by their use. With it, a Vaurca could share its entire life story from its own perspective in no time at all. Within the interstice itself, the physicality of simulations tends to break down, becoming less indicative of reality at all. Will and thought are the only tools needed by Vaurca who dwell here. These tools are used to create structures and worlds not constrained by three dimensions, to create what their minds choose. Yet most tend to merely use the interstice to communicate or travel between each Realm. Those that do choose to live out their afterlife here are often seen as eccentrics.&lt;br /&gt;
&lt;br /&gt;
The Interstice is also seen as a meeting place for Xakat’kl’atan and those interested in the [[Vaurca Religion#Pilot Dream|Pilot Dream]] religion. [[Vaurca#Queenless|Queenless]] may congregate in hidden sections of the interstice, as their presence, especially of their Tas, is barely tolerated in proper Realms.&lt;br /&gt;
&lt;br /&gt;
==Surveillance and moderation==&lt;br /&gt;
Ever since its invention, Virtual Reality has been linked to the Hivenet. However, the mechanisms behind Virtual Reality are much more complex, and thus its encryption is harder to decipher. While most places have logs, akin to how the Hivenet conversations are logged, there are certain places, such as the Interstice or [[Mouv, The Recondite Queen|Mouv’s realm]], which are harder to read. If one were to revise what is left from these conversations, more often than not it appears only as a sensor glitch. This has caused some issues with both the [[Republic of Biesel]] and the [[Nralakk Federation]], which wish to moderate Virtual Reality as much as they do with Hivenet. While the [[Flagsdale]] logs have been considered “the Rosetta Stone of Virtual Reality”, the truth is law enforcement still has made little progress, with the Hives being reluctant to cooperate as much as they have with non-VR communications. &lt;br /&gt;
&lt;br /&gt;
This does not mean, however, that Virtual Reality space is not moderated by the Hive authorities. Many Warriors of all broods have traditionally served as enforcers inside Virtual Reality, making sure law is followed and no conspiracies are formed. Punishments go from simple bans to the void of their consciousness, even if alive. It is said that mind voiding is a punishment enforced against Unbound criminals with non-VR crimes too, since it is a legal loophole to capital punishment in the galactic community.&lt;br /&gt;
&lt;br /&gt;
==Afterlife==&lt;br /&gt;
Ever since the aftermath of the [[Vaurca History#The Great Hive War|Great Hive War]], the ability to upload their consciousness has been the cornerstone of Virtual Reality, with its rapid adoption and importance linked to the “death of death”. For Vaurcae, Afterlife is not only a promise, but a reality they can see inside the Realms, and because of this alien religions have had a hard time proselytizing. &lt;br /&gt;
&lt;br /&gt;
Cheating death is the most interesting part of Virtual Reality to many investors, which may see it as a more viable option than cloning. However, deeper analysis of how the Afterlife works has caused controversy.&lt;br /&gt;
&lt;br /&gt;
In early 2463, the Xavier Trasen Medical School released a research paper which supposedly proved that older Vaurcae residing in Scay’s afterlife appear to be more “limited” than consciousness that have died more recently. This has led many to believe that the Afterlife is akin to an AI that acquires singularity once it has copied the data from a Vaurcesian brain. After the Zo’ra Hive supposedly threatened to stop funding the [[Tau Ceti Foreign Legion]], this study was censored, though discussions have arisen from metaphysics philosophers to 64tan threads.&lt;br /&gt;
&lt;br /&gt;
The possibility of actual consciousness, translated into data and uploaded to the Afterlife, has been supported by other scientists and thinkers. The main argument is that the consciousness of dead individuals are lucid in a way that an artificial brain would never be able to emulate. Proponents of this solution are excited to unlock the secrets behind VR, and it is believed that this position is what helped seal the deals between C’thur and [[Einstein Engines]].&lt;br /&gt;
&lt;br /&gt;
Resleeving or reincarnation, while possible, is still a niche. How it works is that a neural socket copies the consciousness from the Afterlife, and is then inserted into a pupating Vaurca right before their training. While those that believe that Afterlife is just artificial intelligence say that these new Vaurcae are merely indoctrinated to assume the identity of the one cloned, people who believe an afterlife is possible claim that this resleeving has no identity issues. It is sometimes reported that memories may become glitched or falsified, but this has yet to be proven in a major study.&lt;br /&gt;
&lt;br /&gt;
==Ta and Neural Sockets==&lt;br /&gt;
Breeders have a unique interaction with Neural Sockets and Virtual Reality. While traditional Workers and Warriors require their sockets to be recovered to upload into Virtual Reality through a Cephalon interface, the majority of Ta have a comparatively expensive upgrade known as a Trye&#039;Opka, or &amp;quot;Emergency Remote Cast System.&amp;quot; &lt;br /&gt;
Designed by Ka&#039;Akaix&#039;Tukl K&#039;lax not long following the Exodus, the Emergency Remote Cast System interfaces with the local Hivenet connection in the event of brain death and streams the immense amount of data from the socket across the Interstice and into Virtual Reality. This, in practice, means that Ta with this augment are extremely difficult to kill permanently. &lt;br /&gt;
&lt;br /&gt;
Whilst this system seems miraculous to the majority of Vaurcae and reinforces the appearance of their Ta as divine, it is not without its faults. Without the recovery of the physical Neural Socket, it is not uncommon for memories or elements of one&#039;s personality to become damaged or corrupted. Furthermore, those Ta with a socket yet to be recovered who choose to be resleeved have a tremendous amount of difficulty integrating their mental state into the complicated biological machine that makes up their new body, even once it has been grown, and must go through a process of acclimation that can often take several decades before they are truly able to begin being productive again. Because of this, it is still standard procedure to recover the sockets of Ta if at all possible and have them undergo a complicated and painful process known as merging, where they are amalgamated with the augmentation. This solves many of the aforementioned issues and allows them to be resleeved typically within a year or two, if they choose to do so.&lt;br /&gt;
&lt;br /&gt;
==Neural Simulation Training Environment==&lt;br /&gt;
The &amp;quot;Full Neural Simulation Training Environment&amp;quot; or Neusim as it is sometimes known, was first unveiled by the Court of Queens in 2465 and is referenced by the Hive&#039;s as the Vaurca&#039;s first step towards introducing safe Virtual Reality to the wider Spur. The Neusim itself is run from a &amp;quot;node&amp;quot; a large room with a central processor that connects to a group of encircling pods. Participants enter the pods, which fill with liquid and must be submerged before the program can begin, an experience that is frequently cited as painful or shocking for first-time users. After the submersion is complete however, the participants are placed in a nearly fully realized digital environment, complete with almost pinpoint authentic sight, taste, smell, and feel, which many Vaurca describe as coming close to replicating the more mundane elements of Virtual Reality. &lt;br /&gt;
&lt;br /&gt;
Currently, the only Neusim nodes are located in a secluded location on Caprice and kept under close guard, being used exclusively for training the non-Vaurca members of the Ve&#039;katak Phalanx. The training regimes for recruits in the Neusim, cited by the Court of Queens as a way to both ensure the quality of prospective soldiers and have a pool of willing people to trial the new invention, are typically regarded as extremely gruelling. Recruits are placed in simulations ranging from the Interstellar War, the Lii&#039;dra Invasion of Elyra, the Solarian Incursion into Biesel, and everything in between. These simulations often then have the participant fighting on the hardest fronts of these conflicts as active participants for what feels like weeks or even months, when only minutes have passed in reality. While recruits may leave at will, doing so results in instant disqualification from the Phalanx. &lt;br /&gt;
&lt;br /&gt;
This training regime has been criticized by some in the Republic; however, the Hive is quick to downplay its severity. Strict NDAs forbid Ve&#039;katak members from commenting on the Neusim in a strictly negative light, and the Zo&#039;rane [[Zoleth,_The_Herald_of_Scars | Queen Zoleth]] has made statements stressing that the experience is a necessary element of preparing for real battlefields as peers of the Phalanx&#039;s Vaurca Warriors. These statements also downplay many of the possible side effects of Neusim. It is not completely unheard of in some cases for a participant to have to leave the program with either trauma or a decreased ability to judge reality as real, among other such symptoms. Rumours of legal action have begun to circulate but are widely downplayed by the Hive. &lt;br /&gt;
&lt;br /&gt;
Additionally, this is far from the only criticism, with some coming from within the Vaurca themselves. [[Mouv,_The_Recondite_Queen | Queen Mouv]] has privately expressed her desire for the Hives to discontinue usage of the Neusim program to keep Virtual Reality secure, and whilst other Queens have yet to openly oppose the program, either due to its potential or simply having yet to consider the best method of addressing their concerns, for many a feeling of animosity is present. &lt;br /&gt;
&lt;br /&gt;
===Mobile Neural Simulation Training Environment===&lt;br /&gt;
The aptly named &amp;quot;Mobile Neural Simulation Training Environment&amp;quot; is the first technology to arise from the Neusim&#039;s stated goal of advancing research regarding &amp;quot;pan-species sensational augmentation&amp;quot; and has been developed as a result of extensive research and development by the Court of Queens. &lt;br /&gt;
&lt;br /&gt;
The MNeusim, as it is frequently abbreviated, is currently only a prototype but has begun to be quietly distributed to interested Ta from all three Hives across the Spur for &amp;quot;field-testing,&amp;quot; with the device itself being an augmentation that allows the Spur&#039;s sapients access to a Vaurca adjacent virtual-reality program not unlike the larger Neusim, though without much of the bulky infrastructure.&lt;br /&gt;
&lt;br /&gt;
That is not to say it is a completely streamlined experience, as to utilize the MNeusim relies upon the subject strapping on a large and heavy vest designed specifically for it and securing an augment-port neckbrace. Following this, the Ta initiator utilises her augments large neural-needle to establish a link with the cerebral cortex and spinal cord of the intended sapient through the neck injection port. After a link is established, the neural-needle is said to hijack the user&#039;s sensory experience, feeding new information directly from the neural-needle, with the vest working in tandem to keep the individual&#039;s biological functions synchronised with their new mental experience to minimize feelings of discontinuity. &lt;br /&gt;
&lt;br /&gt;
The experience of the neural-needle, although not described as particularly painful, is often exceedingly disorientating, and it can take time for someone to fully adapt to this wide-reaching, artificially induced shift in neurological functioning. This new technology has additionally not eliminated many of the Neusim&#039;s supposed side effects, with all but the toughest humans leaving feeling dizzy, uncomfortable, and perhaps even somewhat disconnected from their bodies or reality as a whole. The exact reason for these side effects is unclear, but it is an obstacle that has stymied much of the Spur&#039;s research into Vaurca Virtual Reality itself, with many experts believing it to be related to a neurological difference between Vaurca and the other sapients of the Spur. So far, the testing done by the Zo&#039;ra Hive has demonstrated that few people suffer such ill effects for longer than a few hours, but the risk increases dramatically with frequent exposure to the MNeusim, and such is discouraged. &lt;br /&gt;
&lt;br /&gt;
Outside of its possible risks, the release of the MNeusim has been deeply controversial amongst the Hives, even more so than the larger Neusim itself, and those who follow Hive politics in the Spur tend to believe that is why the testing is being done with such little fanfare despite the possible implications for Virtual Reality as a whole. Many suspect that Zo&#039;ra [[Vaur,_The_Liminal_Queen | High Queen Vaur]] and the pro-human [[Athvur,_The_New_Goddess | Queen Athvur]] may have pushed for the tech against the protests of their fellow Queens both within the Zo&#039;ra Hive and outside. The implied advances of this technology, however, appear far-off, and the Court of Queens has been quick to emphasize that this is only the first of many steps towards accomplishing them. &lt;br /&gt;
&lt;br /&gt;
The largest obstacle to the MNeusim is the requirement of having a Ta to utilize it. Unlike the traditional Neusim, the augment utilizes neurological functions exclusive to their neural-sockets for translating virtual reality into a sensory-feedback form suitable for other species. Despite the Zo&#039;ra Hive&#039;s request for testing on behalf of the Court of Queens, many Ta are politically opposed to the MNeusim&#039;s very existence, nevermind feel inclined to use it themselves. All the Queens except for Vaur and Athvur have placed sharp restrictions on outsiders in their realms, even in the MNeusim&#039;s abbreviated form. Additionally, most applications of the MNeusim limit visitors to specifically crafted realms made for the other sapients of the Spur, much like the larger Ve&#039;katak Phalanx-focused Neusim, due to the possible risks posed to the sapients of the Spur, with side effects seeming to become worse the more data that has to be processed through the neural link.&lt;br /&gt;
&lt;br /&gt;
The Ta that have &amp;quot;tested&amp;quot; the device so far have done so sparingly, though the exact reasons have varied, ranging from rewarding a loyal human follower to impressing a political official, even at the expense of said official suffering a degree of discomfort later. &lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=30562</id>
		<title>Vaurca</title>
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		<updated>2023-10-24T05:40:10Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Playing a Hive Representative */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive, C&#039;thur Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Vaurcae, (/ˈvaʊrkə/ &#039;&#039;VAUR-kah,&#039;&#039; &#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. Humanoid in shape, with a pair of arms, hands with four digits, divided equally between thumbs and fingers, and legs, ending in feet perfect for climbing the tunnels and caverns they used to dwell in on their homeworld. The Vaurcae are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back 730,000 years ago. Now they arrive in the Orion Spur as colonists, reluctantly taken in by other civilisations.&lt;br /&gt;
&lt;br /&gt;
They form eusocial groups, Hives, lead by a High Queen, whom the Hive is usually named after. Under them, Lesser Queens held jurisdiction over specific Hive functions. Queens, lesser and high, are the only type of Vaurcae capable of producing eggs to spawn new ones. Being born under a specific Queen places a Vaurca in their brood, where they would often hold unique traits compared to others, and a variant carapace color. More information on these structures, and broods, can be found on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Their civilizations are separated into several castes, with members of each caste having their biology, psychology, and education determined before they are even even born. Each individual Vaurca is made often for a specific function pertaining to their caste. Vaurcae are separated further between being Akaix (Unbound) and Viax (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple minded, running on no more than a desire to do what they are told, designed for their function rather than versatility.&lt;br /&gt;
&lt;br /&gt;
Vaurcae have mechanical extras such as extensive xenowear loadout and their homeworld’s flag. K’ois as a product is available in-game and they have a rather grand set of unobtainable event-spawn objects and mobs. Massive Vaurcae Breeders are playable as consular officers, and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
Vaurcae can come from the Zo&#039;ra, K&#039;lax, C&#039;thur or Lii&#039;dra Hives. The Lii&#039;dra are exclusive to [[Lii&#039;dra guide|antagonists]] and events - this does not mean antagonist vaurcae have to be Lii&#039;dra, however.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae can&#039;t be any Heads of Staff, including being elevated to an Interim command position. They used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in SCC facilities.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Global Hivenet, accessible via ,9 and heard only by other Vaurcae and station-bound synthetics.&lt;br /&gt;
*Pressure and cold resistant, allowing them to survive in space with internals.&lt;br /&gt;
*Unaffected by phoron gas but require it to breathe.&lt;br /&gt;
*Have natural insulation.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Can only healthily consume food consisting of k&#039;ois paste and byproducts.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can see very well in the dark. &lt;br /&gt;
*Takes 2x the toxin damage.&lt;br /&gt;
*Suffer from additional blood loss.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca Warriors can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca Workers cannot bite but are more resistant to radiation.&lt;br /&gt;
*Vaurca Bulwarks are slow but immune to radiation and can fireman carry two people at once. &lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Generally very specialized, often no inter-department knowledge.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/Eridani&lt;br /&gt;
|- &lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|- &lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
The Vaurcae of today bear little resemblance to their original forms. They appear as humanoid insects, with two pairs of eyes —a larger pair and a smaller— four arms, with two being vestigial, ending in hands that hold two thumbs and two middle fingers each. They rest on two digitigrade legs which can end in a variety of feet structures, and antennae sprout from their heads. These antenna are used for greater perception of their surroundings, with the predominant sense being smell. Some Vaurcae are capable of smelling two different types of rock apart —and this is because of pheromones, which, along with the Hivenet, are key to communicating with others of their kind. Pheromones are like words encased in very fine smells. What one could infer from an inflection or tone of a word, a Vaurca could from the intricacies of a pheromone. As a result, their olfactory sense is highly tuned.&lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a Breeder in a process called imagotis. Essentially, the Breeder can imagine what they want a specific Vaurca to look like and think like, and subconsciously alter certain factors regarding the larva&#039;s development to facilitate their growth into the Breeder&#039;s image.&lt;br /&gt;
&lt;br /&gt;
More information on the intricate workings of Vaurca-kind can be found on the [[Vaurca Biology|biology]] page.&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
&lt;br /&gt;
Type A are the most common and can be seen as the &#039;backbone&#039; of Vaurcesian societies. Their most prevalent feature is their hardened exoskeleton, varying in colors in accordance to their Hive. It is approximately half an inch thick among all Type A Vaurcae. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. They can be bipedal or quadrupedal, with bird-like talon toes. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A ranges from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more use to the Hive in peak condition. Nearly all Ka are designed to find violence almost abhorrent —the sight and smell of blood instills fear and worry for most.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurcesian society, taking the form of heavily augmented warriors. Type B can range in size from 5ft tall to 8ft tall, with Za Bound rising to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while Worker and Breeder types tend to be poorly suited for the disposition these types of occupations demand. Unlike workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by the SCC are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Breeders (Type C)===&lt;br /&gt;
Type C are rare among Vaurcae, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurcesian Hives that are fertile except for the Queens and Lesser Queens themselves. The males are raised as Bound while the females are raised as Unbound, and both of them historically served little practical purpose beyond ensuring that their respective hive-cells possess the resources they need to function and to fertilize eggs or to replace a dying Lesser Queen and to even become an additional Lesser Queen if the Hive needs more growth. The males are considered CA and the females CB. Lately, Breeders have been used as representatives for their respective queens, a departure from their traditional duties of overseeing eggs and maintaining the numbers of the hive-cells they oversee.&lt;br /&gt;
&lt;br /&gt;
This extension of their duties comes about from their keen social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating.&lt;br /&gt;
&lt;br /&gt;
It is possible to play as a Ta as the [[NanoTrasen Liaison|Liaison/Representative role]].&lt;br /&gt;
&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
As a Ta, you are more valuable than Workers and Warriors, simply due to the virtue that you are capable of making them. You aren’t a logical thinker or a fighter, however, you are the head of a hive-cell aboard the Horizon, providing emotional support and advice, like a mother would. Sometimes you will be called to represent your Queen of your brood, perhaps speaking their message or sharing their ideals.&lt;br /&gt;
&lt;br /&gt;
Below are rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
&lt;br /&gt;
*No height taller than 11 feet tall.&lt;br /&gt;
&lt;br /&gt;
*As a Gyne, you are allowed to have a three-syllable name instead of the usual monosyllabic. This name may, unlike typical Vaurcesian names, be broken down into multiple sections (for example Vaun&#039;skiyat’ilo). These names typically represent titles given to a Ta by her peers, and as a result, older Ta tend to have more than younger Ta. Despite this, for simplicity sake in human space, a Ta will typically pick what she views as her three most important&lt;br /&gt;
&lt;br /&gt;
*Auto-hiss basic (s becomes z(zzz) or not at all). You’re made to work on a station full of aliens that speak Basic, so you’d have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
&lt;br /&gt;
*Avoid combat, avoid doing any labour or specialised work. You are neither Warrior nor Worker, do not act like them. You can, however, inspire others to do something.&lt;br /&gt;
&lt;br /&gt;
*Avoid social ignorance. You possess a high social intelligence, being literally made for this job, so you’d be knowledgeable on whether trying to clean a Unathi’s horn would upset them or not.&lt;br /&gt;
&lt;br /&gt;
===Cephalon (Type D)===&lt;br /&gt;
The Cephalon is the strangest of all Vaurcae beings, if it can still be considered such. They are bombarded from birth by special hormones designed to expand their brains. Their bodies are bombarded with special treatments designed to hypercharge their thyroid and pituitary glands. This results in a brain that will continue growing far, far beyond the needs even of the Unbound. It will grow so much that the Cephalon&#039;s handlers can cut live samples, spread them across trellises and racks, and treat them with more hormones and chemicals to keep them growing further. After a decade of pruning and racking, and some cybernetic wire-work besides, the end result is a new Cephalon —a biomechanical supercomputer that houses a large portion of the Virtual Reality Network, and will live for hundreds of years. Its processing power is somewhere in the tens of zettaflops, if it can even be measured that way. Each Lesser Queen tends to keep several of these, acting as servers from which their Virtual Reality is hosted. Cephalons are not generally considered Bound or Unbound, but inert, motionless equipment. As such they hold no name or designation to any Hive at large.&lt;br /&gt;
&lt;br /&gt;
===Ra, The Bulwarks (Type E)===&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists that specialize in jobs involving hard labour, engineering, and maintenance. Average specimens stand at 8-10 feet tall, and require special clothing due to their unique shape. Type E Vaurca are the least prominent population wise in the species, due to the fact they were only recently conceived as a joint operation between the C&#039;thur and the Nralakk Federation. They were unveiled at the first session of the reformed Court of Queens in 2463, before specimens belonging to the other Hives began appearing. &lt;br /&gt;
&lt;br /&gt;
Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in. &lt;br /&gt;
&lt;br /&gt;
Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go, and are typically kept in more secure locations. There are no Queenless Bulwarks.&lt;br /&gt;
&lt;br /&gt;
=== The Unbound ===&lt;br /&gt;
The Unbound make up the upper castes of Vaurcae society and form the only sentient and self-aware parts of its greater population. Their eggs and larvae are given more graceful care by Bound Workers and they are born with fully developed organs, though Unbound not meant to become Ta or Lesser Queens are still sterilized. They are perfectly capable of making rational, thinking decisions, and are naturally intuitive and curious, much like a human. However, Unbound are not raised in a traditional manner. While in its early years VR was meant as an escape from reality, for modern Vaurcae in known space it&#039;s become every aspect of their lives and supposed afterlife.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are sentient and self-aware, they still typically maintain unwavering subserviency to the respective hierarchy of their Hive, due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a Lesser Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
Unbound disconnected from VR can still connect themselves to the &#039;internet&#039; of a Hive, called the Hivenet or Hive Network, where the Unbound all connect their consciousness. Unbound Vaurcae can share their knowledge, memories, and even feelings through the Hivenet. The Bound are barred from most non-utilitarian aspects of the Hivenet, due to biological constraints.&lt;br /&gt;
&lt;br /&gt;
The Unbound take up jobs that require more critical thinking skills or greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves, rarely having monetary aid from their Hive.&lt;br /&gt;
&lt;br /&gt;
The Unbound can be any of the types mentioned above except for Type D.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
&lt;br /&gt;
Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. They can either be unique individuals having lived out of their Virtual Reality for some time, or can be fresh from the Hive birthing chambers and or from their Lesser Queen&#039;s virtual heaven, barely knowing anything. They almost universally hate being outside of VR, as the extended stay within an environment free of strife, hunger and death have sensitized them to the presence of such things in the real world. Likely because of their biology, Vaurcae are generally passive and hold more value in a groups opinion rather than their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound are restricted in the jobs they can pick. &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Security: Security Officer, Warden, Investigator, Security Cadet&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Surgeon, Physician, Psychiatrist, Pharmacist, First Responder, Medical Intern&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician, Engineer Apprentice&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist (all titles), Xenobiologist, Xenobotanist, Lab Assistant&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Chaplain, Librarian, Bartender, Gardener/Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Hanger Technician, Shaft Miner, Machinist&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant, Off-Duty Crew Member&lt;br /&gt;
&lt;br /&gt;
As of 4/24/2463, Avowals of Responsibility are no longer required for Vaurcae above intern level positions.&lt;br /&gt;
===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
Bound Vaurcae are chosen even before their egg is laid. Eggs designated to be Bound are put in a warm, moisture-rich environment while Worker Bound oversee their care. The larvae that hatches from the eggs is then taken to another specialized, moist environment to be raised and slowly augmented before the Bound are then quickly and efficiently sterilized. Bound are incredibly simple minded, due to effectively being lobotomised —grown with some parts of their brain missing.&lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Bound, or as humans sometimes call them, Drones, have a lot in common with station synthetics in personality and playstyle. They are members of a slave caste trained to obey orders without question. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. The Vaurcesian Drones probably speak slowly and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow station protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
&lt;br /&gt;
Bound can be easily dismissed - or culled - if their performance is unsatisfactory.&lt;br /&gt;
&lt;br /&gt;
They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a bound.&lt;br /&gt;
&lt;br /&gt;
Security: None&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Physician, Pharmacist, First Responder&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Bartender, Gardener, Librarian, Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Machinist, Hanger Technician, Shaft Miner&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant&lt;br /&gt;
&lt;br /&gt;
==Modern Day==&lt;br /&gt;
&lt;br /&gt;
For most Hives, co-habitation with the other species they have encountered has led to large changes to their way of life. Already suffering a shortage of resources, their advanced weaponry has lead to a lot of fear regarding their potency and supposed ease of mass production. While it is unknown how rumours circulated that the Vaurcae had large-scale means of producing weapons, and the materials to do so, no one can deny the military domination a war-ready Hive would impose. From tachyon-based weaponry, gauss cannons, condensed thermal energy and the infamous Warforms, most believe it to be a miracle that the Vaurca have yet to attack and seize control of the galaxy.&lt;br /&gt;
&lt;br /&gt;
However, all Hives (barring the unknown machinations of the Lii&#039;dra) do not have the potential to do this. Weaponry was a lower priority on the list of supplies brought on Hiveships, as though while large, there needed to be space for broods as well as materials. Figures such as [[Vaurca_Hives#Zoleth.2C_The_Herald_of_Scars|Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra]] were insistent on bringing a plethora of weaponry, to ensure their survival among the unknown threat of the stars. Their pleas, however, only resulted in minor increases to ship defenses. During their long journey, the majority of resources they had brought were used for maintenance of the ship, and by the time they arrived in the Orion Spur, their lack of materials, and subsequently, repairs, have resulted in the pitiful states the three known Hiveships are in. Their food supply was limited in terms of places to grow aboard the Hiveships, and as a result, a high majority of warforms and the larger Bound Workers were culled, due to being unable to sustain many of the cryogenic storage pods used to contain them.&lt;br /&gt;
&lt;br /&gt;
Politically, all but the &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; have yet to make any substantial political hold in Tau Ceti. The C&#039;thur and K&#039;lax are being used primarily as either labor or military by their allies, with the K&#039;lax as vassals/tributaries to the Hegemony, and the C&#039;thur reliant on the Federation for the survival of their High Queen. However, especially with the recent investment into the [[Tau Ceti Foreign Legion]], the Zo&#039;ra have begun their ascension into the political web that connects the inhabitants of the Orion Spur, despite being locked into debt with Tau Ceti. Though some may attribute this to certain Queens over others, the Zo&#039;ra Hive as a whole is benefiting from their increased power. In addition, the Zo&#039;ra have managed to revive the Court of Queens on Caprice, installing its chambers within their &amp;quot;capital&amp;quot; New Sedantis.&lt;br /&gt;
&lt;br /&gt;
Technologically, all but the &#039;&#039;&#039;K&#039;lax&#039;&#039;&#039; have failed to make much progress in terms of adapting to their lack of advanced materials. In recent years, batches of new-generation thermal drills developed by the K&#039;lax and manufactured with common materials were shipped and often cheaply sold across the Orion Spur, with mining facilities seeing huge increases in yields as a result. This was inspired by the Hive&#039;s collaboration with the Unathi on Moghes, their agreement to help terraform the planet. Requiring terraforming technology to efficiently carry out this task, the K&#039;lax have been attempting to re-create the machines of old using newer parts and materials. The &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; Hive&#039;s most notable technological advancement was the hybridisation of the [[Tau Ceti Foreign Legion]]&#039;s current weaponry and their own personal designs. These resulting weapons are currently employed by the Foreign Legion, and while not the most high quality or effective weaponry, many agree that it is a certain improvement compared to their last.&lt;br /&gt;
&lt;br /&gt;
Economically, all but the &#039;&#039;&#039;C&#039;thur&#039;&#039;&#039; have struggled to make any real money, reliant on collective money pools brought in by employed Bound and Unbound. Being harboured by the generous Nralakk Federation has opened up a large amount of opportunities. Queens often hold a share of the total funds of a Hive, an example being [[Vaurca_Hives#Athvur.2C_The_New_Goddess|Ta&#039;Akaix&#039;Athvur&#039;zekt&#039;azi Zo&#039;ra]] recently investing the majority of her saved personal funds into the reformation of the [[Tau Ceti Foreign Legion]]. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being the most economically progressed out of all Hives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individuals====&lt;br /&gt;
&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most Hive cells are capable of sharing a single bedroom apartment due to their tolerance of confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, however, but usually serve some sort of purpose. An Unbound may purchase a refrigerator, but instead of preserving food, it may instead use it for the construction of an experimental device.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialised knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike —often showing their ignorance of how Vaurcae operate and live. The recent incidents involving Tajara gangs reacting violently to the Lii&#039;dra invasion, going as far as to murder, have demonstrated a more obvious dislike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition —while there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while some found trivial work doing menial or laborious tasks. K&#039;lax warriors mostly serve in the Hegemony. Recently, many Zo&#039;ra Za, and a few of other Hives, finally found a place doing what they do best in the [[Tau Ceti Foreign Legion]].&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
Before the invention of the Hivenet in the [[Vaurca History#The Eera of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae don’t possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message, which are encoded pheromones coded and transmitted as signals, ‘sounds’ in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell and Unathi space.&lt;br /&gt;
&lt;br /&gt;
These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages, such as small onomatopoeic sounds or reactions such as an eye-roll may be sent too. Images and video are too heavy to be encapsulated by pheromones, and can’t be transmitted via this method.&lt;br /&gt;
&lt;br /&gt;
Vaurca have the ability to speak with voice synthesizers, which are responsible for their peculiar accents. These voice modulators are cheap, and based on alien technology in some cases. It also allows the Vaurca in question to be able to translate the message in their heads. Thus, no Vaurca is able to audibly receive or reproduce a xeno language without the aid of this augment. However, despite not having a written language themselves, Vaurcae are able to learn to read and write in Basic, and for an employee on board the SCCV Horizon, part of their education would have consisted in such. &lt;br /&gt;
&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
Vaurcae working in alien space often have augments that allow them to have an easier time speaking the Languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who aren&#039;t used to alien culture.&lt;br /&gt;
&lt;br /&gt;
Many Vaurcae, and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. (&amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot;). Some Vaurcae may have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a more guttural &amp;quot;vh&amp;quot;. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot;. Some unfortunate specimen may even be plagued with both impediments at once. (&amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot;), or even further, more exotic impediments.&lt;br /&gt;
&lt;br /&gt;
===Naming System===&lt;br /&gt;
The traditional naming system is complex, with first names being made of three parts. The first part is either Ka for Workers, Za for soldiers, Ra for Bulwarks or Ta for breeders. The second syllable is Viax for Bound, or Akaix for Unbound.&lt;br /&gt;
&lt;br /&gt;
Finally, the last syllable of the name is unique, decided by the player. In Vaurcese, this segment would translate to a number —like a serial code, it is a unique identifier. The only restriction is that it should not be longer than a single syllable, at the very most two syllables. For a Worker Unbound it might be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being created by the player. The surname is the Hive that the Vaurca is a part of, in the example&#039;s case &amp;quot;Zo&#039;ra&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In summary, you create a &#039;&#039;&#039;single unique name&#039;&#039;&#039;, which is slotted after your caste and whether you are Bound or Unbound, and your surname is the Hive you are from. &lt;br /&gt;
&lt;br /&gt;
===Inter-caste Relationships===&lt;br /&gt;
Relationships between each type and each caste tend to be a universal constant among Vaurcesian Hives. The Bound are thoroughly exploited by the Unbound whenever an opportunity for such arises. It is typical for an Unbound to delegate any menial labour to the nearest Bound whenever possible. While especially &amp;quot;lazy&amp;quot; Unbound are not prevalent on human stations, all Unbound tend to display this mindset towards the Bound to a degree. When encountering a dangerous situation, the response is similar —the Bound are expected to attempt to make the situation safer for the Unbound in any way possible. Bound are perfectly subservient to the whims of the Unbound, and do not begrudge this exploitation.&lt;br /&gt;
&lt;br /&gt;
Worker vaurcae tend to be esteemed more highly than Warrior Vaurcae, especially in Unbound circles, and especially in these difficult times when the value of labour to the Vaurca is more important than the value of defense. Unbound Breeder Vaurcae are esteemed very highly, especially those at the top of the hierarchy. Bound Breeder Vaurcae tend to rarely interact with other Vaurcae, except for Bound caretakers.&lt;br /&gt;
&lt;br /&gt;
As for different types of the same caste, Unbound Ka or Za of the same &#039;duty&#039; tend to organize themselves into hive-cells. For example, a Worker who works in construction may live, sleep and work with the same people within their hive-cell. A hive-cells size can vary drastically, but ultimately, they tend to organize the labor of Ka and Za into the most efficient means, with each hive-cell reporting to a particular Ta, usually their birth mother. Vaurcae tend to be closest to those that they work with, and so many Vaurcae consider their hive-cell their closest relatives.&lt;br /&gt;
&lt;br /&gt;
===Inter-hive Relationships===&lt;br /&gt;
The Zo&#039;ra and K&#039;lax Hives maintain warm relations, while officially the diplomatic tension between the C&#039;thur and K&#039;lax Hives is tenuous at best. The Lii&#039;dra Hive is universally hated. The Zo&#039;ra percieve themselves the rightful rulers of the K&#039;lax and C&#039;thur, and the K&#039;lax have thus far made no official statement against this. Meanwhile, the C&#039;thur changes their announcements constantly. The Bound of each Hive serve other Vaurcae of their Hive firstly and are completely subservient to the will of their Hive&#039;s rulership. The K&#039;lax Bound however will also serve Zo&#039;ra Vaurcae should there be no conflict with the desires of K&#039;lax hierarchy. The same can be said to a lesser degree with the C&#039;thur. Zo&#039;ra Bound will rarely ever service K&#039;lax Vaurcae, and only when instructed to do so by Zo&#039;ra Unbound. Zo&#039;ra, C&#039;thur and K&#039;lax Unbound typically do not intermingle except on an individual basis and remain subservient to the desires of their respective hierarchy.&lt;br /&gt;
&lt;br /&gt;
===Inter-species Relationships===&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra tend to be cooperative with humanity out of necessity, but on an individual level opinions vary between each Unbound. This approach is largely shared in reference to all other aliens, viewing them as potential benefits to their Hives. Perhaps in response to, or as a result of this, the Zo&#039;ra Hives have begun to re-imagine themselves as something aliens can identify with. Supporting cross-species initiatives that further increase cooperation between each species feeds into this idea of ultimately benefiting all species involved. Besides this, the servitude that Bound abides by is a topic of concern for humanity in particular, because Bound are hard-wired to satisfy the needs of other Unbound of their Hive firstly, it creates the possibility for conflicts of interest between the humans that use cheap Bound labor, and any Unbound Vaurcae of the same Hive. However, such situations are unreported if they do occur, and the cheapness and effectiveness of Bound labor tend to surpass potential dangers.&lt;br /&gt;
&lt;br /&gt;
The Skrell of the Nralakk Federation have taken to using a work drafting system to assign duties to Vaurcae of the C&#039;thur Hive. The Federation or an empowered representative would requisition an amount of C&#039;thur for a particular job, which would then be supplied by the Hive. These C&#039;thur would complete this assignment and then return to their Hive. This entire process is overseen by a legal counsel comprised of both species, providing fair and equitable exchanges for all parties. The largest orders of labor come from the Federation itself and the Nanotrasen corporation.&lt;br /&gt;
&lt;br /&gt;
K&#039;lax tend to maintain terse, but warm relations with the Izweski Hegemony, sharing cultural and sometimes technological advances for the betterment of both species. Beyond this, they maintain little contact with the galaxy at large, save for their begrudging but needed trade relation with the human owned Nanotrasen corporation. Due to their unfavorable circumstances within this deal, the K&#039;lax tend to view humans in a negative light.&lt;br /&gt;
&lt;br /&gt;
Overall, the approach all Hives have taken when sending their populations to work with aliens is to treat their &#039;workplaces&#039; as an adopted Hive cell. All Hives encourage the development of social bonds that normally come with working closely between Vaurcae in the same Hive cell. This has led to some Vaurcae considering their co-workers a second family.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=30561</id>
		<title>Vaurca</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vaurca&amp;diff=30561"/>
		<updated>2023-10-24T05:36:18Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Ta, The Breeders (Type C) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive, C&#039;thur Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Vaurcae, (/ˈvaʊrkə/ &#039;&#039;VAUR-kah,&#039;&#039; &#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. Humanoid in shape, with a pair of arms, hands with four digits, divided equally between thumbs and fingers, and legs, ending in feet perfect for climbing the tunnels and caverns they used to dwell in on their homeworld. The Vaurcae are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back 730,000 years ago. Now they arrive in the Orion Spur as colonists, reluctantly taken in by other civilisations.&lt;br /&gt;
&lt;br /&gt;
They form eusocial groups, Hives, lead by a High Queen, whom the Hive is usually named after. Under them, Lesser Queens held jurisdiction over specific Hive functions. Queens, lesser and high, are the only type of Vaurcae capable of producing eggs to spawn new ones. Being born under a specific Queen places a Vaurca in their brood, where they would often hold unique traits compared to others, and a variant carapace color. More information on these structures, and broods, can be found on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Their civilizations are separated into several castes, with members of each caste having their biology, psychology, and education determined before they are even even born. Each individual Vaurca is made often for a specific function pertaining to their caste. Vaurcae are separated further between being Akaix (Unbound) and Viax (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple minded, running on no more than a desire to do what they are told, designed for their function rather than versatility.&lt;br /&gt;
&lt;br /&gt;
Vaurcae have mechanical extras such as extensive xenowear loadout and their homeworld’s flag. K’ois as a product is available in-game and they have a rather grand set of unobtainable event-spawn objects and mobs. Massive Vaurcae Breeders are playable as consular officers, and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
Vaurcae can come from the Zo&#039;ra, K&#039;lax, C&#039;thur or Lii&#039;dra Hives. The Lii&#039;dra are exclusive to [[Lii&#039;dra guide|antagonists]] and events - this does not mean antagonist vaurcae have to be Lii&#039;dra, however.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae can&#039;t be any Heads of Staff, including being elevated to an Interim command position. They used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in SCC facilities.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Global Hivenet, accessible via ,9 and heard only by other Vaurcae and station-bound synthetics.&lt;br /&gt;
*Pressure and cold resistant, allowing them to survive in space with internals.&lt;br /&gt;
*Unaffected by phoron gas but require it to breathe.&lt;br /&gt;
*Have natural insulation.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Can only healthily consume food consisting of k&#039;ois paste and byproducts.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can see very well in the dark. &lt;br /&gt;
*Takes 2x the toxin damage.&lt;br /&gt;
*Suffer from additional blood loss.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca Warriors can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca Workers cannot bite but are more resistant to radiation.&lt;br /&gt;
*Vaurca Bulwarks are slow but immune to radiation and can fireman carry two people at once. &lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Generally very specialized, often no inter-department knowledge.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/Eridani&lt;br /&gt;
|- &lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|- &lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
The Vaurcae of today bear little resemblance to their original forms. They appear as humanoid insects, with two pairs of eyes —a larger pair and a smaller— four arms, with two being vestigial, ending in hands that hold two thumbs and two middle fingers each. They rest on two digitigrade legs which can end in a variety of feet structures, and antennae sprout from their heads. These antenna are used for greater perception of their surroundings, with the predominant sense being smell. Some Vaurcae are capable of smelling two different types of rock apart —and this is because of pheromones, which, along with the Hivenet, are key to communicating with others of their kind. Pheromones are like words encased in very fine smells. What one could infer from an inflection or tone of a word, a Vaurca could from the intricacies of a pheromone. As a result, their olfactory sense is highly tuned.&lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a Breeder in a process called imagotis. Essentially, the Breeder can imagine what they want a specific Vaurca to look like and think like, and subconsciously alter certain factors regarding the larva&#039;s development to facilitate their growth into the Breeder&#039;s image.&lt;br /&gt;
&lt;br /&gt;
More information on the intricate workings of Vaurca-kind can be found on the [[Vaurca Biology|biology]] page.&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
&lt;br /&gt;
Type A are the most common and can be seen as the &#039;backbone&#039; of Vaurcesian societies. Their most prevalent feature is their hardened exoskeleton, varying in colors in accordance to their Hive. It is approximately half an inch thick among all Type A Vaurcae. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. They can be bipedal or quadrupedal, with bird-like talon toes. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A ranges from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more use to the Hive in peak condition. Nearly all Ka are designed to find violence almost abhorrent —the sight and smell of blood instills fear and worry for most.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurcesian society, taking the form of heavily augmented warriors. Type B can range in size from 5ft tall to 8ft tall, with Za Bound rising to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while Worker and Breeder types tend to be poorly suited for the disposition these types of occupations demand. Unlike workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by the SCC are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Breeders (Type C)===&lt;br /&gt;
Type C are rare among Vaurcae, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurcesian Hives that are fertile except for the Queens and Lesser Queens themselves. The males are raised as Bound while the females are raised as Unbound, and both of them historically served little practical purpose beyond ensuring that their respective hive-cells possess the resources they need to function and to fertilize eggs or to replace a dying Lesser Queen and to even become an additional Lesser Queen if the Hive needs more growth. The males are considered CA and the females CB. Lately, Breeders have been used as representatives for their respective queens, a departure from their traditional duties of overseeing eggs and maintaining the numbers of the hive-cells they oversee.&lt;br /&gt;
&lt;br /&gt;
This extension of their duties comes about from their keen social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating.&lt;br /&gt;
&lt;br /&gt;
It is possible to play as a Ta as the [[NanoTrasen Liaison|Liaison/Representative role]].&lt;br /&gt;
&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
As a Ta, you are more valuable than Workers and Warriors, simply due to the virtue that you are capable of making them. You aren’t a logical thinker or a fighter, however, you are the head of a hive-cell aboard the Horizon, providing emotional support and advice, like a mother would. Sometimes you will be called to represent your Queen of your brood, perhaps speaking their message or sharing their ideals.&lt;br /&gt;
&lt;br /&gt;
Below are rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
&lt;br /&gt;
*No height taller than 11 feet tall.&lt;br /&gt;
&lt;br /&gt;
*As a Gyne, you are allowed to have a three-syllable name instead of the usual monosyllabic. This name may, unlike typical Vaurcesian names, be broken down into multiple sections (for example, Vaun&#039;skiyat’ilo). These names typically represent titles given to a Ta by her peers, and as a result, older Ta tend to have more than younger Ta. Despite this, for simplicity sake, in human space, a Ta will typically pick her three most important.&lt;br /&gt;
&lt;br /&gt;
*Auto-hiss basic (s becomes z(zzz) or not at all). You’re made to work on a station full of aliens that speak Basic, so you’d have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
&lt;br /&gt;
*Avoid combat, avoid doing any labour or specialised work. You are neither Warrior nor Worker, do not act like them. You can, however, inspire others to do something.&lt;br /&gt;
&lt;br /&gt;
*Avoid social ignorance. You possess a high social intelligence, being literally made for this job, so you’d be knowledgeable on whether trying to clean a Unathi’s horn would upset them or not.&lt;br /&gt;
&lt;br /&gt;
===Cephalon (Type D)===&lt;br /&gt;
The Cephalon is the strangest of all Vaurcae beings, if it can still be considered such. They are bombarded from birth by special hormones designed to expand their brains. Their bodies are bombarded with special treatments designed to hypercharge their thyroid and pituitary glands. This results in a brain that will continue growing far, far beyond the needs even of the Unbound. It will grow so much that the Cephalon&#039;s handlers can cut live samples, spread them across trellises and racks, and treat them with more hormones and chemicals to keep them growing further. After a decade of pruning and racking, and some cybernetic wire-work besides, the end result is a new Cephalon —a biomechanical supercomputer that houses a large portion of the Virtual Reality Network, and will live for hundreds of years. Its processing power is somewhere in the tens of zettaflops, if it can even be measured that way. Each Lesser Queen tends to keep several of these, acting as servers from which their Virtual Reality is hosted. Cephalons are not generally considered Bound or Unbound, but inert, motionless equipment. As such they hold no name or designation to any Hive at large.&lt;br /&gt;
&lt;br /&gt;
===Ra, The Bulwarks (Type E)===&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists that specialize in jobs involving hard labour, engineering, and maintenance. Average specimens stand at 8-10 feet tall, and require special clothing due to their unique shape. Type E Vaurca are the least prominent population wise in the species, due to the fact they were only recently conceived as a joint operation between the C&#039;thur and the Nralakk Federation. They were unveiled at the first session of the reformed Court of Queens in 2463, before specimens belonging to the other Hives began appearing. &lt;br /&gt;
&lt;br /&gt;
Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in. &lt;br /&gt;
&lt;br /&gt;
Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go, and are typically kept in more secure locations. There are no Queenless Bulwarks.&lt;br /&gt;
&lt;br /&gt;
=== The Unbound ===&lt;br /&gt;
The Unbound make up the upper castes of Vaurcae society and form the only sentient and self-aware parts of its greater population. Their eggs and larvae are given more graceful care by Bound Workers and they are born with fully developed organs, though Unbound not meant to become Ta or Lesser Queens are still sterilized. They are perfectly capable of making rational, thinking decisions, and are naturally intuitive and curious, much like a human. However, Unbound are not raised in a traditional manner. While in its early years VR was meant as an escape from reality, for modern Vaurcae in known space it&#039;s become every aspect of their lives and supposed afterlife.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are sentient and self-aware, they still typically maintain unwavering subserviency to the respective hierarchy of their Hive, due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a Lesser Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
Unbound disconnected from VR can still connect themselves to the &#039;internet&#039; of a Hive, called the Hivenet or Hive Network, where the Unbound all connect their consciousness. Unbound Vaurcae can share their knowledge, memories, and even feelings through the Hivenet. The Bound are barred from most non-utilitarian aspects of the Hivenet, due to biological constraints.&lt;br /&gt;
&lt;br /&gt;
The Unbound take up jobs that require more critical thinking skills or greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves, rarely having monetary aid from their Hive.&lt;br /&gt;
&lt;br /&gt;
The Unbound can be any of the types mentioned above except for Type D.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
&lt;br /&gt;
Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. They can either be unique individuals having lived out of their Virtual Reality for some time, or can be fresh from the Hive birthing chambers and or from their Lesser Queen&#039;s virtual heaven, barely knowing anything. They almost universally hate being outside of VR, as the extended stay within an environment free of strife, hunger and death have sensitized them to the presence of such things in the real world. Likely because of their biology, Vaurcae are generally passive and hold more value in a groups opinion rather than their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound are restricted in the jobs they can pick. &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Security: Security Officer, Warden, Investigator, Security Cadet&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Surgeon, Physician, Psychiatrist, Pharmacist, First Responder, Medical Intern&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician, Engineer Apprentice&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist (all titles), Xenobiologist, Xenobotanist, Lab Assistant&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Chaplain, Librarian, Bartender, Gardener/Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Hanger Technician, Shaft Miner, Machinist&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant, Off-Duty Crew Member&lt;br /&gt;
&lt;br /&gt;
As of 4/24/2463, Avowals of Responsibility are no longer required for Vaurcae above intern level positions.&lt;br /&gt;
===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
Bound Vaurcae are chosen even before their egg is laid. Eggs designated to be Bound are put in a warm, moisture-rich environment while Worker Bound oversee their care. The larvae that hatches from the eggs is then taken to another specialized, moist environment to be raised and slowly augmented before the Bound are then quickly and efficiently sterilized. Bound are incredibly simple minded, due to effectively being lobotomised —grown with some parts of their brain missing.&lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Bound, or as humans sometimes call them, Drones, have a lot in common with station synthetics in personality and playstyle. They are members of a slave caste trained to obey orders without question. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. The Vaurcesian Drones probably speak slowly and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow station protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
&lt;br /&gt;
Bound can be easily dismissed - or culled - if their performance is unsatisfactory.&lt;br /&gt;
&lt;br /&gt;
They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a bound.&lt;br /&gt;
&lt;br /&gt;
Security: None&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Physician, Pharmacist, First Responder&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Bartender, Gardener, Librarian, Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Machinist, Hanger Technician, Shaft Miner&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant&lt;br /&gt;
&lt;br /&gt;
==Modern Day==&lt;br /&gt;
&lt;br /&gt;
For most Hives, co-habitation with the other species they have encountered has led to large changes to their way of life. Already suffering a shortage of resources, their advanced weaponry has lead to a lot of fear regarding their potency and supposed ease of mass production. While it is unknown how rumours circulated that the Vaurcae had large-scale means of producing weapons, and the materials to do so, no one can deny the military domination a war-ready Hive would impose. From tachyon-based weaponry, gauss cannons, condensed thermal energy and the infamous Warforms, most believe it to be a miracle that the Vaurca have yet to attack and seize control of the galaxy.&lt;br /&gt;
&lt;br /&gt;
However, all Hives (barring the unknown machinations of the Lii&#039;dra) do not have the potential to do this. Weaponry was a lower priority on the list of supplies brought on Hiveships, as though while large, there needed to be space for broods as well as materials. Figures such as [[Vaurca_Hives#Zoleth.2C_The_Herald_of_Scars|Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra]] were insistent on bringing a plethora of weaponry, to ensure their survival among the unknown threat of the stars. Their pleas, however, only resulted in minor increases to ship defenses. During their long journey, the majority of resources they had brought were used for maintenance of the ship, and by the time they arrived in the Orion Spur, their lack of materials, and subsequently, repairs, have resulted in the pitiful states the three known Hiveships are in. Their food supply was limited in terms of places to grow aboard the Hiveships, and as a result, a high majority of warforms and the larger Bound Workers were culled, due to being unable to sustain many of the cryogenic storage pods used to contain them.&lt;br /&gt;
&lt;br /&gt;
Politically, all but the &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; have yet to make any substantial political hold in Tau Ceti. The C&#039;thur and K&#039;lax are being used primarily as either labor or military by their allies, with the K&#039;lax as vassals/tributaries to the Hegemony, and the C&#039;thur reliant on the Federation for the survival of their High Queen. However, especially with the recent investment into the [[Tau Ceti Foreign Legion]], the Zo&#039;ra have begun their ascension into the political web that connects the inhabitants of the Orion Spur, despite being locked into debt with Tau Ceti. Though some may attribute this to certain Queens over others, the Zo&#039;ra Hive as a whole is benefiting from their increased power. In addition, the Zo&#039;ra have managed to revive the Court of Queens on Caprice, installing its chambers within their &amp;quot;capital&amp;quot; New Sedantis.&lt;br /&gt;
&lt;br /&gt;
Technologically, all but the &#039;&#039;&#039;K&#039;lax&#039;&#039;&#039; have failed to make much progress in terms of adapting to their lack of advanced materials. In recent years, batches of new-generation thermal drills developed by the K&#039;lax and manufactured with common materials were shipped and often cheaply sold across the Orion Spur, with mining facilities seeing huge increases in yields as a result. This was inspired by the Hive&#039;s collaboration with the Unathi on Moghes, their agreement to help terraform the planet. Requiring terraforming technology to efficiently carry out this task, the K&#039;lax have been attempting to re-create the machines of old using newer parts and materials. The &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; Hive&#039;s most notable technological advancement was the hybridisation of the [[Tau Ceti Foreign Legion]]&#039;s current weaponry and their own personal designs. These resulting weapons are currently employed by the Foreign Legion, and while not the most high quality or effective weaponry, many agree that it is a certain improvement compared to their last.&lt;br /&gt;
&lt;br /&gt;
Economically, all but the &#039;&#039;&#039;C&#039;thur&#039;&#039;&#039; have struggled to make any real money, reliant on collective money pools brought in by employed Bound and Unbound. Being harboured by the generous Nralakk Federation has opened up a large amount of opportunities. Queens often hold a share of the total funds of a Hive, an example being [[Vaurca_Hives#Athvur.2C_The_New_Goddess|Ta&#039;Akaix&#039;Athvur&#039;zekt&#039;azi Zo&#039;ra]] recently investing the majority of her saved personal funds into the reformation of the [[Tau Ceti Foreign Legion]]. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being the most economically progressed out of all Hives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Individuals====&lt;br /&gt;
&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most Hive cells are capable of sharing a single bedroom apartment due to their tolerance of confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, however, but usually serve some sort of purpose. An Unbound may purchase a refrigerator, but instead of preserving food, it may instead use it for the construction of an experimental device.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialised knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike —often showing their ignorance of how Vaurcae operate and live. The recent incidents involving Tajara gangs reacting violently to the Lii&#039;dra invasion, going as far as to murder, have demonstrated a more obvious dislike.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition —while there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while some found trivial work doing menial or laborious tasks. K&#039;lax warriors mostly serve in the Hegemony. Recently, many Zo&#039;ra Za, and a few of other Hives, finally found a place doing what they do best in the [[Tau Ceti Foreign Legion]].&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
Before the invention of the Hivenet in the [[Vaurca History#The Eera of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae don’t possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message, which are encoded pheromones coded and transmitted as signals, ‘sounds’ in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell and Unathi space.&lt;br /&gt;
&lt;br /&gt;
These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages, such as small onomatopoeic sounds or reactions such as an eye-roll may be sent too. Images and video are too heavy to be encapsulated by pheromones, and can’t be transmitted via this method.&lt;br /&gt;
&lt;br /&gt;
Vaurca have the ability to speak with voice synthesizers, which are responsible for their peculiar accents. These voice modulators are cheap, and based on alien technology in some cases. It also allows the Vaurca in question to be able to translate the message in their heads. Thus, no Vaurca is able to audibly receive or reproduce a xeno language without the aid of this augment. However, despite not having a written language themselves, Vaurcae are able to learn to read and write in Basic, and for an employee on board the SCCV Horizon, part of their education would have consisted in such. &lt;br /&gt;
&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
Vaurcae working in alien space often have augments that allow them to have an easier time speaking the Languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who aren&#039;t used to alien culture.&lt;br /&gt;
&lt;br /&gt;
Many Vaurcae, and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. (&amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot;). Some Vaurcae may have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a more guttural &amp;quot;vh&amp;quot;. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot;. Some unfortunate specimen may even be plagued with both impediments at once. (&amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot;), or even further, more exotic impediments.&lt;br /&gt;
&lt;br /&gt;
===Naming System===&lt;br /&gt;
The traditional naming system is complex, with first names being made of three parts. The first part is either Ka for Workers, Za for soldiers, Ra for Bulwarks or Ta for breeders. The second syllable is Viax for Bound, or Akaix for Unbound.&lt;br /&gt;
&lt;br /&gt;
Finally, the last syllable of the name is unique, decided by the player. In Vaurcese, this segment would translate to a number —like a serial code, it is a unique identifier. The only restriction is that it should not be longer than a single syllable, at the very most two syllables. For a Worker Unbound it might be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being created by the player. The surname is the Hive that the Vaurca is a part of, in the example&#039;s case &amp;quot;Zo&#039;ra&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In summary, you create a &#039;&#039;&#039;single unique name&#039;&#039;&#039;, which is slotted after your caste and whether you are Bound or Unbound, and your surname is the Hive you are from. &lt;br /&gt;
&lt;br /&gt;
===Inter-caste Relationships===&lt;br /&gt;
Relationships between each type and each caste tend to be a universal constant among Vaurcesian Hives. The Bound are thoroughly exploited by the Unbound whenever an opportunity for such arises. It is typical for an Unbound to delegate any menial labour to the nearest Bound whenever possible. While especially &amp;quot;lazy&amp;quot; Unbound are not prevalent on human stations, all Unbound tend to display this mindset towards the Bound to a degree. When encountering a dangerous situation, the response is similar —the Bound are expected to attempt to make the situation safer for the Unbound in any way possible. Bound are perfectly subservient to the whims of the Unbound, and do not begrudge this exploitation.&lt;br /&gt;
&lt;br /&gt;
Worker vaurcae tend to be esteemed more highly than Warrior Vaurcae, especially in Unbound circles, and especially in these difficult times when the value of labour to the Vaurca is more important than the value of defense. Unbound Breeder Vaurcae are esteemed very highly, especially those at the top of the hierarchy. Bound Breeder Vaurcae tend to rarely interact with other Vaurcae, except for Bound caretakers.&lt;br /&gt;
&lt;br /&gt;
As for different types of the same caste, Unbound Ka or Za of the same &#039;duty&#039; tend to organize themselves into hive-cells. For example, a Worker who works in construction may live, sleep and work with the same people within their hive-cell. A hive-cells size can vary drastically, but ultimately, they tend to organize the labor of Ka and Za into the most efficient means, with each hive-cell reporting to a particular Ta, usually their birth mother. Vaurcae tend to be closest to those that they work with, and so many Vaurcae consider their hive-cell their closest relatives.&lt;br /&gt;
&lt;br /&gt;
===Inter-hive Relationships===&lt;br /&gt;
The Zo&#039;ra and K&#039;lax Hives maintain warm relations, while officially the diplomatic tension between the C&#039;thur and K&#039;lax Hives is tenuous at best. The Lii&#039;dra Hive is universally hated. The Zo&#039;ra percieve themselves the rightful rulers of the K&#039;lax and C&#039;thur, and the K&#039;lax have thus far made no official statement against this. Meanwhile, the C&#039;thur changes their announcements constantly. The Bound of each Hive serve other Vaurcae of their Hive firstly and are completely subservient to the will of their Hive&#039;s rulership. The K&#039;lax Bound however will also serve Zo&#039;ra Vaurcae should there be no conflict with the desires of K&#039;lax hierarchy. The same can be said to a lesser degree with the C&#039;thur. Zo&#039;ra Bound will rarely ever service K&#039;lax Vaurcae, and only when instructed to do so by Zo&#039;ra Unbound. Zo&#039;ra, C&#039;thur and K&#039;lax Unbound typically do not intermingle except on an individual basis and remain subservient to the desires of their respective hierarchy.&lt;br /&gt;
&lt;br /&gt;
===Inter-species Relationships===&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra tend to be cooperative with humanity out of necessity, but on an individual level opinions vary between each Unbound. This approach is largely shared in reference to all other aliens, viewing them as potential benefits to their Hives. Perhaps in response to, or as a result of this, the Zo&#039;ra Hives have begun to re-imagine themselves as something aliens can identify with. Supporting cross-species initiatives that further increase cooperation between each species feeds into this idea of ultimately benefiting all species involved. Besides this, the servitude that Bound abides by is a topic of concern for humanity in particular, because Bound are hard-wired to satisfy the needs of other Unbound of their Hive firstly, it creates the possibility for conflicts of interest between the humans that use cheap Bound labor, and any Unbound Vaurcae of the same Hive. However, such situations are unreported if they do occur, and the cheapness and effectiveness of Bound labor tend to surpass potential dangers.&lt;br /&gt;
&lt;br /&gt;
The Skrell of the Nralakk Federation have taken to using a work drafting system to assign duties to Vaurcae of the C&#039;thur Hive. The Federation or an empowered representative would requisition an amount of C&#039;thur for a particular job, which would then be supplied by the Hive. These C&#039;thur would complete this assignment and then return to their Hive. This entire process is overseen by a legal counsel comprised of both species, providing fair and equitable exchanges for all parties. The largest orders of labor come from the Federation itself and the Nanotrasen corporation.&lt;br /&gt;
&lt;br /&gt;
K&#039;lax tend to maintain terse, but warm relations with the Izweski Hegemony, sharing cultural and sometimes technological advances for the betterment of both species. Beyond this, they maintain little contact with the galaxy at large, save for their begrudging but needed trade relation with the human owned Nanotrasen corporation. Due to their unfavorable circumstances within this deal, the K&#039;lax tend to view humans in a negative light.&lt;br /&gt;
&lt;br /&gt;
Overall, the approach all Hives have taken when sending their populations to work with aliens is to treat their &#039;workplaces&#039; as an adopted Hive cell. All Hives encourage the development of social bonds that normally come with working closely between Vaurcae in the same Hive cell. This has led to some Vaurcae considering their co-workers a second family.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=30516</id>
		<title>User:Connorjg1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=30516"/>
		<updated>2023-10-19T02:38:27Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Ta, The Gyne (Type C) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive, C&#039;thur Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Vaurcae (/ˈvaʊrkə/ &#039;&#039;VAUR-kah,&#039;&#039; &#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. They are largely humanoid in shape, with most having a pair of arms, hands with four digits divided equally between thumbs and fingers, and legs ending in feet perfect for climbing the tunnels and caverns they used to dwell in on their homeworld, Sedantis. The Vaurcae are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back to 730,000 years ago. Forced by circumstances to flee their homeworld, the once mighty Vaurca have only recently concluded a brutal era-spanning exodus and arrived in the Orion Spur as colonists, the unusual aliens reluctantly taken in by other civilisations. Now the species under the watchful guidance of its ancient and enigmatic rulers, schemes, manoeuvres, builds, and claws its way to regaining the great splendour and power they once possessed, from within a Spur more interested in using them for its own gain. &lt;br /&gt;
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The Vaurca form complex eusocial groups called Hives, each led by a High Queen, whom the Hive is usually named after, and a council of Lesser Queens, each holding jurisdiction over specific Hive functions. Beneath the Queens in leadership are the Ta, who within a byzantine social structure act as Diplomats, Surrogates, and mothers to the multitudes of less individually important Vaurca. These Ta occupy all positions of governmental import not directly overseen by the Queens and share in the same biological immortality enjoyed by them, many being born in generations long gone. Queens, lesser and high, are the only types of Vaurcae capable of producing eggs, and it falls to the Ta to fertilise, genetically shape, and nurture these eggs to maturation. Being born under a specific Queen places a Vaurca in her brood, with each brood pushing the Vaurca towards distinctive traits reflective of her will and a variant carapace colour. More information on these structures and broods can be found on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page. &lt;br /&gt;
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Vaurca civilisation is separated into several castes, with members of each caste having their biology, psychological inclinations, and education determined before they are even hatched. These castes range from diligent Workers and bulky Bulwarks carrying the rebuilding of the species upon their backs to the often thrill-seeking and war-inclined Warriors and the perplexing biological computers the Cephalons, to say nothing of the multitude of subtypes and theoretical designs. Consequently, each Vaurca is born for a specific function pertaining to their caste. Vaurcae are then separated further between being Akaix (Unbound) and Viax (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple minded, running on no more than a desire to do what they are told, designed for their function rather than versatility. More about the castes can be read on the &#039;&#039;&#039;[[Vaurca_Biology|Vaurca Biology]]&#039;&#039;&#039; page.&lt;br /&gt;
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Doubtless the most notable of the technologies still possessed by the Vaurca is that of the advanced &#039;&#039;&#039;[[Virtual_Reality | Virtual Reality]]&#039;&#039;&#039; which permeates every element of their culture, treated by most of the species not as a simulation but rather as an entirely separate and quite real afterlife, the holy domain of the venerated Queens. Owing to the installation of an augment known as a Neural Socket into the brain of almost every Unbound, nearly the entire species can access this Virtual Reality in one form or another at will, given they are within range of a Hivenet transmitter. Perhaps even more importantly, they can, through a mechanism some suspect is intentionally obfuscated by the Hives from the rest of the Spur, even have their minds saved and uploaded after death. It would be difficult to overstate just how vital this technology is to the Hives, and without its influence over the ages, modern Vaurca society would doubtless be very different indeed. &lt;br /&gt;
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Vaurcae have many mechanical extras such as extensive xenowear loadout, flags, K’ois as a product in-game and a rather grand set of unobtainable event-spawn objects and mobs. The massive Vaurcae Ta (also known as Breeders) are playable as consular officers representing their Hive&#039;s, and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
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To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]. Vaurca playable on the Horizon may be Workers, Warriors, Bulwarks or Ta. &lt;br /&gt;
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&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae can&#039;t be any Heads of Staff, including being elevated to an Interim command position. They used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in SCC facilities.&lt;br /&gt;
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==Mechanics==&lt;br /&gt;
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*Global Hivenet, accessible via ,9 and heard only by other Vaurcae and station-bound synthetics.&lt;br /&gt;
*Pressure and cold resistant, allowing them to survive in space with internals.&lt;br /&gt;
*Unaffected by phoron gas but require it to breathe.&lt;br /&gt;
*Have natural insulation.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Can only healthily consume food consisting of k&#039;ois paste and byproducts.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can see very well in the dark. &lt;br /&gt;
*Take additional toxin damage.&lt;br /&gt;
*Suffer from additional blood loss.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca Warriors can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca Workers cannot bite but are more resistant to radiation and brute damage.&lt;br /&gt;
*Vaurca Bulwarks are slow but immune to radiation and can fireman carry two people at once. &lt;br /&gt;
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Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Be raised in virtual reality.&lt;br /&gt;
*Generally very specialized. Born to serve a specific role.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
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==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/Eridani&lt;br /&gt;
|- &lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|- &lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
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==Biology==&lt;br /&gt;
The Vaurcae of today bear little resemblance to their original forms. The most common types appearing as humanoid insects, with two pairs of eyes —a larger pair and a smaller— four arms, with two being vestigial, ending in hands that hold two thumbs and two middle fingers each. They rest on two digitigrade legs which can end in a variety of feet structures, and antennae sprout from their heads. These antenna are used for greater perception of their surroundings, with the predominant sense being smell. Some Vaurcae are capable of smelling two different types of rock apart. This potent olfactory sense allows the species to employ pheromones, the primary method of communication for the species alongside the Hivenet. Pheromones are like words encased in very fine smells. What one could infer from an inflection or tone of a word, a Vaurca could from the intricacies of a pheromone. &lt;br /&gt;
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Before a larva is hatched, its purpose is determined by a Gyne in a process called imagotis. Essentially, the Gyne can imagine what they want a specific Vaurca to look like and think like, and subconsciously alter certain factors regarding the larva&#039;s development to facilitate their growth into the Ta&#039;s image.&lt;br /&gt;
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A basic summary of the Vaurca Bioforms is included below. More information on the intricate workings of Vaurca-kind can be found on the [[Vaurca_Biology|Vaurca Biology]] page.&lt;br /&gt;
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===Ka, The Workers (Type A)===&lt;br /&gt;
Type A are the most common Vaurca and can be seen as the &#039;backbone&#039; of Vaurcesian societies. Their most prevalent feature is their hardened exoskeleton, varying in colours in accordance to their Hive. It is approximately half an inch thick among all Type A Vaurcae. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A ranges from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
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It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more use to the Hive in peak condition. Nearly all Ka are designed to find violence almost abhorrent—the sight and smell of blood instilling fear and worry for most.&lt;br /&gt;
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===Za, The Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurcesian society, taking the form of heavily augmented warriors. Type B can range in size from 5ft tall to 8ft tall, with Za Bound known as Warforms rising to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
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Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while Worker and Gyne types tend to be poorly suited for the disposition these types of occupations demand. Unlike Workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
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The majority of Warrior-caste Vaurcae employed by the SCC are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon.&lt;br /&gt;
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===Ta, The Gyne (Type C)===&lt;br /&gt;
Type C are rare among Vaurcae, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurcesian Hives that are fertile except for the Queens and type CB occupy all leadership positions amongst the species. Males are raised as Bound while the females are raised as Unbound.  Ta differ substantially from other castes in that they do not have recognised subcastes and instead are separated by ranks. Additionally unlike the remainder of the Vaurca species Ta are possessed of great social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating. &lt;br /&gt;
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It is possible to play as a Ta as the Liaison/Representative role.&lt;br /&gt;
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====Playing a Hive Representative====&lt;br /&gt;
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As a Ta aboard the Horizon you are one of the venerable leader&#039;s of the Vaurca species and more valuable than any individual Worker or Warrior, a fact you are deeply cognizant of. Vaurca of your Hive are biologically compelled to follow your orders except where they directly contradict a Ta of their own Brood and many Vaurca of other Hive&#039;s will do so in ordinary circumstances out of respect, though they are not strictly required to. Your position places you as the head of a hive-cell aboard the Horizon with diplomatic duties consisting primarily of representing your brood in a positive light, advancing the political goals of your Hive and providing emotional support and advice.&lt;br /&gt;
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Below are rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
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*No height taller than 11 feet tall.&lt;br /&gt;
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*As a Gyne, you are allowed to have a three-syllable name instead of the usual monosyllabic. &lt;br /&gt;
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*Auto-hiss basic (s becomes z or more frequently not at all). You&#039;ve been assigned to work on a station full of aliens, so you’d have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
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*Avoid combat and avoid doing any labour or specialized work except where absolutely necessary. Ta may and almost always do have hobbies, often developing talents in line with the skills of their brood, and they are expected to be extremely good at them owing to their incredible age. Despite this, they are leaders and politicians, not Warriors or Workers, and they should have no intention of changing this. On matters of strenuous labour, Ta ultimately prefer delegation and inspiring others to do something.&lt;br /&gt;
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*Avoid social ignorance. Ta possess a high social intelligence thanks to generations of evolution, being literally made for it, so they&#039;d be knowledgeable on whether trying to clean a Unathi’s horn would upset them or not.&lt;br /&gt;
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*Ta are biologically immortal, many having lived through what would to other species be recognised as entire era&#039;s of history. Each brood has different customs regarding the age at which a Ta is ready for duties though few broods trust Ta under 100 years old with any serious positions, Athvur being the most prominent exception, and the absolute upper limit on playable Ta age is thirty-five-thousand years, for a Ta born (to them) not long before the Great Hive War. Ta older than this are very rare and typically either Queen&#039;s themselves or surrogates, not finding work aboard the Horizon. Despite this extraordinary range the average Hive Representative will fall between 500 and 3000 years.&lt;br /&gt;
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*Ta as important members of the Hive&#039;s are entrusted with an administrative neural socket, a tool that gives them greatly increased power over the Hivenet and virtual reality. Mechanically, this is reflected in a series of Hivenet verbs, giving them the ability to mute, shock, ban, and even void lesser Vaurca. Despite having access to such with a thought, Ta employ them rarely, and to do so against another Hive&#039;s Vaurca without good reason is equivalent to a hostile attack, a major diplomatic incident. Voiding, the act of destroying a Vaurca&#039;s neural socket, is an absolute last resort and should never be employed except as a last resort.&lt;br /&gt;
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===Ra, The Bulwarks (Type E)===&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists that specialize in jobs involving hard labour, engineering, and maintenance. Average specimens stand at 8-10 feet tall, and require special clothing due to their unique shape. Type E Vaurca are the least prominent population wise in the species, due to the fact they were only recently conceived as a joint operation between the C&#039;thur and the Nralakk Federation. They were unveiled at the first session of the reformed Court of Queens in 2463, before specimens belonging to the other Hives began appearing.&lt;br /&gt;
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Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in.&lt;br /&gt;
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Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go, and are typically kept in more secure locations. There are no Queenless Bulwarks.&lt;br /&gt;
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===The Unbound===&lt;br /&gt;
The Unbound make up the upper castes of Vaurcae society and form the only sentient and self-aware parts of its greater population. Their eggs and larvae are given more graceful care by Ta and Bound Workers. They are born with fully developed organs, though Unbound not meant to become Ta or Lesser Queens are still sterilized. The Unbound are perfectly capable of making rational, thinking decisions, and are naturally intuitive, curious and capable of understanding abstraction, much like a human. However, Unbound are not raised in a traditional manner. While in its early years Vaurca Virtual Reality was meant as an escape from reality, for modern Vaurcae in known space it&#039;s become every aspect of their lives and supposed afterlife.&lt;br /&gt;
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Although Unbound are sentient and self-aware, they still typically maintain unwavering subserviency to the respective hierarchy of their Hive, due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a Lesser Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
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Unbound disconnected from VR can still connect themselves to the &#039;internet&#039; of the Hive, called the Hivenet or Hive Network, where the Unbound all connect their consciousness. Unbound Vaurcae can share their knowledge, memories, and even feelings through the Hivenet. The Bound are barred from most non-utilitarian aspects of the Hivenet, due to biological constraints.&lt;br /&gt;
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The Unbound typically take up jobs that require more critical thinking skills, ability to learn or adapt and greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves, rarely having monetary aid from their Hive.&lt;br /&gt;
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The Unbound can be any of the basic types mentioned above except for Warforms and Type D.&lt;br /&gt;
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=====Playing Unbound=====&lt;br /&gt;
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Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. They can either be unique individuals having lived out of their Virtual Reality for some time, or can be fresh from the Hive birthing chambers and or from their Lesser Queen&#039;s virtual heaven, barely knowing anything. They almost universally hate being outside of VR, as the extended stay within an environment free of strife, hunger and death have sensitized them to the presence of such things in the real world. Likely because of their biology, many Vaurcae are generally passive and hold more value in a group&#039;s opinion rather than their own, disliking isolation.&lt;br /&gt;
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&#039;&#039;&#039;Unbound are restricted in the jobs they can pick. &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
Security: Security Officer, Warden, Investigator, Security Cadet&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Surgeon, Physician, Psychiatrist, Pharmacist, First Responder, Medical Intern&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician, Engineer Apprentice&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist (all titles), Xenobiologist, Xenobotanist, Lab Assistant&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Chaplain, Librarian, Bartender, Gardener/Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Hanger Technician, Shaft Miner, Machinist&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant, Off-Duty Crew Member&lt;br /&gt;
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As of 4/24/2463, Avowals of Responsibility are no longer required for Vaurcae above intern level positions.&lt;br /&gt;
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===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
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Bound Vaurcae are chosen even before their egg is laid. Eggs designated to be Bound are provided with certain hormonal mixes designed to neutralise brain function critical for higher thought and are then put in a warm, moisture-rich environment while Bound Ta and Workers oversee their care. The larvae that hatch from the eggs are then taken to another specialised, moist environment to be raised and augmented. Bound are highly capable in their positions but are incredibly simple-minded due to effectively being lobotomized. The result is a very effective worker but one that struggles to adapt to unusual circumstances and has minimal ability to learn or think in abstractions.  &lt;br /&gt;
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=====Playing Bound=====&lt;br /&gt;
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Bound, or as humans sometimes call them, Drones, have a lot in common with station synthetics in personality and playstyle. They are members of a lobotomised slave caste trained to obey orders without question. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. The Vaurcesian Drones typically speak slowly and have trouble speaking Basic.&lt;br /&gt;
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Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow station protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
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Bound can be easily dismissed - or culled - if their performance is unsatisfactory.&lt;br /&gt;
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They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a bound.&lt;br /&gt;
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Security: None&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Physician, Pharmacist, First Responder&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Bartender, Gardener, Librarian, Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Machinist, Hanger Technician, Shaft Miner&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant&lt;br /&gt;
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==Modern Day==&lt;br /&gt;
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For the Vaurca, co-habitation with the other species they have encountered has led to fundamental changes to their way of life, many seemingly to their detriment. In the public eye their advanced weaponry has lead to a lot of fear regarding their potency and supposed ease of mass production. Seemingly no one can deny the military domination a war-ready Hive would impose. From tachyon-based weaponry, gauss cannons, condensed thermal energy and the infamous Warforms, most believe it to be a miracle that the Vaurca have yet to attack and seize control of the galaxy, fears which found themselves at the forefront after the [[The_Lii&#039;dra | Lii&#039;dra Invasion]] and which have only slightly quieted since. &lt;br /&gt;
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To a certain extent within their respective societies this may be true. The Vaurca have integrated themselves into a great deal of the running of the Republic of Biesel, Izweski Hegemony and Nralakk Federation in an effort to make themselves essential, including handsome contributions to each nation&#039;s armed forces. This has provided a degree of political sway and necessity much greater than what they once had shortly after arrival. However the power of the Hives is not as simple as many believe. Weaponry was a lower priority on the list of supplies brought on Hiveships, as though while large, space was required for broods as well and materials. Some Queens such as [[Vaurca_Hives#Zoleth.2C_The_Herald_of_Scars|Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra]] were insistent on bringing a plethora of weaponry, to ensure their survival among the unknown threat of the stars but their pleas, only resulted in minor increases to ship defences. During their long journey, many of the of resources the species bought were used for maintenance of the ship, and by the time they arrived in the Orion Spur, their lack of materials, and subsequently, repairs, have resulted in the damaged states the three known Hiveships were found in. Additionally food supply was limited in terms of places to grow aboard the Hiveships, and as a result, a majority of Warforms and the larger Bound Workers were culled, due to being unable to sustain many of the cryogenic storage pods used to contain them. The phoron crisis has certainly not helped matters on this front and Hive&#039;s are careful to balance the cost of phoron with military readiness. &lt;br /&gt;
&lt;br /&gt;
Politically and militarily, the &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; remain as dominant as ever over the other Hives, though in a much reduced state compared to what that dominance represented on Sedantis. The Zo&#039;ra possess by far the most Warriors and Warforms of the three modern Hives, not to mention the tactical acumen to use them. A significant portion of this is due to the [[Zoleth,_The_Herald_of_Scars | Queen Zoleth, the Herald of Scars]] who, in the absence of her most trusted friend, High Queen Zora, is the oldest Vaurca in the Spur alongside [[C%27thur,_Queen_of_Masques | High Queen C&#039;thur.]] Zoleth has always viewed herself as the hammer to the nail that was Zo&#039;ra herself, and the two of them were responsible for the wildly successful generational conquests on Sedantis that built the planet spanning empire they once possessed. Her military genius and inclinations towards wartime preparations saw her as the driving force behind the move to invest the Hive&#039;s resources so significantly into the founding of the Tau Ceti Foreign Legion and its new incarnation [[Tau_Ceti_Armed_Forces | the Tau Ceti Armed Forces]] despite pushback from the newly elected [[Vaur,_The_Liminal_Queen | High Queen Vaur.]] This move proved itself savvy as it gave the Hive not only sway through the Legion, beginning their ascension into the political web that connects the inhabitants of the Orion Spur, but the ability to maintain their military without appearing threatening to the Republic. Part of these investments was not just providing Warriors but the hybridization of the [[Tau_Ceti_Armed_Forces | Tau Ceti foreign Legion and recently Tau Ceti Armed Forces]] current weaponry and their own personal designs. These resulting weapons are currently employed by the Armed Forces, and while they are hardly the most technologically advanced, the Republic having for a balance of effectiveness and cost, and many agree that it is certainly an improvement compared to their last. The Queens of the Zo&#039;ra Hive as a whole are benefiting from this increased power, having managed to revive the Court of Queens on Caprice, installing its chambers within their capital New Sedantis, though relative to the other Hive&#039;s many Zo&#039;ra on Biesel live in great squalor. &lt;br /&gt;
&lt;br /&gt;
Despite the success of the Zo&#039;ra regarding military and politics, the &#039;&#039;&#039;K&#039;lax&#039;&#039;&#039; are the only Hive that has truly managed to adapt the species more advanced technologies to the Spur&#039;s new realities. To the Klax, this is hardly surprising; they were after all the minds behind much of these inventions, regardless of how much undue credit Zo&#039;ra may claim. In recent years, batches of new-generation thermal drills, a tool that was by necessity ubiquitous in the caverns of Sedantis, were developed and manufactured by the K&#039;lax, shipped, and sold across the Orion Spur. While expensive, those mining facilities that adapted saw huge increases in yields as a result. Furthermore, the Hive agreed to collaborate with the Unathi on Moghes with respect to terraforming the wasteland planet, re-creating their machines of old with the alien materials of the Spur. These factors contributed towards the K&#039;lax Hive&#039;s eventual transformation of their barren colony of [[Tret]] given to them by the Izweski into the gigantic factory planet and industrial heart of the Izweski Hegemony it is today, though certain unfavourable deals with outside parties limit the funds the K&#039;lax can bring to bear from this. &lt;br /&gt;
&lt;br /&gt;
Economically, it is only the &#039;&#039;&#039;C&#039;thur&#039;&#039;&#039; who have truly profited. While the other Hives are reliant on collective money pools brought in by employed Bound and Unbound or the leftovers of their own factory exports, being harboured by the generous Nralakk Federation has opened up a large amount of opportunities, to say nothing of the C&#039;thur Hive&#039;s historical inclinations. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being the most economically advanced of all Hives. Money that is received by Hives is typically distributed between the Queens, each given the discretion to use their share however they wish within certain limits imposed by her sisters. &lt;br /&gt;
&lt;br /&gt;
====Individuals====&lt;br /&gt;
&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most hive-cells are capable of sharing a single bedroom apartment due to their preference for confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, Unbound are welcome to spend what little money they typically receive on hobbies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialised knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike, often showing their ignorance of how Vaurcae operate and live. More obvious examples of dislike include incidents such as Tajara gangs reacting violently to the Lii&#039;dra invasion and going as far as to murder Vaurca near their territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition. While there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while others found trivial work doing menial or laborious tasks. K&#039;lax Warriors mostly serve in the Hegemony and many others, especially from the Zo&#039;ra Hive, have found a place doing what they do best in the [[Tau_Ceti_Armed_Forces | Tau Ceti Armed Forces.]] Much of this situation was recently alleviated by the founding of the Pan-Vaurcesian military the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx]] which draws in a large percentage of what would be the otherwise unemployed Vaurca Warriors, giving them a place in service to the Court of Queens.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
&lt;br /&gt;
Before the invention of the Hivenet in the [[Vaurca History#The Eera of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae don’t possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message, which are encoded pheromones coded and transmitted as signals, ‘sounds’ in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell and Unathi space.&lt;br /&gt;
&lt;br /&gt;
These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages such as small onomatopoeic sounds, reactions like eye-rolls and basic &amp;quot;images&amp;quot; may also be sent. &amp;quot;Videos&amp;quot; are too heavy to be encapsulated by pheromones in the way other species would understand it, instead coming across as a collection of feelings and basic information.&lt;br /&gt;
&lt;br /&gt;
Since the species arrival in the Spur, they have been forced to developed augmentations known as voice synthesizers which allow for speech and the translation of language. The majority of these voice modulators are cheap, which is responsible for much of the species possessing a peculiar buzzing accent. Without this augmentation no Vaurca is able to audibly receive or reproduce a xenolanguage. Additionally despite the species not having used a written language commonly since the invention of Virtual Reality, Vaurcae are able to learn to read and write in Basic, and for an employee on board the SCCV Horizon, part of their education would have consisted in such. &lt;br /&gt;
&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
&lt;br /&gt;
Vaurcae working in alien space have augments that allow them to have an easier time speaking the Languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who aren&#039;t used to alien culture.&lt;br /&gt;
&lt;br /&gt;
Many Vaurcae, and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. (&amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot;). Some Vaurcae may have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a more guttural &amp;quot;vh&amp;quot;. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot;. Some unfortunate specimen may even be plagued with both impediments at once. (&amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot;), or even further, more exotic impediments.&lt;br /&gt;
&lt;br /&gt;
===Naming System===&lt;br /&gt;
&lt;br /&gt;
The traditional Vaurca naming system is complex, with first names being made of three parts. The first part is either Ka for Workers, Za for soldiers, Ra for Bulwarks or Ta for breeders. The second syllable is Viax for Bound, or Akaix for Unbound.&lt;br /&gt;
&lt;br /&gt;
Finally, the last syllable of the name is unique, decided by the player. In Vaurcese, this segment would translate to a number —like a serial code, it is a unique identifier. The only restriction is that it should not be longer than a single syllable, at the very most two syllables. For a Worker Unbound it might be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being created by the player. The surname is the Hive that the Vaurca is a part of, in the example&#039;s case &amp;quot;Zo&#039;ra&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In summary, you create a &#039;&#039;&#039;single unique name&#039;&#039;&#039;, which is slotted after your caste and whether you are Bound or Unbound, and your surname is the Hive you are from.&lt;br /&gt;
&lt;br /&gt;
===Inter-caste Relationships===&lt;br /&gt;
&lt;br /&gt;
Relationships between each type and each caste tend to be a universal constant among Vaurcesian Hives. The Bound are thoroughly exploited by the Unbound whenever an opportunity for such arises. It is typical for an Unbound to delegate any menial labour to the nearest Bound whenever possible. While especially &amp;quot;lazy&amp;quot; Unbound are not prevalent on human stations, all Unbound tend to display this mindset towards the Bound to a degree. When encountering a dangerous situation, the response is similar —the Bound are expected to attempt to make the situation safer for the Unbound in any way possible. Bound are perfectly subservient to the whims of the Unbound, and do not begrudge this exploitation.&lt;br /&gt;
&lt;br /&gt;
Worker vaurcae tend to be esteemed more highly than Warrior Vaurcae, especially in Unbound circles, and especially in these difficult times when the value of labour to the Vaurca is more important than the value of defense. Unbound Breeder Vaurcae are esteemed very highly, especially those at the top of the hierarchy. Bound Breeder Vaurcae tend to rarely interact with other Vaurcae, except for Bound caretakers.&lt;br /&gt;
&lt;br /&gt;
As for different types of the same caste, Unbound Ka or Za of the same &#039;duty&#039; tend to organize themselves into hive-cells. For example, a Worker who works in construction may live, sleep and work with the same people within their hive-cell. A hive-cells size can vary drastically, but ultimately, they tend to organize the labor of Ka and Za into the most efficient means, with each hive-cell reporting to a particular Ta, usually their birth mother. Vaurcae tend to be closest to those that they work with, and so many Vaurcae consider their hive-cell their closest relatives.&lt;br /&gt;
&lt;br /&gt;
===Inter-hive Relationships===&lt;br /&gt;
The Zo&#039;ra and K&#039;lax Hives maintain warm relations, while officially the diplomatic tension between the C&#039;thur and K&#039;lax Hives is tenuous at best. The Lii&#039;dra Hive is universally hated. The Zo&#039;ra percieve themselves the rightful rulers of the K&#039;lax and C&#039;thur, and the K&#039;lax have thus far made no official statement against this. Meanwhile, the C&#039;thur changes their announcements constantly. The Bound of each Hive serve other Vaurcae of their Hive firstly and are completely subservient to the will of their Hive&#039;s rulership. The K&#039;lax Bound however will also serve Zo&#039;ra Vaurcae should there be no conflict with the desires of K&#039;lax hierarchy. The same can be said to a lesser degree with the C&#039;thur. Zo&#039;ra Bound will rarely ever service K&#039;lax Vaurcae, and only when instructed to do so by Zo&#039;ra Unbound. Zo&#039;ra, C&#039;thur and K&#039;lax Unbound typically do not intermingle except on an individual basis and remain subservient to the desires of their respective hierarchy.&lt;br /&gt;
&lt;br /&gt;
===Inter-species Relationships===&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra tend to be cooperative with humanity out of necessity, but on an individual level opinions vary between each Unbound. This approach is largely shared in reference to all other aliens, viewing them as potential benefits to their Hives. Perhaps in response to, or as a result of this, the Zo&#039;ra Hives have begun to re-imagine themselves as something aliens can identify with. Supporting cross-species initiatives that further increase cooperation between each species feeds into this idea of ultimately benefiting all species involved. Besides this, the servitude that Bound abides by is a topic of concern for humanity in particular, because Bound are hard-wired to satisfy the needs of other Unbound of their Hive firstly, it creates the possibility for conflicts of interest between the humans that use cheap Bound labor, and any Unbound Vaurcae of the same Hive. However, such situations are unreported if they do occur, and the cheapness and effectiveness of Bound labor tend to surpass potential dangers. For more about Zo&#039;ra and their connection to the Republic of Biesel, read [[Zo%27ra_in_the_Republic_of_Biesel | Zo&#039;ra in the Republic of Biesel.]] &lt;br /&gt;
&lt;br /&gt;
The Skrell of the Nralakk Federation have taken to using a work drafting system to assign duties to Vaurcae of the C&#039;thur Hive. The Federation or an empowered representative would requisition an amount of C&#039;thur for a particular job, which would then be supplied by the Hive. These C&#039;thur would complete this assignment and then return to their Hive. This entire process is overseen by a legal counsel comprised of both species, providing fair and equitable exchanges for all parties. The largest orders of labor come from the Federation itself and the Nanotrasen corporation. For more about C&#039;thur and their connection to the Skrell of the Nralakk Federation, read [[C%27thur_in_the_Federation | C&#039;thur in the Federation.]] &lt;br /&gt;
&lt;br /&gt;
K&#039;lax tend to maintain terse but warm relations with the Izweski Hegemony, providing military support as expected from a vassal, as well as sharing cultural and sometimes technological advances for the betterment of both species. Beyond this, they maintain little contact with the galaxy at large, save for their begrudging but needed trade relations with the Stellar Corporate Conglomerate, especially [[Hephaestus_Industries | Hephaestus Industries.]] Due to their unfavourable deal with Hephaestus Industries, many K&#039;lax view humans in a negative light. For more about the K&#039;lax and their relations with the Unathi, read [[K%27lax_in_the_Izweski_Nation | K&#039;lax in the Izweski Nation.]] &lt;br /&gt;
&lt;br /&gt;
Overall, the approach all Hives have taken when sending their populations to work with aliens is to treat their &#039;workplaces&#039; as an adopted Hive cell. All Hives encourage the development of social bonds that normally come with working closely between Vaurcae in the same Hive cell. This has led to some Vaurcae considering their co-workers a second family.&lt;br /&gt;
&lt;br /&gt;
===Vaurca Augmentation=== &lt;br /&gt;
&lt;br /&gt;
While many Vaurcae look identical in an augmented state, aside from various shifts in color, virtually all Vaurcae are augmented in some manner, the degree to which depends very much on their caste and purpose.&lt;br /&gt;
The most augmentation is typically seen in Bound Vaurcae. Much of their organic mass will at some point be replaced with machinery, so they can fulfil one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapon and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognisable it is as a standard Vaurca.&lt;br /&gt;
Unbound however, will rarely undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, which is a significant part of the purpose of the Unbound caste. For many their augments are performance-enhancing instead of completely form altering. The majority of Unbound are today equipped with at least basic communication augments, which make them versatile assets to speak with extra-hive entities.&lt;br /&gt;
Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the SCCV Horizon are of the least augmented tier - either Type AA, Type BA, or Type E. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and an oxygen filtration system, and they may utilise full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have only a few augments to ensure that they can fulfil any task assigned to them by the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=30515</id>
		<title>User:Connorjg1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=30515"/>
		<updated>2023-10-18T16:32:45Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Modern Day */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive, C&#039;thur Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Vaurcae (/ˈvaʊrkə/ &#039;&#039;VAUR-kah,&#039;&#039; &#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. They are largely humanoid in shape, with most having a pair of arms, hands with four digits divided equally between thumbs and fingers, and legs ending in feet perfect for climbing the tunnels and caverns they used to dwell in on their homeworld, Sedantis. The Vaurcae are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back to 730,000 years ago. Forced by circumstances to flee their homeworld, the once mighty Vaurca have only recently concluded a brutal era-spanning exodus and arrived in the Orion Spur as colonists, the unusual aliens reluctantly taken in by other civilisations. Now the species under the watchful guidance of its ancient and enigmatic rulers, schemes, manoeuvres, builds, and claws its way to regaining the great splendour and power they once possessed, from within a Spur more interested in using them for its own gain. &lt;br /&gt;
&lt;br /&gt;
The Vaurca form complex eusocial groups called Hives, each led by a High Queen, whom the Hive is usually named after, and a council of Lesser Queens, each holding jurisdiction over specific Hive functions. Beneath the Queens in leadership are the Ta, who within a byzantine social structure act as Diplomats, Surrogates, and mothers to the multitudes of less individually important Vaurca. These Ta occupy all positions of governmental import not directly overseen by the Queens and share in the same biological immortality enjoyed by them, many being born in generations long gone. Queens, lesser and high, are the only types of Vaurcae capable of producing eggs, and it falls to the Ta to fertilise, genetically shape, and nurture these eggs to maturation. Being born under a specific Queen places a Vaurca in her brood, with each brood pushing the Vaurca towards distinctive traits reflective of her will and a variant carapace colour. More information on these structures and broods can be found on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page. &lt;br /&gt;
&lt;br /&gt;
Vaurca civilisation is separated into several castes, with members of each caste having their biology, psychological inclinations, and education determined before they are even hatched. These castes range from diligent Workers and bulky Bulwarks carrying the rebuilding of the species upon their backs to the often thrill-seeking and war-inclined Warriors and the perplexing biological computers the Cephalons, to say nothing of the multitude of subtypes and theoretical designs. Consequently, each Vaurca is born for a specific function pertaining to their caste. Vaurcae are then separated further between being Akaix (Unbound) and Viax (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple minded, running on no more than a desire to do what they are told, designed for their function rather than versatility. More about the castes can be read on the &#039;&#039;&#039;[[Vaurca_Biology|Vaurca Biology]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Doubtless the most notable of the technologies still possessed by the Vaurca is that of the advanced &#039;&#039;&#039;[[Virtual_Reality | Virtual Reality]]&#039;&#039;&#039; which permeates every element of their culture, treated by most of the species not as a simulation but rather as an entirely separate and quite real afterlife, the holy domain of the venerated Queens. Owing to the installation of an augment known as a Neural Socket into the brain of almost every Unbound, nearly the entire species can access this Virtual Reality in one form or another at will, given they are within range of a Hivenet transmitter. Perhaps even more importantly, they can, through a mechanism some suspect is intentionally obfuscated by the Hives from the rest of the Spur, even have their minds saved and uploaded after death. It would be difficult to overstate just how vital this technology is to the Hives, and without its influence over the ages, modern Vaurca society would doubtless be very different indeed. &lt;br /&gt;
&lt;br /&gt;
Vaurcae have many mechanical extras such as extensive xenowear loadout, flags, K’ois as a product in-game and a rather grand set of unobtainable event-spawn objects and mobs. The massive Vaurcae Ta (also known as Breeders) are playable as consular officers representing their Hive&#039;s, and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]. Vaurca playable on the Horizon may be Workers, Warriors, Bulwarks or Ta. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae can&#039;t be any Heads of Staff, including being elevated to an Interim command position. They used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in SCC facilities.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Global Hivenet, accessible via ,9 and heard only by other Vaurcae and station-bound synthetics.&lt;br /&gt;
*Pressure and cold resistant, allowing them to survive in space with internals.&lt;br /&gt;
*Unaffected by phoron gas but require it to breathe.&lt;br /&gt;
*Have natural insulation.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Can only healthily consume food consisting of k&#039;ois paste and byproducts.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can see very well in the dark. &lt;br /&gt;
*Take additional toxin damage.&lt;br /&gt;
*Suffer from additional blood loss.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca Warriors can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca Workers cannot bite but are more resistant to radiation and brute damage.&lt;br /&gt;
*Vaurca Bulwarks are slow but immune to radiation and can fireman carry two people at once. &lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Be raised in virtual reality.&lt;br /&gt;
*Generally very specialized. Born to serve a specific role.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/Eridani&lt;br /&gt;
|- &lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|- &lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Vaurcae of today bear little resemblance to their original forms. The most common types appearing as humanoid insects, with two pairs of eyes —a larger pair and a smaller— four arms, with two being vestigial, ending in hands that hold two thumbs and two middle fingers each. They rest on two digitigrade legs which can end in a variety of feet structures, and antennae sprout from their heads. These antenna are used for greater perception of their surroundings, with the predominant sense being smell. Some Vaurcae are capable of smelling two different types of rock apart. This potent olfactory sense allows the species to employ pheromones, the primary method of communication for the species alongside the Hivenet. Pheromones are like words encased in very fine smells. What one could infer from an inflection or tone of a word, a Vaurca could from the intricacies of a pheromone. &lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a Gyne in a process called imagotis. Essentially, the Gyne can imagine what they want a specific Vaurca to look like and think like, and subconsciously alter certain factors regarding the larva&#039;s development to facilitate their growth into the Ta&#039;s image.&lt;br /&gt;
&lt;br /&gt;
A basic summary of the Vaurca Bioforms is included below. More information on the intricate workings of Vaurca-kind can be found on the [[Vaurca_Biology|Vaurca Biology]] page.&lt;br /&gt;
&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
Type A are the most common Vaurca and can be seen as the &#039;backbone&#039; of Vaurcesian societies. Their most prevalent feature is their hardened exoskeleton, varying in colours in accordance to their Hive. It is approximately half an inch thick among all Type A Vaurcae. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A ranges from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more use to the Hive in peak condition. Nearly all Ka are designed to find violence almost abhorrent—the sight and smell of blood instilling fear and worry for most.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurcesian society, taking the form of heavily augmented warriors. Type B can range in size from 5ft tall to 8ft tall, with Za Bound known as Warforms rising to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while Worker and Gyne types tend to be poorly suited for the disposition these types of occupations demand. Unlike Workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by the SCC are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Gyne (Type C)===&lt;br /&gt;
Type C are rare among Vaurcae, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurcesian Hives that are fertile except for the Queens and type CB occupy all leadership positions amongst the species. Males are raised as Bound while the females are raised as Unbound.  Unlike other castes the Ta do not have recognised subcastes and instead are separated by ranks. Unlike the remainder of the Vaurca species Ta are possessed of great social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating. &lt;br /&gt;
&lt;br /&gt;
It is possible to play as a Ta as the Liaison/Representative role.&lt;br /&gt;
&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
&lt;br /&gt;
As a Ta aboard the Horizon you are one of the venerable leader&#039;s of the Vaurca species and more valuable than any individual Worker or Warrior, a fact you are deeply cognizant of. Vaurca of your Hive are biologically compelled to follow your orders except where they directly contradict a Ta of their own Brood and many Vaurca of other Hive&#039;s will do so in ordinary circumstances out of respect, though they are not strictly required to. Your position places you as the head of a hive-cell aboard the Horizon with diplomatic duties consisting primarily of representing your brood in a positive light, advancing the political goals of your Hive and providing emotional support and advice.&lt;br /&gt;
&lt;br /&gt;
Below are rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
&lt;br /&gt;
*No height taller than 11 feet tall.&lt;br /&gt;
&lt;br /&gt;
*As a Gyne, you are allowed to have a three-syllable name instead of the usual monosyllabic. &lt;br /&gt;
&lt;br /&gt;
*Auto-hiss basic (s becomes z or more frequently not at all). You&#039;ve been assigned to work on a station full of aliens, so you’d have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
&lt;br /&gt;
*Avoid combat and avoid doing any labour or specialized work except where absolutely necessary. Ta may and almost always do have hobbies, often developing talents in line with the skills of their brood, and they are expected to be extremely good at them owing to their incredible age. Despite this, they are leaders and politicians, not Warriors or Workers, and they should have no intention of changing this. On matters of strenuous labour, Ta ultimately prefer delegation and inspiring others to do something.&lt;br /&gt;
&lt;br /&gt;
*Avoid social ignorance. Ta possess a high social intelligence thanks to generations of evolution, being literally made for it, so they&#039;d be knowledgeable on whether trying to clean a Unathi’s horn would upset them or not.&lt;br /&gt;
&lt;br /&gt;
*Ta are biologically immortal, many having lived through what would to other species be recognised as entire era&#039;s of history. Each brood has different customs regarding the age at which a Ta is ready for duties though few broods trust Ta under 100 years old with any serious positions, Athvur being the most prominent exception, and the absolute upper limit on playable Ta age is thirty-five-thousand years, for a Ta born (to them) not long before the Great Hive War. Ta older than this are very rare and typically either Queen&#039;s themselves or surrogates, not finding work aboard the Horizon. Despite this extraordinary range the average Hive Representative will fall between 500 and 3000 years.&lt;br /&gt;
&lt;br /&gt;
*Ta as important members of the Hive&#039;s are entrusted with an administrative neural socket, a tool that gives them greatly increased power over the Hivenet and virtual reality. Mechanically, this is reflected in a series of Hivenet verbs, giving them the ability to mute, shock, ban, and even void lesser Vaurca. Despite having access to such with a thought, Ta employ them rarely, and to do so against another Hive&#039;s Vaurca without good reason is equivalent to a hostile attack, a major diplomatic incident. Voiding, the act of destroying a Vaurca&#039;s neural socket, is an absolute last resort and should never be employed except as a last resort.&lt;br /&gt;
&lt;br /&gt;
===Ra, The Bulwarks (Type E)===&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists that specialize in jobs involving hard labour, engineering, and maintenance. Average specimens stand at 8-10 feet tall, and require special clothing due to their unique shape. Type E Vaurca are the least prominent population wise in the species, due to the fact they were only recently conceived as a joint operation between the C&#039;thur and the Nralakk Federation. They were unveiled at the first session of the reformed Court of Queens in 2463, before specimens belonging to the other Hives began appearing.&lt;br /&gt;
&lt;br /&gt;
Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in.&lt;br /&gt;
&lt;br /&gt;
Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go, and are typically kept in more secure locations. There are no Queenless Bulwarks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Unbound===&lt;br /&gt;
The Unbound make up the upper castes of Vaurcae society and form the only sentient and self-aware parts of its greater population. Their eggs and larvae are given more graceful care by Ta and Bound Workers. They are born with fully developed organs, though Unbound not meant to become Ta or Lesser Queens are still sterilized. The Unbound are perfectly capable of making rational, thinking decisions, and are naturally intuitive, curious and capable of understanding abstraction, much like a human. However, Unbound are not raised in a traditional manner. While in its early years Vaurca Virtual Reality was meant as an escape from reality, for modern Vaurcae in known space it&#039;s become every aspect of their lives and supposed afterlife.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are sentient and self-aware, they still typically maintain unwavering subserviency to the respective hierarchy of their Hive, due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a Lesser Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
Unbound disconnected from VR can still connect themselves to the &#039;internet&#039; of the Hive, called the Hivenet or Hive Network, where the Unbound all connect their consciousness. Unbound Vaurcae can share their knowledge, memories, and even feelings through the Hivenet. The Bound are barred from most non-utilitarian aspects of the Hivenet, due to biological constraints.&lt;br /&gt;
&lt;br /&gt;
The Unbound typically take up jobs that require more critical thinking skills, ability to learn or adapt and greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves, rarely having monetary aid from their Hive.&lt;br /&gt;
&lt;br /&gt;
The Unbound can be any of the basic types mentioned above except for Warforms and Type D.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
&lt;br /&gt;
Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. They can either be unique individuals having lived out of their Virtual Reality for some time, or can be fresh from the Hive birthing chambers and or from their Lesser Queen&#039;s virtual heaven, barely knowing anything. They almost universally hate being outside of VR, as the extended stay within an environment free of strife, hunger and death have sensitized them to the presence of such things in the real world. Likely because of their biology, many Vaurcae are generally passive and hold more value in a group&#039;s opinion rather than their own, disliking isolation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound are restricted in the jobs they can pick. &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Security: Security Officer, Warden, Investigator, Security Cadet&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Surgeon, Physician, Psychiatrist, Pharmacist, First Responder, Medical Intern&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician, Engineer Apprentice&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist (all titles), Xenobiologist, Xenobotanist, Lab Assistant&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Chaplain, Librarian, Bartender, Gardener/Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Hanger Technician, Shaft Miner, Machinist&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant, Off-Duty Crew Member&lt;br /&gt;
&lt;br /&gt;
As of 4/24/2463, Avowals of Responsibility are no longer required for Vaurcae above intern level positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
&lt;br /&gt;
Bound Vaurcae are chosen even before their egg is laid. Eggs designated to be Bound are provided with certain hormonal mixes designed to neutralise brain function critical for higher thought and are then put in a warm, moisture-rich environment while Bound Ta and Workers oversee their care. The larvae that hatch from the eggs are then taken to another specialised, moist environment to be raised and augmented. Bound are highly capable in their positions but are incredibly simple-minded due to effectively being lobotomized. The result is a very effective worker but one that struggles to adapt to unusual circumstances and has minimal ability to learn or think in abstractions.  &lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Bound, or as humans sometimes call them, Drones, have a lot in common with station synthetics in personality and playstyle. They are members of a lobotomised slave caste trained to obey orders without question. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. The Vaurcesian Drones typically speak slowly and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow station protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
&lt;br /&gt;
Bound can be easily dismissed - or culled - if their performance is unsatisfactory.&lt;br /&gt;
&lt;br /&gt;
They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a bound.&lt;br /&gt;
&lt;br /&gt;
Security: None&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Physician, Pharmacist, First Responder&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Bartender, Gardener, Librarian, Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Machinist, Hanger Technician, Shaft Miner&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant&lt;br /&gt;
&lt;br /&gt;
==Modern Day==&lt;br /&gt;
&lt;br /&gt;
For the Vaurca, co-habitation with the other species they have encountered has led to fundamental changes to their way of life, many seemingly to their detriment. In the public eye their advanced weaponry has lead to a lot of fear regarding their potency and supposed ease of mass production. Seemingly no one can deny the military domination a war-ready Hive would impose. From tachyon-based weaponry, gauss cannons, condensed thermal energy and the infamous Warforms, most believe it to be a miracle that the Vaurca have yet to attack and seize control of the galaxy, fears which found themselves at the forefront after the [[The_Lii&#039;dra | Lii&#039;dra Invasion]] and which have only slightly quieted since. &lt;br /&gt;
&lt;br /&gt;
To a certain extent within their respective societies this may be true. The Vaurca have integrated themselves into a great deal of the running of the Republic of Biesel, Izweski Hegemony and Nralakk Federation in an effort to make themselves essential, including handsome contributions to each nation&#039;s armed forces. This has provided a degree of political sway and necessity much greater than what they once had shortly after arrival. However the power of the Hives is not as simple as many believe. Weaponry was a lower priority on the list of supplies brought on Hiveships, as though while large, space was required for broods as well and materials. Some Queens such as [[Vaurca_Hives#Zoleth.2C_The_Herald_of_Scars|Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra]] were insistent on bringing a plethora of weaponry, to ensure their survival among the unknown threat of the stars but their pleas, only resulted in minor increases to ship defences. During their long journey, many of the of resources the species bought were used for maintenance of the ship, and by the time they arrived in the Orion Spur, their lack of materials, and subsequently, repairs, have resulted in the damaged states the three known Hiveships were found in. Additionally food supply was limited in terms of places to grow aboard the Hiveships, and as a result, a majority of Warforms and the larger Bound Workers were culled, due to being unable to sustain many of the cryogenic storage pods used to contain them. The phoron crisis has certainly not helped matters on this front and Hive&#039;s are careful to balance the cost of phoron with military readiness. &lt;br /&gt;
&lt;br /&gt;
Politically and militarily, the &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; remain as dominant as ever over the other Hives, though in a much reduced state compared to what that dominance represented on Sedantis. The Zo&#039;ra possess by far the most Warriors and Warforms of the three modern Hives, not to mention the tactical acumen to use them. A significant portion of this is due to the [[Zoleth,_The_Herald_of_Scars | Queen Zoleth, the Herald of Scars]] who, in the absence of her most trusted friend, High Queen Zora, is the oldest Vaurca in the Spur alongside [[C%27thur,_Queen_of_Masques | High Queen C&#039;thur.]] Zoleth has always viewed herself as the hammer to the nail that was Zo&#039;ra herself, and the two of them were responsible for the wildly successful generational conquests on Sedantis that built the planet spanning empire they once possessed. Her military genius and inclinations towards wartime preparations saw her as the driving force behind the move to invest the Hive&#039;s resources so significantly into the founding of the Tau Ceti Foreign Legion and its new incarnation [[Tau_Ceti_Armed_Forces | the Tau Ceti Armed Forces]] despite pushback from the newly elected [[Vaur,_The_Liminal_Queen | High Queen Vaur.]] This move proved itself savvy as it gave the Hive not only sway through the Legion, beginning their ascension into the political web that connects the inhabitants of the Orion Spur, but the ability to maintain their military without appearing threatening to the Republic. Part of these investments was not just providing Warriors but the hybridization of the [[Tau_Ceti_Armed_Forces | Tau Ceti foreign Legion and recently Tau Ceti Armed Forces]] current weaponry and their own personal designs. These resulting weapons are currently employed by the Armed Forces, and while they are hardly the most technologically advanced, the Republic having for a balance of effectiveness and cost, and many agree that it is certainly an improvement compared to their last. The Queens of the Zo&#039;ra Hive as a whole are benefiting from this increased power, having managed to revive the Court of Queens on Caprice, installing its chambers within their capital New Sedantis, though relative to the other Hive&#039;s many Zo&#039;ra on Biesel live in great squalor. &lt;br /&gt;
&lt;br /&gt;
Despite the success of the Zo&#039;ra regarding military and politics, the &#039;&#039;&#039;K&#039;lax&#039;&#039;&#039; are the only Hive that has truly managed to adapt the species more advanced technologies to the Spur&#039;s new realities. To the Klax, this is hardly surprising; they were after all the minds behind much of these inventions, regardless of how much undue credit Zo&#039;ra may claim. In recent years, batches of new-generation thermal drills, a tool that was by necessity ubiquitous in the caverns of Sedantis, were developed and manufactured by the K&#039;lax, shipped, and sold across the Orion Spur. While expensive, those mining facilities that adapted saw huge increases in yields as a result. Furthermore, the Hive agreed to collaborate with the Unathi on Moghes with respect to terraforming the wasteland planet, re-creating their machines of old with the alien materials of the Spur. These factors contributed towards the K&#039;lax Hive&#039;s eventual transformation of their barren colony of [[Tret]] given to them by the Izweski into the gigantic factory planet and industrial heart of the Izweski Hegemony it is today, though certain unfavourable deals with outside parties limit the funds the K&#039;lax can bring to bear from this. &lt;br /&gt;
&lt;br /&gt;
Economically, it is only the &#039;&#039;&#039;C&#039;thur&#039;&#039;&#039; who have truly profited. While the other Hives are reliant on collective money pools brought in by employed Bound and Unbound or the leftovers of their own factory exports, being harboured by the generous Nralakk Federation has opened up a large amount of opportunities, to say nothing of the C&#039;thur Hive&#039;s historical inclinations. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being the most economically advanced of all Hives. Money that is received by Hives is typically distributed between the Queens, each given the discretion to use their share however they wish within certain limits imposed by her sisters. &lt;br /&gt;
&lt;br /&gt;
====Individuals====&lt;br /&gt;
&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most hive-cells are capable of sharing a single bedroom apartment due to their preference for confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, Unbound are welcome to spend what little money they typically receive on hobbies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialised knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike, often showing their ignorance of how Vaurcae operate and live. More obvious examples of dislike include incidents such as Tajara gangs reacting violently to the Lii&#039;dra invasion and going as far as to murder Vaurca near their territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition. While there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while others found trivial work doing menial or laborious tasks. K&#039;lax Warriors mostly serve in the Hegemony and many others, especially from the Zo&#039;ra Hive, have found a place doing what they do best in the [[Tau_Ceti_Armed_Forces | Tau Ceti Armed Forces.]] Much of this situation was recently alleviated by the founding of the Pan-Vaurcesian military the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx]] which draws in a large percentage of what would be the otherwise unemployed Vaurca Warriors, giving them a place in service to the Court of Queens.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
&lt;br /&gt;
Before the invention of the Hivenet in the [[Vaurca History#The Eera of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae don’t possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message, which are encoded pheromones coded and transmitted as signals, ‘sounds’ in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell and Unathi space.&lt;br /&gt;
&lt;br /&gt;
These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages such as small onomatopoeic sounds, reactions like eye-rolls and basic &amp;quot;images&amp;quot; may also be sent. &amp;quot;Videos&amp;quot; are too heavy to be encapsulated by pheromones in the way other species would understand it, instead coming across as a collection of feelings and basic information.&lt;br /&gt;
&lt;br /&gt;
Since the species arrival in the Spur, they have been forced to developed augmentations known as voice synthesizers which allow for speech and the translation of language. The majority of these voice modulators are cheap, which is responsible for much of the species possessing a peculiar buzzing accent. Without this augmentation no Vaurca is able to audibly receive or reproduce a xenolanguage. Additionally despite the species not having used a written language commonly since the invention of Virtual Reality, Vaurcae are able to learn to read and write in Basic, and for an employee on board the SCCV Horizon, part of their education would have consisted in such. &lt;br /&gt;
&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
&lt;br /&gt;
Vaurcae working in alien space have augments that allow them to have an easier time speaking the Languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who aren&#039;t used to alien culture.&lt;br /&gt;
&lt;br /&gt;
Many Vaurcae, and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. (&amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot;). Some Vaurcae may have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a more guttural &amp;quot;vh&amp;quot;. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot;. Some unfortunate specimen may even be plagued with both impediments at once. (&amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot;), or even further, more exotic impediments.&lt;br /&gt;
&lt;br /&gt;
===Naming System===&lt;br /&gt;
&lt;br /&gt;
The traditional Vaurca naming system is complex, with first names being made of three parts. The first part is either Ka for Workers, Za for soldiers, Ra for Bulwarks or Ta for breeders. The second syllable is Viax for Bound, or Akaix for Unbound.&lt;br /&gt;
&lt;br /&gt;
Finally, the last syllable of the name is unique, decided by the player. In Vaurcese, this segment would translate to a number —like a serial code, it is a unique identifier. The only restriction is that it should not be longer than a single syllable, at the very most two syllables. For a Worker Unbound it might be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being created by the player. The surname is the Hive that the Vaurca is a part of, in the example&#039;s case &amp;quot;Zo&#039;ra&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In summary, you create a &#039;&#039;&#039;single unique name&#039;&#039;&#039;, which is slotted after your caste and whether you are Bound or Unbound, and your surname is the Hive you are from.&lt;br /&gt;
&lt;br /&gt;
===Inter-caste Relationships===&lt;br /&gt;
&lt;br /&gt;
Relationships between each type and each caste tend to be a universal constant among Vaurcesian Hives. The Bound are thoroughly exploited by the Unbound whenever an opportunity for such arises. It is typical for an Unbound to delegate any menial labour to the nearest Bound whenever possible. While especially &amp;quot;lazy&amp;quot; Unbound are not prevalent on human stations, all Unbound tend to display this mindset towards the Bound to a degree. When encountering a dangerous situation, the response is similar —the Bound are expected to attempt to make the situation safer for the Unbound in any way possible. Bound are perfectly subservient to the whims of the Unbound, and do not begrudge this exploitation.&lt;br /&gt;
&lt;br /&gt;
Worker vaurcae tend to be esteemed more highly than Warrior Vaurcae, especially in Unbound circles, and especially in these difficult times when the value of labour to the Vaurca is more important than the value of defense. Unbound Breeder Vaurcae are esteemed very highly, especially those at the top of the hierarchy. Bound Breeder Vaurcae tend to rarely interact with other Vaurcae, except for Bound caretakers.&lt;br /&gt;
&lt;br /&gt;
As for different types of the same caste, Unbound Ka or Za of the same &#039;duty&#039; tend to organize themselves into hive-cells. For example, a Worker who works in construction may live, sleep and work with the same people within their hive-cell. A hive-cells size can vary drastically, but ultimately, they tend to organize the labor of Ka and Za into the most efficient means, with each hive-cell reporting to a particular Ta, usually their birth mother. Vaurcae tend to be closest to those that they work with, and so many Vaurcae consider their hive-cell their closest relatives.&lt;br /&gt;
&lt;br /&gt;
===Inter-hive Relationships===&lt;br /&gt;
The Zo&#039;ra and K&#039;lax Hives maintain warm relations, while officially the diplomatic tension between the C&#039;thur and K&#039;lax Hives is tenuous at best. The Lii&#039;dra Hive is universally hated. The Zo&#039;ra percieve themselves the rightful rulers of the K&#039;lax and C&#039;thur, and the K&#039;lax have thus far made no official statement against this. Meanwhile, the C&#039;thur changes their announcements constantly. The Bound of each Hive serve other Vaurcae of their Hive firstly and are completely subservient to the will of their Hive&#039;s rulership. The K&#039;lax Bound however will also serve Zo&#039;ra Vaurcae should there be no conflict with the desires of K&#039;lax hierarchy. The same can be said to a lesser degree with the C&#039;thur. Zo&#039;ra Bound will rarely ever service K&#039;lax Vaurcae, and only when instructed to do so by Zo&#039;ra Unbound. Zo&#039;ra, C&#039;thur and K&#039;lax Unbound typically do not intermingle except on an individual basis and remain subservient to the desires of their respective hierarchy.&lt;br /&gt;
&lt;br /&gt;
===Inter-species Relationships===&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra tend to be cooperative with humanity out of necessity, but on an individual level opinions vary between each Unbound. This approach is largely shared in reference to all other aliens, viewing them as potential benefits to their Hives. Perhaps in response to, or as a result of this, the Zo&#039;ra Hives have begun to re-imagine themselves as something aliens can identify with. Supporting cross-species initiatives that further increase cooperation between each species feeds into this idea of ultimately benefiting all species involved. Besides this, the servitude that Bound abides by is a topic of concern for humanity in particular, because Bound are hard-wired to satisfy the needs of other Unbound of their Hive firstly, it creates the possibility for conflicts of interest between the humans that use cheap Bound labor, and any Unbound Vaurcae of the same Hive. However, such situations are unreported if they do occur, and the cheapness and effectiveness of Bound labor tend to surpass potential dangers. For more about Zo&#039;ra and their connection to the Republic of Biesel, read [[Zo%27ra_in_the_Republic_of_Biesel | Zo&#039;ra in the Republic of Biesel.]] &lt;br /&gt;
&lt;br /&gt;
The Skrell of the Nralakk Federation have taken to using a work drafting system to assign duties to Vaurcae of the C&#039;thur Hive. The Federation or an empowered representative would requisition an amount of C&#039;thur for a particular job, which would then be supplied by the Hive. These C&#039;thur would complete this assignment and then return to their Hive. This entire process is overseen by a legal counsel comprised of both species, providing fair and equitable exchanges for all parties. The largest orders of labor come from the Federation itself and the Nanotrasen corporation. For more about C&#039;thur and their connection to the Skrell of the Nralakk Federation, read [[C%27thur_in_the_Federation | C&#039;thur in the Federation.]] &lt;br /&gt;
&lt;br /&gt;
K&#039;lax tend to maintain terse but warm relations with the Izweski Hegemony, providing military support as expected from a vassal, as well as sharing cultural and sometimes technological advances for the betterment of both species. Beyond this, they maintain little contact with the galaxy at large, save for their begrudging but needed trade relations with the Stellar Corporate Conglomerate, especially [[Hephaestus_Industries | Hephaestus Industries.]] Due to their unfavourable deal with Hephaestus Industries, many K&#039;lax view humans in a negative light. For more about the K&#039;lax and their relations with the Unathi, read [[K%27lax_in_the_Izweski_Nation | K&#039;lax in the Izweski Nation.]] &lt;br /&gt;
&lt;br /&gt;
Overall, the approach all Hives have taken when sending their populations to work with aliens is to treat their &#039;workplaces&#039; as an adopted Hive cell. All Hives encourage the development of social bonds that normally come with working closely between Vaurcae in the same Hive cell. This has led to some Vaurcae considering their co-workers a second family.&lt;br /&gt;
&lt;br /&gt;
===Vaurca Augmentation=== &lt;br /&gt;
&lt;br /&gt;
While many Vaurcae look identical in an augmented state, aside from various shifts in color, virtually all Vaurcae are augmented in some manner, the degree to which depends very much on their caste and purpose.&lt;br /&gt;
The most augmentation is typically seen in Bound Vaurcae. Much of their organic mass will at some point be replaced with machinery, so they can fulfil one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapon and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognisable it is as a standard Vaurca.&lt;br /&gt;
Unbound however, will rarely undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, which is a significant part of the purpose of the Unbound caste. For many their augments are performance-enhancing instead of completely form altering. The majority of Unbound are today equipped with at least basic communication augments, which make them versatile assets to speak with extra-hive entities.&lt;br /&gt;
Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the SCCV Horizon are of the least augmented tier - either Type AA, Type BA, or Type E. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and an oxygen filtration system, and they may utilise full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have only a few augments to ensure that they can fulfil any task assigned to them by the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=30514</id>
		<title>User:Connorjg1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=30514"/>
		<updated>2023-10-18T16:31:29Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Modern Day */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive, C&#039;thur Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Vaurcae (/ˈvaʊrkə/ &#039;&#039;VAUR-kah,&#039;&#039; &#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. They are largely humanoid in shape, with most having a pair of arms, hands with four digits divided equally between thumbs and fingers, and legs ending in feet perfect for climbing the tunnels and caverns they used to dwell in on their homeworld, Sedantis. The Vaurcae are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back to 730,000 years ago. Forced by circumstances to flee their homeworld, the once mighty Vaurca have only recently concluded a brutal era-spanning exodus and arrived in the Orion Spur as colonists, the unusual aliens reluctantly taken in by other civilisations. Now the species under the watchful guidance of its ancient and enigmatic rulers, schemes, manoeuvres, builds, and claws its way to regaining the great splendour and power they once possessed, from within a Spur more interested in using them for its own gain. &lt;br /&gt;
&lt;br /&gt;
The Vaurca form complex eusocial groups called Hives, each led by a High Queen, whom the Hive is usually named after, and a council of Lesser Queens, each holding jurisdiction over specific Hive functions. Beneath the Queens in leadership are the Ta, who within a byzantine social structure act as Diplomats, Surrogates, and mothers to the multitudes of less individually important Vaurca. These Ta occupy all positions of governmental import not directly overseen by the Queens and share in the same biological immortality enjoyed by them, many being born in generations long gone. Queens, lesser and high, are the only types of Vaurcae capable of producing eggs, and it falls to the Ta to fertilise, genetically shape, and nurture these eggs to maturation. Being born under a specific Queen places a Vaurca in her brood, with each brood pushing the Vaurca towards distinctive traits reflective of her will and a variant carapace colour. More information on these structures and broods can be found on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page. &lt;br /&gt;
&lt;br /&gt;
Vaurca civilisation is separated into several castes, with members of each caste having their biology, psychological inclinations, and education determined before they are even hatched. These castes range from diligent Workers and bulky Bulwarks carrying the rebuilding of the species upon their backs to the often thrill-seeking and war-inclined Warriors and the perplexing biological computers the Cephalons, to say nothing of the multitude of subtypes and theoretical designs. Consequently, each Vaurca is born for a specific function pertaining to their caste. Vaurcae are then separated further between being Akaix (Unbound) and Viax (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple minded, running on no more than a desire to do what they are told, designed for their function rather than versatility. More about the castes can be read on the &#039;&#039;&#039;[[Vaurca_Biology|Vaurca Biology]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Doubtless the most notable of the technologies still possessed by the Vaurca is that of the advanced &#039;&#039;&#039;[[Virtual_Reality | Virtual Reality]]&#039;&#039;&#039; which permeates every element of their culture, treated by most of the species not as a simulation but rather as an entirely separate and quite real afterlife, the holy domain of the venerated Queens. Owing to the installation of an augment known as a Neural Socket into the brain of almost every Unbound, nearly the entire species can access this Virtual Reality in one form or another at will, given they are within range of a Hivenet transmitter. Perhaps even more importantly, they can, through a mechanism some suspect is intentionally obfuscated by the Hives from the rest of the Spur, even have their minds saved and uploaded after death. It would be difficult to overstate just how vital this technology is to the Hives, and without its influence over the ages, modern Vaurca society would doubtless be very different indeed. &lt;br /&gt;
&lt;br /&gt;
Vaurcae have many mechanical extras such as extensive xenowear loadout, flags, K’ois as a product in-game and a rather grand set of unobtainable event-spawn objects and mobs. The massive Vaurcae Ta (also known as Breeders) are playable as consular officers representing their Hive&#039;s, and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]. Vaurca playable on the Horizon may be Workers, Warriors, Bulwarks or Ta. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae can&#039;t be any Heads of Staff, including being elevated to an Interim command position. They used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in SCC facilities.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Global Hivenet, accessible via ,9 and heard only by other Vaurcae and station-bound synthetics.&lt;br /&gt;
*Pressure and cold resistant, allowing them to survive in space with internals.&lt;br /&gt;
*Unaffected by phoron gas but require it to breathe.&lt;br /&gt;
*Have natural insulation.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Can only healthily consume food consisting of k&#039;ois paste and byproducts.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can see very well in the dark. &lt;br /&gt;
*Take additional toxin damage.&lt;br /&gt;
*Suffer from additional blood loss.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca Warriors can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca Workers cannot bite but are more resistant to radiation and brute damage.&lt;br /&gt;
*Vaurca Bulwarks are slow but immune to radiation and can fireman carry two people at once. &lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Be raised in virtual reality.&lt;br /&gt;
*Generally very specialized. Born to serve a specific role.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/Eridani&lt;br /&gt;
|- &lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|- &lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Vaurcae of today bear little resemblance to their original forms. The most common types appearing as humanoid insects, with two pairs of eyes —a larger pair and a smaller— four arms, with two being vestigial, ending in hands that hold two thumbs and two middle fingers each. They rest on two digitigrade legs which can end in a variety of feet structures, and antennae sprout from their heads. These antenna are used for greater perception of their surroundings, with the predominant sense being smell. Some Vaurcae are capable of smelling two different types of rock apart. This potent olfactory sense allows the species to employ pheromones, the primary method of communication for the species alongside the Hivenet. Pheromones are like words encased in very fine smells. What one could infer from an inflection or tone of a word, a Vaurca could from the intricacies of a pheromone. &lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a Gyne in a process called imagotis. Essentially, the Gyne can imagine what they want a specific Vaurca to look like and think like, and subconsciously alter certain factors regarding the larva&#039;s development to facilitate their growth into the Ta&#039;s image.&lt;br /&gt;
&lt;br /&gt;
A basic summary of the Vaurca Bioforms is included below. More information on the intricate workings of Vaurca-kind can be found on the [[Vaurca_Biology|Vaurca Biology]] page.&lt;br /&gt;
&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
Type A are the most common Vaurca and can be seen as the &#039;backbone&#039; of Vaurcesian societies. Their most prevalent feature is their hardened exoskeleton, varying in colours in accordance to their Hive. It is approximately half an inch thick among all Type A Vaurcae. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A ranges from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more use to the Hive in peak condition. Nearly all Ka are designed to find violence almost abhorrent—the sight and smell of blood instilling fear and worry for most.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurcesian society, taking the form of heavily augmented warriors. Type B can range in size from 5ft tall to 8ft tall, with Za Bound known as Warforms rising to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while Worker and Gyne types tend to be poorly suited for the disposition these types of occupations demand. Unlike Workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by the SCC are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Gyne (Type C)===&lt;br /&gt;
Type C are rare among Vaurcae, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurcesian Hives that are fertile except for the Queens and type CB occupy all leadership positions amongst the species. Males are raised as Bound while the females are raised as Unbound.  Unlike other castes the Ta do not have recognised subcastes and instead are separated by ranks. Unlike the remainder of the Vaurca species Ta are possessed of great social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating. &lt;br /&gt;
&lt;br /&gt;
It is possible to play as a Ta as the Liaison/Representative role.&lt;br /&gt;
&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
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As a Ta aboard the Horizon you are one of the venerable leader&#039;s of the Vaurca species and more valuable than any individual Worker or Warrior, a fact you are deeply cognizant of. Vaurca of your Hive are biologically compelled to follow your orders except where they directly contradict a Ta of their own Brood and many Vaurca of other Hive&#039;s will do so in ordinary circumstances out of respect, though they are not strictly required to. Your position places you as the head of a hive-cell aboard the Horizon with diplomatic duties consisting primarily of representing your brood in a positive light, advancing the political goals of your Hive and providing emotional support and advice.&lt;br /&gt;
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Below are rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
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*No height taller than 11 feet tall.&lt;br /&gt;
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*As a Gyne, you are allowed to have a three-syllable name instead of the usual monosyllabic. &lt;br /&gt;
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*Auto-hiss basic (s becomes z or more frequently not at all). You&#039;ve been assigned to work on a station full of aliens, so you’d have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
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*Avoid combat and avoid doing any labour or specialized work except where absolutely necessary. Ta may and almost always do have hobbies, often developing talents in line with the skills of their brood, and they are expected to be extremely good at them owing to their incredible age. Despite this, they are leaders and politicians, not Warriors or Workers, and they should have no intention of changing this. On matters of strenuous labour, Ta ultimately prefer delegation and inspiring others to do something.&lt;br /&gt;
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*Avoid social ignorance. Ta possess a high social intelligence thanks to generations of evolution, being literally made for it, so they&#039;d be knowledgeable on whether trying to clean a Unathi’s horn would upset them or not.&lt;br /&gt;
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*Ta are biologically immortal, many having lived through what would to other species be recognised as entire era&#039;s of history. Each brood has different customs regarding the age at which a Ta is ready for duties though few broods trust Ta under 100 years old with any serious positions, Athvur being the most prominent exception, and the absolute upper limit on playable Ta age is thirty-five-thousand years, for a Ta born (to them) not long before the Great Hive War. Ta older than this are very rare and typically either Queen&#039;s themselves or surrogates, not finding work aboard the Horizon. Despite this extraordinary range the average Hive Representative will fall between 500 and 3000 years.&lt;br /&gt;
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*Ta as important members of the Hive&#039;s are entrusted with an administrative neural socket, a tool that gives them greatly increased power over the Hivenet and virtual reality. Mechanically, this is reflected in a series of Hivenet verbs, giving them the ability to mute, shock, ban, and even void lesser Vaurca. Despite having access to such with a thought, Ta employ them rarely, and to do so against another Hive&#039;s Vaurca without good reason is equivalent to a hostile attack, a major diplomatic incident. Voiding, the act of destroying a Vaurca&#039;s neural socket, is an absolute last resort and should never be employed except as a last resort.&lt;br /&gt;
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===Ra, The Bulwarks (Type E)===&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists that specialize in jobs involving hard labour, engineering, and maintenance. Average specimens stand at 8-10 feet tall, and require special clothing due to their unique shape. Type E Vaurca are the least prominent population wise in the species, due to the fact they were only recently conceived as a joint operation between the C&#039;thur and the Nralakk Federation. They were unveiled at the first session of the reformed Court of Queens in 2463, before specimens belonging to the other Hives began appearing.&lt;br /&gt;
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Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in.&lt;br /&gt;
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Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go, and are typically kept in more secure locations. There are no Queenless Bulwarks.&lt;br /&gt;
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===The Unbound===&lt;br /&gt;
The Unbound make up the upper castes of Vaurcae society and form the only sentient and self-aware parts of its greater population. Their eggs and larvae are given more graceful care by Ta and Bound Workers. They are born with fully developed organs, though Unbound not meant to become Ta or Lesser Queens are still sterilized. The Unbound are perfectly capable of making rational, thinking decisions, and are naturally intuitive, curious and capable of understanding abstraction, much like a human. However, Unbound are not raised in a traditional manner. While in its early years Vaurca Virtual Reality was meant as an escape from reality, for modern Vaurcae in known space it&#039;s become every aspect of their lives and supposed afterlife.&lt;br /&gt;
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Although Unbound are sentient and self-aware, they still typically maintain unwavering subserviency to the respective hierarchy of their Hive, due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a Lesser Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
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Unbound disconnected from VR can still connect themselves to the &#039;internet&#039; of the Hive, called the Hivenet or Hive Network, where the Unbound all connect their consciousness. Unbound Vaurcae can share their knowledge, memories, and even feelings through the Hivenet. The Bound are barred from most non-utilitarian aspects of the Hivenet, due to biological constraints.&lt;br /&gt;
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The Unbound typically take up jobs that require more critical thinking skills, ability to learn or adapt and greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves, rarely having monetary aid from their Hive.&lt;br /&gt;
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The Unbound can be any of the basic types mentioned above except for Warforms and Type D.&lt;br /&gt;
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=====Playing Unbound=====&lt;br /&gt;
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Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. They can either be unique individuals having lived out of their Virtual Reality for some time, or can be fresh from the Hive birthing chambers and or from their Lesser Queen&#039;s virtual heaven, barely knowing anything. They almost universally hate being outside of VR, as the extended stay within an environment free of strife, hunger and death have sensitized them to the presence of such things in the real world. Likely because of their biology, many Vaurcae are generally passive and hold more value in a group&#039;s opinion rather than their own, disliking isolation.&lt;br /&gt;
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&#039;&#039;&#039;Unbound are restricted in the jobs they can pick. &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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Security: Security Officer, Warden, Investigator, Security Cadet&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Surgeon, Physician, Psychiatrist, Pharmacist, First Responder, Medical Intern&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician, Engineer Apprentice&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist (all titles), Xenobiologist, Xenobotanist, Lab Assistant&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Chaplain, Librarian, Bartender, Gardener/Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Hanger Technician, Shaft Miner, Machinist&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant, Off-Duty Crew Member&lt;br /&gt;
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As of 4/24/2463, Avowals of Responsibility are no longer required for Vaurcae above intern level positions.&lt;br /&gt;
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===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
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Bound Vaurcae are chosen even before their egg is laid. Eggs designated to be Bound are provided with certain hormonal mixes designed to neutralise brain function critical for higher thought and are then put in a warm, moisture-rich environment while Bound Ta and Workers oversee their care. The larvae that hatch from the eggs are then taken to another specialised, moist environment to be raised and augmented. Bound are highly capable in their positions but are incredibly simple-minded due to effectively being lobotomized. The result is a very effective worker but one that struggles to adapt to unusual circumstances and has minimal ability to learn or think in abstractions.  &lt;br /&gt;
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=====Playing Bound=====&lt;br /&gt;
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Bound, or as humans sometimes call them, Drones, have a lot in common with station synthetics in personality and playstyle. They are members of a lobotomised slave caste trained to obey orders without question. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. The Vaurcesian Drones typically speak slowly and have trouble speaking Basic.&lt;br /&gt;
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Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow station protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
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Bound can be easily dismissed - or culled - if their performance is unsatisfactory.&lt;br /&gt;
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They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a bound.&lt;br /&gt;
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Security: None&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Physician, Pharmacist, First Responder&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Bartender, Gardener, Librarian, Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Machinist, Hanger Technician, Shaft Miner&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant&lt;br /&gt;
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==Modern Day==&lt;br /&gt;
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For the Vaurca, co-habitation with the other species they have encountered has led to fundamental changes to their way of life, many seemingly to their detriment. In the public eye their advanced weaponry has lead to a lot of fear regarding their potency and supposed ease of mass production. Seemingly no one can deny the military domination a war-ready Hive would impose. From tachyon-based weaponry, gauss cannons, condensed thermal energy and the infamous Warforms, most believe it to be a miracle that the Vaurca have yet to attack and seize control of the galaxy, fears which found themselves at the forefront after the [[The_Lii&#039;dra | Lii&#039;dra Invasion]] and which have only slightly quieted since. &lt;br /&gt;
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To a certain extent within their respective societies this may be true. The Vaurca have integrated themselves into a great deal of the running of the Republic of Biesel, Izweski Hegemony and Nralakk Federation in an effort to make themselves essential, including handsome contributions to each nation&#039;s armed forces. This has provided a degree of political sway and necessity much greater than what they once had shortly after arrival. However the power of the Hives is not as simple as many believe. Weaponry was a lower priority on the list of supplies brought on Hiveships, as though while large, space was required for broods as well and materials. Some Queens such as [[Vaurca_Hives#Zoleth.2C_The_Herald_of_Scars|Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra]] were insistent on bringing a plethora of weaponry, to ensure their survival among the unknown threat of the stars but their pleas, only resulted in minor increases to ship defences. During their long journey, many of the of resources the species bought were used for maintenance of the ship, and by the time they arrived in the Orion Spur, their lack of materials, and subsequently, repairs, have resulted in the damaged states the three known Hiveships were found in. Additionally food supply was limited in terms of places to grow aboard the Hiveships, and as a result, a majority of Warforms and the larger Bound Workers were culled, due to being unable to sustain many of the cryogenic storage pods used to contain them. The phoron crisis has certainly not helped matters on this front and Hive&#039;s are careful to balance the cost of phoron with military readiness. &lt;br /&gt;
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Politically and militarily, the &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; remain as dominant as ever over the other Hives, though in a much reduced state compared to what that dominance represented on Sedantis. The Zo&#039;ra possess by far the most Warriors and Warforms of the three modern Hives, not to mention the tactical acumen to use them. A significant portion of this is due to the [[Zoleth,_The_Herald_of_Scars | Queen Zoleth, the Herald of Scars]] who, in the absence of her most trusted friend, High Queen Zora, is the oldest Vaurca in the Spur alongside [[C%27thur,_Queen_of_Masques | High Queen C&#039;thur.]] Zoleth has always viewed herself as the hammer to the nail that was Zo&#039;ra herself, and the two of them were responsible for the wildly successful generational conquests on Sedantis that built the planet spanning empire they once possessed. Her military genius and inclinations towards wartime preparations saw her as the driving force behind the move to invest the Hive&#039;s resources so significantly into the founding of the Tau Ceti Foreign Legion and its new incarnation [[Tau_Ceti_Armed_Forces | the Tau Ceti Armed Forces]] despite pushback from the newly elected [[Vaur,_The_Liminal_Queen | High Queen Vaur.]] This move proved itself savvy as it gave the Hive both sway through the Legion, beginning their ascension into the political web that connects the inhabitants of the Orion Spur despite their debt and the ability to maintain their military without appearing threatening to the Republic. Part of these investments was not just providing Warriors but the hybridization of the [[Tau_Ceti_Armed_Forces | Tau Ceti foreign Legion and recently Tau Ceti Armed Forces]] current weaponry and their own personal designs. These resulting weapons are currently employed by the Armed Forces, and while they are hardly the most technologically advanced, the Republic having for a balance of effectiveness and cost, and many agree that it is certainly an improvement compared to their last. The Queens of the Zo&#039;ra Hive as a whole are benefiting from this increased power, having managed to revive the Court of Queens on Caprice, installing its chambers within their capital New Sedantis, though relative to the other Hive&#039;s many Zo&#039;ra on Biesel live in great squalor. &lt;br /&gt;
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Despite the success of the Zo&#039;ra regarding military and politics, the &#039;&#039;&#039;K&#039;lax&#039;&#039;&#039; are the only Hive that has truly managed to adapt the species more advanced technologies to the Spur&#039;s new realities. To the Klax, this is hardly surprising; they were after all the minds behind much of these inventions, regardless of how much undue credit Zo&#039;ra may claim. In recent years, batches of new-generation thermal drills, a tool that was by necessity ubiquitous in the caverns of Sedantis, were developed and manufactured by the K&#039;lax, shipped, and sold across the Orion Spur. While expensive, those mining facilities that adapted saw huge increases in yields as a result. Furthermore, the Hive agreed to collaborate with the Unathi on Moghes with respect to terraforming the wasteland planet, re-creating their machines of old with the alien materials of the Spur. These factors contributed towards the K&#039;lax Hive&#039;s eventual transformation of their barren colony of [[Tret]] given to them by the Izweski into the gigantic factory planet and industrial heart of the Izweski Hegemony it is today, though certain unfavourable deals with outside parties limit the funds the K&#039;lax can bring to bear from this. &lt;br /&gt;
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Economically, it is only the &#039;&#039;&#039;C&#039;thur&#039;&#039;&#039; who have truly profited. While the other Hives are reliant on collective money pools brought in by employed Bound and Unbound or the leftovers of their own factory exports, being harboured by the generous Nralakk Federation has opened up a large amount of opportunities, to say nothing of the C&#039;thur Hive&#039;s historical inclinations. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being the most economically advanced of all Hives. Money that is received by Hives is typically distributed between the Queens, each given the discretion to use their share however they wish within certain limits imposed by her sisters. &lt;br /&gt;
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====Individuals====&lt;br /&gt;
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For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most hive-cells are capable of sharing a single bedroom apartment due to their preference for confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, Unbound are welcome to spend what little money they typically receive on hobbies.&lt;br /&gt;
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&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialised knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike, often showing their ignorance of how Vaurcae operate and live. More obvious examples of dislike include incidents such as Tajara gangs reacting violently to the Lii&#039;dra invasion and going as far as to murder Vaurca near their territory.&lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition. While there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while others found trivial work doing menial or laborious tasks. K&#039;lax Warriors mostly serve in the Hegemony and many others, especially from the Zo&#039;ra Hive, have found a place doing what they do best in the [[Tau_Ceti_Armed_Forces | Tau Ceti Armed Forces.]] Much of this situation was recently alleviated by the founding of the Pan-Vaurcesian military the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx]] which draws in a large percentage of what would be the otherwise unemployed Vaurca Warriors, giving them a place in service to the Court of Queens.&lt;br /&gt;
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==Social==&lt;br /&gt;
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===Language===&lt;br /&gt;
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Before the invention of the Hivenet in the [[Vaurca History#The Eera of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae don’t possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message, which are encoded pheromones coded and transmitted as signals, ‘sounds’ in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell and Unathi space.&lt;br /&gt;
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These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages such as small onomatopoeic sounds, reactions like eye-rolls and basic &amp;quot;images&amp;quot; may also be sent. &amp;quot;Videos&amp;quot; are too heavy to be encapsulated by pheromones in the way other species would understand it, instead coming across as a collection of feelings and basic information.&lt;br /&gt;
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Since the species arrival in the Spur, they have been forced to developed augmentations known as voice synthesizers which allow for speech and the translation of language. The majority of these voice modulators are cheap, which is responsible for much of the species possessing a peculiar buzzing accent. Without this augmentation no Vaurca is able to audibly receive or reproduce a xenolanguage. Additionally despite the species not having used a written language commonly since the invention of Virtual Reality, Vaurcae are able to learn to read and write in Basic, and for an employee on board the SCCV Horizon, part of their education would have consisted in such. &lt;br /&gt;
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====Speaking like a Vaurca====&lt;br /&gt;
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Vaurcae working in alien space have augments that allow them to have an easier time speaking the Languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who aren&#039;t used to alien culture.&lt;br /&gt;
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Many Vaurcae, and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. (&amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot;). Some Vaurcae may have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a more guttural &amp;quot;vh&amp;quot;. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot;. Some unfortunate specimen may even be plagued with both impediments at once. (&amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot;), or even further, more exotic impediments.&lt;br /&gt;
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===Naming System===&lt;br /&gt;
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The traditional Vaurca naming system is complex, with first names being made of three parts. The first part is either Ka for Workers, Za for soldiers, Ra for Bulwarks or Ta for breeders. The second syllable is Viax for Bound, or Akaix for Unbound.&lt;br /&gt;
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Finally, the last syllable of the name is unique, decided by the player. In Vaurcese, this segment would translate to a number —like a serial code, it is a unique identifier. The only restriction is that it should not be longer than a single syllable, at the very most two syllables. For a Worker Unbound it might be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being created by the player. The surname is the Hive that the Vaurca is a part of, in the example&#039;s case &amp;quot;Zo&#039;ra&amp;quot;.&lt;br /&gt;
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In summary, you create a &#039;&#039;&#039;single unique name&#039;&#039;&#039;, which is slotted after your caste and whether you are Bound or Unbound, and your surname is the Hive you are from.&lt;br /&gt;
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===Inter-caste Relationships===&lt;br /&gt;
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Relationships between each type and each caste tend to be a universal constant among Vaurcesian Hives. The Bound are thoroughly exploited by the Unbound whenever an opportunity for such arises. It is typical for an Unbound to delegate any menial labour to the nearest Bound whenever possible. While especially &amp;quot;lazy&amp;quot; Unbound are not prevalent on human stations, all Unbound tend to display this mindset towards the Bound to a degree. When encountering a dangerous situation, the response is similar —the Bound are expected to attempt to make the situation safer for the Unbound in any way possible. Bound are perfectly subservient to the whims of the Unbound, and do not begrudge this exploitation.&lt;br /&gt;
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Worker vaurcae tend to be esteemed more highly than Warrior Vaurcae, especially in Unbound circles, and especially in these difficult times when the value of labour to the Vaurca is more important than the value of defense. Unbound Breeder Vaurcae are esteemed very highly, especially those at the top of the hierarchy. Bound Breeder Vaurcae tend to rarely interact with other Vaurcae, except for Bound caretakers.&lt;br /&gt;
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As for different types of the same caste, Unbound Ka or Za of the same &#039;duty&#039; tend to organize themselves into hive-cells. For example, a Worker who works in construction may live, sleep and work with the same people within their hive-cell. A hive-cells size can vary drastically, but ultimately, they tend to organize the labor of Ka and Za into the most efficient means, with each hive-cell reporting to a particular Ta, usually their birth mother. Vaurcae tend to be closest to those that they work with, and so many Vaurcae consider their hive-cell their closest relatives.&lt;br /&gt;
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===Inter-hive Relationships===&lt;br /&gt;
The Zo&#039;ra and K&#039;lax Hives maintain warm relations, while officially the diplomatic tension between the C&#039;thur and K&#039;lax Hives is tenuous at best. The Lii&#039;dra Hive is universally hated. The Zo&#039;ra percieve themselves the rightful rulers of the K&#039;lax and C&#039;thur, and the K&#039;lax have thus far made no official statement against this. Meanwhile, the C&#039;thur changes their announcements constantly. The Bound of each Hive serve other Vaurcae of their Hive firstly and are completely subservient to the will of their Hive&#039;s rulership. The K&#039;lax Bound however will also serve Zo&#039;ra Vaurcae should there be no conflict with the desires of K&#039;lax hierarchy. The same can be said to a lesser degree with the C&#039;thur. Zo&#039;ra Bound will rarely ever service K&#039;lax Vaurcae, and only when instructed to do so by Zo&#039;ra Unbound. Zo&#039;ra, C&#039;thur and K&#039;lax Unbound typically do not intermingle except on an individual basis and remain subservient to the desires of their respective hierarchy.&lt;br /&gt;
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===Inter-species Relationships===&lt;br /&gt;
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The Zo&#039;ra tend to be cooperative with humanity out of necessity, but on an individual level opinions vary between each Unbound. This approach is largely shared in reference to all other aliens, viewing them as potential benefits to their Hives. Perhaps in response to, or as a result of this, the Zo&#039;ra Hives have begun to re-imagine themselves as something aliens can identify with. Supporting cross-species initiatives that further increase cooperation between each species feeds into this idea of ultimately benefiting all species involved. Besides this, the servitude that Bound abides by is a topic of concern for humanity in particular, because Bound are hard-wired to satisfy the needs of other Unbound of their Hive firstly, it creates the possibility for conflicts of interest between the humans that use cheap Bound labor, and any Unbound Vaurcae of the same Hive. However, such situations are unreported if they do occur, and the cheapness and effectiveness of Bound labor tend to surpass potential dangers. For more about Zo&#039;ra and their connection to the Republic of Biesel, read [[Zo%27ra_in_the_Republic_of_Biesel | Zo&#039;ra in the Republic of Biesel.]] &lt;br /&gt;
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The Skrell of the Nralakk Federation have taken to using a work drafting system to assign duties to Vaurcae of the C&#039;thur Hive. The Federation or an empowered representative would requisition an amount of C&#039;thur for a particular job, which would then be supplied by the Hive. These C&#039;thur would complete this assignment and then return to their Hive. This entire process is overseen by a legal counsel comprised of both species, providing fair and equitable exchanges for all parties. The largest orders of labor come from the Federation itself and the Nanotrasen corporation. For more about C&#039;thur and their connection to the Skrell of the Nralakk Federation, read [[C%27thur_in_the_Federation | C&#039;thur in the Federation.]] &lt;br /&gt;
&lt;br /&gt;
K&#039;lax tend to maintain terse but warm relations with the Izweski Hegemony, providing military support as expected from a vassal, as well as sharing cultural and sometimes technological advances for the betterment of both species. Beyond this, they maintain little contact with the galaxy at large, save for their begrudging but needed trade relations with the Stellar Corporate Conglomerate, especially [[Hephaestus_Industries | Hephaestus Industries.]] Due to their unfavourable deal with Hephaestus Industries, many K&#039;lax view humans in a negative light. For more about the K&#039;lax and their relations with the Unathi, read [[K%27lax_in_the_Izweski_Nation | K&#039;lax in the Izweski Nation.]] &lt;br /&gt;
&lt;br /&gt;
Overall, the approach all Hives have taken when sending their populations to work with aliens is to treat their &#039;workplaces&#039; as an adopted Hive cell. All Hives encourage the development of social bonds that normally come with working closely between Vaurcae in the same Hive cell. This has led to some Vaurcae considering their co-workers a second family.&lt;br /&gt;
&lt;br /&gt;
===Vaurca Augmentation=== &lt;br /&gt;
&lt;br /&gt;
While many Vaurcae look identical in an augmented state, aside from various shifts in color, virtually all Vaurcae are augmented in some manner, the degree to which depends very much on their caste and purpose.&lt;br /&gt;
The most augmentation is typically seen in Bound Vaurcae. Much of their organic mass will at some point be replaced with machinery, so they can fulfil one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapon and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognisable it is as a standard Vaurca.&lt;br /&gt;
Unbound however, will rarely undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, which is a significant part of the purpose of the Unbound caste. For many their augments are performance-enhancing instead of completely form altering. The majority of Unbound are today equipped with at least basic communication augments, which make them versatile assets to speak with extra-hive entities.&lt;br /&gt;
Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the SCCV Horizon are of the least augmented tier - either Type AA, Type BA, or Type E. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and an oxygen filtration system, and they may utilise full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have only a few augments to ensure that they can fulfil any task assigned to them by the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
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		<updated>2023-10-18T16:29:23Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive, C&#039;thur Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Vaurcae (/ˈvaʊrkə/ &#039;&#039;VAUR-kah,&#039;&#039; &#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. They are largely humanoid in shape, with most having a pair of arms, hands with four digits divided equally between thumbs and fingers, and legs ending in feet perfect for climbing the tunnels and caverns they used to dwell in on their homeworld, Sedantis. The Vaurcae are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back to 730,000 years ago. Forced by circumstances to flee their homeworld, the once mighty Vaurca have only recently concluded a brutal era-spanning exodus and arrived in the Orion Spur as colonists, the unusual aliens reluctantly taken in by other civilisations. Now the species under the watchful guidance of its ancient and enigmatic rulers, schemes, manoeuvres, builds, and claws its way to regaining the great splendour and power they once possessed, from within a Spur more interested in using them for its own gain. &lt;br /&gt;
&lt;br /&gt;
The Vaurca form complex eusocial groups called Hives, each led by a High Queen, whom the Hive is usually named after, and a council of Lesser Queens, each holding jurisdiction over specific Hive functions. Beneath the Queens in leadership are the Ta, who within a byzantine social structure act as Diplomats, Surrogates, and mothers to the multitudes of less individually important Vaurca. These Ta occupy all positions of governmental import not directly overseen by the Queens and share in the same biological immortality enjoyed by them, many being born in generations long gone. Queens, lesser and high, are the only types of Vaurcae capable of producing eggs, and it falls to the Ta to fertilise, genetically shape, and nurture these eggs to maturation. Being born under a specific Queen places a Vaurca in her brood, with each brood pushing the Vaurca towards distinctive traits reflective of her will and a variant carapace colour. More information on these structures and broods can be found on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page. &lt;br /&gt;
&lt;br /&gt;
Vaurca civilisation is separated into several castes, with members of each caste having their biology, psychological inclinations, and education determined before they are even hatched. These castes range from diligent Workers and bulky Bulwarks carrying the rebuilding of the species upon their backs to the often thrill-seeking and war-inclined Warriors and the perplexing biological computers the Cephalons, to say nothing of the multitude of subtypes and theoretical designs. Consequently, each Vaurca is born for a specific function pertaining to their caste. Vaurcae are then separated further between being Akaix (Unbound) and Viax (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple minded, running on no more than a desire to do what they are told, designed for their function rather than versatility. More about the castes can be read on the &#039;&#039;&#039;[[Vaurca_Biology|Vaurca Biology]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Doubtless the most notable of the technologies still possessed by the Vaurca is that of the advanced &#039;&#039;&#039;[[Virtual_Reality | Virtual Reality]]&#039;&#039;&#039; which permeates every element of their culture, treated by most of the species not as a simulation but rather as an entirely separate and quite real afterlife, the holy domain of the venerated Queens. Owing to the installation of an augment known as a Neural Socket into the brain of almost every Unbound, nearly the entire species can access this Virtual Reality in one form or another at will, given they are within range of a Hivenet transmitter. Perhaps even more importantly, they can, through a mechanism some suspect is intentionally obfuscated by the Hives from the rest of the Spur, even have their minds saved and uploaded after death. It would be difficult to overstate just how vital this technology is to the Hives, and without its influence over the ages, modern Vaurca society would doubtless be very different indeed. &lt;br /&gt;
&lt;br /&gt;
Vaurcae have many mechanical extras such as extensive xenowear loadout, flags, K’ois as a product in-game and a rather grand set of unobtainable event-spawn objects and mobs. The massive Vaurcae Ta (also known as Breeders) are playable as consular officers representing their Hive&#039;s, and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]. Vaurca playable on the Horizon may be Workers, Warriors, Bulwarks or Ta. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae can&#039;t be any Heads of Staff, including being elevated to an Interim command position. They used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in SCC facilities.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Global Hivenet, accessible via ,9 and heard only by other Vaurcae and station-bound synthetics.&lt;br /&gt;
*Pressure and cold resistant, allowing them to survive in space with internals.&lt;br /&gt;
*Unaffected by phoron gas but require it to breathe.&lt;br /&gt;
*Have natural insulation.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Can only healthily consume food consisting of k&#039;ois paste and byproducts.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can see very well in the dark. &lt;br /&gt;
*Take additional toxin damage.&lt;br /&gt;
*Suffer from additional blood loss.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca Warriors can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca Workers cannot bite but are more resistant to radiation and brute damage.&lt;br /&gt;
*Vaurca Bulwarks are slow but immune to radiation and can fireman carry two people at once. &lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Be raised in virtual reality.&lt;br /&gt;
*Generally very specialized. Born to serve a specific role.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/Eridani&lt;br /&gt;
|- &lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|- &lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Vaurcae of today bear little resemblance to their original forms. The most common types appearing as humanoid insects, with two pairs of eyes —a larger pair and a smaller— four arms, with two being vestigial, ending in hands that hold two thumbs and two middle fingers each. They rest on two digitigrade legs which can end in a variety of feet structures, and antennae sprout from their heads. These antenna are used for greater perception of their surroundings, with the predominant sense being smell. Some Vaurcae are capable of smelling two different types of rock apart. This potent olfactory sense allows the species to employ pheromones, the primary method of communication for the species alongside the Hivenet. Pheromones are like words encased in very fine smells. What one could infer from an inflection or tone of a word, a Vaurca could from the intricacies of a pheromone. &lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a Gyne in a process called imagotis. Essentially, the Gyne can imagine what they want a specific Vaurca to look like and think like, and subconsciously alter certain factors regarding the larva&#039;s development to facilitate their growth into the Ta&#039;s image.&lt;br /&gt;
&lt;br /&gt;
A basic summary of the Vaurca Bioforms is included below. More information on the intricate workings of Vaurca-kind can be found on the [[Vaurca_Biology|Vaurca Biology]] page.&lt;br /&gt;
&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
Type A are the most common Vaurca and can be seen as the &#039;backbone&#039; of Vaurcesian societies. Their most prevalent feature is their hardened exoskeleton, varying in colours in accordance to their Hive. It is approximately half an inch thick among all Type A Vaurcae. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A ranges from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more use to the Hive in peak condition. Nearly all Ka are designed to find violence almost abhorrent—the sight and smell of blood instilling fear and worry for most.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurcesian society, taking the form of heavily augmented warriors. Type B can range in size from 5ft tall to 8ft tall, with Za Bound known as Warforms rising to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while Worker and Gyne types tend to be poorly suited for the disposition these types of occupations demand. Unlike Workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by the SCC are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Gyne (Type C)===&lt;br /&gt;
Type C are rare among Vaurcae, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurcesian Hives that are fertile except for the Queens and type CB occupy all leadership positions amongst the species. Males are raised as Bound while the females are raised as Unbound.  Unlike other castes the Ta do not have recognised subcastes and instead are separated by ranks. Unlike the remainder of the Vaurca species Ta are possessed of great social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating. &lt;br /&gt;
&lt;br /&gt;
It is possible to play as a Ta as the Liaison/Representative role.&lt;br /&gt;
&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
&lt;br /&gt;
As a Ta aboard the Horizon you are one of the venerable leader&#039;s of the Vaurca species and more valuable than any individual Worker or Warrior, a fact you are deeply cognizant of. Vaurca of your Hive are biologically compelled to follow your orders except where they directly contradict a Ta of their own Brood and many Vaurca of other Hive&#039;s will do so in ordinary circumstances out of respect, though they are not strictly required to. Your position places you as the head of a hive-cell aboard the Horizon with diplomatic duties consisting primarily of representing your brood in a positive light, advancing the political goals of your Hive and providing emotional support and advice.&lt;br /&gt;
&lt;br /&gt;
Below are rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
&lt;br /&gt;
*No height taller than 11 feet tall.&lt;br /&gt;
&lt;br /&gt;
*As a Gyne, you are allowed to have a three-syllable name instead of the usual monosyllabic. &lt;br /&gt;
&lt;br /&gt;
*Auto-hiss basic (s becomes z or more frequently not at all). You&#039;ve been assigned to work on a station full of aliens, so you’d have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
&lt;br /&gt;
*Avoid combat and avoid doing any labour or specialized work except where absolutely necessary. Ta may and almost always do have hobbies, often developing talents in line with the skills of their brood, and they are expected to be extremely good at them owing to their incredible age. Despite this, they are leaders and politicians, not Warriors or Workers, and they should have no intention of changing this. On matters of strenuous labour, Ta ultimately prefer delegation and inspiring others to do something.&lt;br /&gt;
&lt;br /&gt;
*Avoid social ignorance. Ta possess a high social intelligence thanks to generations of evolution, being literally made for it, so they&#039;d be knowledgeable on whether trying to clean a Unathi’s horn would upset them or not.&lt;br /&gt;
&lt;br /&gt;
*Ta are biologically immortal, many having lived through what would to other species be recognised as entire era&#039;s of history. Each brood has different customs regarding the age at which a Ta is ready for duties though few broods trust Ta under 100 years old with any serious positions, Athvur being the most prominent exception, and the absolute upper limit on playable Ta age is thirty-five-thousand years, for a Ta born (to them) not long before the Great Hive War. Ta older than this are very rare and typically either Queen&#039;s themselves or surrogates, not finding work aboard the Horizon. Despite this extraordinary range the average Hive Representative will fall between 500 and 3000 years.&lt;br /&gt;
&lt;br /&gt;
*Ta as important members of the Hive&#039;s are entrusted with an administrative neural socket, a tool that gives them greatly increased power over the Hivenet and virtual reality. Mechanically, this is reflected in a series of Hivenet verbs, giving them the ability to mute, shock, ban, and even void lesser Vaurca. Despite having access to such with a thought, Ta employ them rarely, and to do so against another Hive&#039;s Vaurca without good reason is equivalent to a hostile attack, a major diplomatic incident. Voiding, the act of destroying a Vaurca&#039;s neural socket, is an absolute last resort and should never be employed except as a last resort.&lt;br /&gt;
&lt;br /&gt;
===Ra, The Bulwarks (Type E)===&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists that specialize in jobs involving hard labour, engineering, and maintenance. Average specimens stand at 8-10 feet tall, and require special clothing due to their unique shape. Type E Vaurca are the least prominent population wise in the species, due to the fact they were only recently conceived as a joint operation between the C&#039;thur and the Nralakk Federation. They were unveiled at the first session of the reformed Court of Queens in 2463, before specimens belonging to the other Hives began appearing.&lt;br /&gt;
&lt;br /&gt;
Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in.&lt;br /&gt;
&lt;br /&gt;
Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go, and are typically kept in more secure locations. There are no Queenless Bulwarks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Unbound===&lt;br /&gt;
The Unbound make up the upper castes of Vaurcae society and form the only sentient and self-aware parts of its greater population. Their eggs and larvae are given more graceful care by Ta and Bound Workers. They are born with fully developed organs, though Unbound not meant to become Ta or Lesser Queens are still sterilized. The Unbound are perfectly capable of making rational, thinking decisions, and are naturally intuitive, curious and capable of understanding abstraction, much like a human. However, Unbound are not raised in a traditional manner. While in its early years Vaurca Virtual Reality was meant as an escape from reality, for modern Vaurcae in known space it&#039;s become every aspect of their lives and supposed afterlife.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are sentient and self-aware, they still typically maintain unwavering subserviency to the respective hierarchy of their Hive, due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a Lesser Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
Unbound disconnected from VR can still connect themselves to the &#039;internet&#039; of the Hive, called the Hivenet or Hive Network, where the Unbound all connect their consciousness. Unbound Vaurcae can share their knowledge, memories, and even feelings through the Hivenet. The Bound are barred from most non-utilitarian aspects of the Hivenet, due to biological constraints.&lt;br /&gt;
&lt;br /&gt;
The Unbound typically take up jobs that require more critical thinking skills, ability to learn or adapt and greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves, rarely having monetary aid from their Hive.&lt;br /&gt;
&lt;br /&gt;
The Unbound can be any of the basic types mentioned above except for Warforms and Type D.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
&lt;br /&gt;
Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. They can either be unique individuals having lived out of their Virtual Reality for some time, or can be fresh from the Hive birthing chambers and or from their Lesser Queen&#039;s virtual heaven, barely knowing anything. They almost universally hate being outside of VR, as the extended stay within an environment free of strife, hunger and death have sensitized them to the presence of such things in the real world. Likely because of their biology, many Vaurcae are generally passive and hold more value in a group&#039;s opinion rather than their own, disliking isolation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound are restricted in the jobs they can pick. &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Security: Security Officer, Warden, Investigator, Security Cadet&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Surgeon, Physician, Psychiatrist, Pharmacist, First Responder, Medical Intern&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician, Engineer Apprentice&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist (all titles), Xenobiologist, Xenobotanist, Lab Assistant&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Chaplain, Librarian, Bartender, Gardener/Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Hanger Technician, Shaft Miner, Machinist&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant, Off-Duty Crew Member&lt;br /&gt;
&lt;br /&gt;
As of 4/24/2463, Avowals of Responsibility are no longer required for Vaurcae above intern level positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
&lt;br /&gt;
Bound Vaurcae are chosen even before their egg is laid. Eggs designated to be Bound are provided with certain hormonal mixes designed to neutralise brain function critical for higher thought and are then put in a warm, moisture-rich environment while Bound Ta and Workers oversee their care. The larvae that hatch from the eggs are then taken to another specialised, moist environment to be raised and augmented. Bound are highly capable in their positions but are incredibly simple-minded due to effectively being lobotomized. The result is a very effective worker but one that struggles to adapt to unusual circumstances and has minimal ability to learn or think in abstractions.  &lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Bound, or as humans sometimes call them, Drones, have a lot in common with station synthetics in personality and playstyle. They are members of a lobotomised slave caste trained to obey orders without question. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. The Vaurcesian Drones typically speak slowly and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow station protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
&lt;br /&gt;
Bound can be easily dismissed - or culled - if their performance is unsatisfactory.&lt;br /&gt;
&lt;br /&gt;
They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a bound.&lt;br /&gt;
&lt;br /&gt;
Security: None&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Physician, Pharmacist, First Responder&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Bartender, Gardener, Librarian, Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Machinist, Hanger Technician, Shaft Miner&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant&lt;br /&gt;
&lt;br /&gt;
==Modern Day==&lt;br /&gt;
&lt;br /&gt;
For the Vaurca, co-habitation with the other species they have encountered has led to fundamental changes to their way of life, many seemingly to their detriment. In the public eye their advanced weaponry has lead to a lot of fear regarding their potency and supposed ease of mass production. Seemingly no one can deny the military domination a war-ready Hive would impose. From tachyon-based weaponry, gauss cannons, condensed thermal energy and the infamous Warforms, most believe it to be a miracle that the Vaurca have yet to attack and seize control of the galaxy, fears which found themselves at the forefront after the [[The_Lii&#039;dra | Lii&#039;dra Invasion]] and which have only slightly quieted since. &lt;br /&gt;
&lt;br /&gt;
To a certain extent within their respective societies this may be true. The Vaurca have integrated themselves into a great deal of the running of the Republic of Biesel, Izweski Hegemony and Nralakk Federation in an effort to make themselves essential, including handsome contributions to each nation&#039;s armed forces. This has provided a degree of political sway and necessity much greater than what they once had shortly after arrival. However the power of the Hives is not as simple as many believe. Weaponry was a lower priority on the list of supplies brought on Hiveships, as though while large, space was required for broods as well and materials. Some Queens such as [[Vaurca_Hives#Zoleth.2C_The_Herald_of_Scars|Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra]] were insistent on bringing a plethora of weaponry, to ensure their survival among the unknown threat of the stars but their pleas, only resulted in minor increases to ship defences. During their long journey, many of the of resources the species bought were used for maintenance of the ship, and by the time they arrived in the Orion Spur, their lack of materials, and subsequently, repairs, have resulted in the damaged states the three known Hiveships were found in. Additionally food supply was limited in terms of places to grow aboard the Hiveships, and as a result, a majority of Warforms and the larger Bound Workers were culled, due to being unable to sustain many of the cryogenic storage pods used to contain them. The phoron crisis has certainly not helped matters on this front and Hive&#039;s are careful to balance the cost of phoron with military readiness. &lt;br /&gt;
&lt;br /&gt;
Politically and militarily, the &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; remain as dominant as ever over the other Hives, though in a much reduced state compared to what that dominance represented on Sedantis. The Zo&#039;ra possess by far the most Warriors and Warforms of the three modern Hives, not to mention the tactical acumen to use them. A significant portion of this is due to the [[Zoleth,_The_Herald_of_Scars | Queen Zoleth, the Herald of Scars]] who, in the absence of her most trusted friend, High Queen Zora, is the oldest Vaurca in the Spur. Zoleth has always viewed herself as the hammer to the nail that was Zo&#039;ra herself, and the two of them were responsible for the wildly successful generational conquests on Sedantis that built the planet spanning empire they once possessed. Her military genius and inclinations towards wartime preparations saw her as the driving force behind the move to invest the Hive&#039;s resources so significantly into the founding of the Tau Ceti Foreign Legion and its new incarnation [[Tau_Ceti_Armed_Forces | the Tau Ceti Armed Forces]] despite pushback from the newly elected [[Vaur,_The_Liminal_Queen | High Queen Vaur.]] This move proved itself savvy as it gave the Hive both sway through the Legion, beginning their ascension into the political web that connects the inhabitants of the Orion Spur despite their debt and the ability to maintain their military without appearing threatening to the Republic. Part of these investments was not just providing Warriors but the hybridization of the [[Tau_Ceti_Armed_Forces | Tau Ceti foreign Legion and recently Tau Ceti Armed Forces]] current weaponry and their own personal designs. These resulting weapons are currently employed by the Armed Forces, and while they are hardly the most technologically advanced, the Republic having for a balance of effectiveness and cost, and many agree that it is certainly an improvement compared to their last. The Queens of the Zo&#039;ra Hive as a whole are benefiting from this increased power, having managed to revive the Court of Queens on Caprice, installing its chambers within their capital New Sedantis, though relative to the other Hive&#039;s many Zo&#039;ra on Biesel live in great squalor. &lt;br /&gt;
&lt;br /&gt;
Despite the success of the Zo&#039;ra regarding military and politics, the &#039;&#039;&#039;K&#039;lax&#039;&#039;&#039; are the only Hive that has truly managed to adapt the species more advanced technologies to the Spur&#039;s new realities. To the Klax, this is hardly surprising; they were after all the minds behind much of these inventions, regardless of how much undue credit Zo&#039;ra may claim. In recent years, batches of new-generation thermal drills, a tool that was by necessity ubiquitous in the caverns of Sedantis, were developed and manufactured by the K&#039;lax, shipped, and sold across the Orion Spur. While expensive, those mining facilities that adapted saw huge increases in yields as a result. Furthermore, the Hive agreed to collaborate with the Unathi on Moghes with respect to terraforming the wasteland planet, re-creating their machines of old with the alien materials of the Spur. These factors contributed towards the K&#039;lax Hive&#039;s eventual transformation of their barren colony of [[Tret]] given to them by the Izweski into the gigantic factory planet and industrial heart of the Izweski Hegemony it is today, though certain unfavourable deals with outside parties limit the funds the K&#039;lax can bring to bear from this. &lt;br /&gt;
&lt;br /&gt;
Economically, it is only the &#039;&#039;&#039;C&#039;thur&#039;&#039;&#039; who have truly profited. While the other Hives are reliant on collective money pools brought in by employed Bound and Unbound or the leftovers of their own factory exports, being harboured by the generous Nralakk Federation has opened up a large amount of opportunities, to say nothing of the C&#039;thur Hive&#039;s historical inclinations. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being the most economically advanced of all Hives. Money that is received by Hives is typically distributed between the Queens, each given the discretion to use their share however they wish within certain limits imposed by her sisters. &lt;br /&gt;
&lt;br /&gt;
====Individuals====&lt;br /&gt;
&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most hive-cells are capable of sharing a single bedroom apartment due to their preference for confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, Unbound are welcome to spend what little money they typically receive on hobbies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialised knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike, often showing their ignorance of how Vaurcae operate and live. More obvious examples of dislike include incidents such as Tajara gangs reacting violently to the Lii&#039;dra invasion and going as far as to murder Vaurca near their territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition. While there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while others found trivial work doing menial or laborious tasks. K&#039;lax Warriors mostly serve in the Hegemony and many others, especially from the Zo&#039;ra Hive, have found a place doing what they do best in the [[Tau_Ceti_Armed_Forces | Tau Ceti Armed Forces.]] Much of this situation was recently alleviated by the founding of the Pan-Vaurcesian military the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx]] which draws in a large percentage of what would be the otherwise unemployed Vaurca Warriors, giving them a place in service to the Court of Queens.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
&lt;br /&gt;
Before the invention of the Hivenet in the [[Vaurca History#The Eera of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae don’t possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message, which are encoded pheromones coded and transmitted as signals, ‘sounds’ in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell and Unathi space.&lt;br /&gt;
&lt;br /&gt;
These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages such as small onomatopoeic sounds, reactions like eye-rolls and basic &amp;quot;images&amp;quot; may also be sent. &amp;quot;Videos&amp;quot; are too heavy to be encapsulated by pheromones in the way other species would understand it, instead coming across as a collection of feelings and basic information.&lt;br /&gt;
&lt;br /&gt;
Since the species arrival in the Spur, they have been forced to developed augmentations known as voice synthesizers which allow for speech and the translation of language. The majority of these voice modulators are cheap, which is responsible for much of the species possessing a peculiar buzzing accent. Without this augmentation no Vaurca is able to audibly receive or reproduce a xenolanguage. Additionally despite the species not having used a written language commonly since the invention of Virtual Reality, Vaurcae are able to learn to read and write in Basic, and for an employee on board the SCCV Horizon, part of their education would have consisted in such. &lt;br /&gt;
&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
&lt;br /&gt;
Vaurcae working in alien space have augments that allow them to have an easier time speaking the Languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who aren&#039;t used to alien culture.&lt;br /&gt;
&lt;br /&gt;
Many Vaurcae, and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. (&amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot;). Some Vaurcae may have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a more guttural &amp;quot;vh&amp;quot;. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot;. Some unfortunate specimen may even be plagued with both impediments at once. (&amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot;), or even further, more exotic impediments.&lt;br /&gt;
&lt;br /&gt;
===Naming System===&lt;br /&gt;
&lt;br /&gt;
The traditional Vaurca naming system is complex, with first names being made of three parts. The first part is either Ka for Workers, Za for soldiers, Ra for Bulwarks or Ta for breeders. The second syllable is Viax for Bound, or Akaix for Unbound.&lt;br /&gt;
&lt;br /&gt;
Finally, the last syllable of the name is unique, decided by the player. In Vaurcese, this segment would translate to a number —like a serial code, it is a unique identifier. The only restriction is that it should not be longer than a single syllable, at the very most two syllables. For a Worker Unbound it might be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being created by the player. The surname is the Hive that the Vaurca is a part of, in the example&#039;s case &amp;quot;Zo&#039;ra&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In summary, you create a &#039;&#039;&#039;single unique name&#039;&#039;&#039;, which is slotted after your caste and whether you are Bound or Unbound, and your surname is the Hive you are from.&lt;br /&gt;
&lt;br /&gt;
===Inter-caste Relationships===&lt;br /&gt;
&lt;br /&gt;
Relationships between each type and each caste tend to be a universal constant among Vaurcesian Hives. The Bound are thoroughly exploited by the Unbound whenever an opportunity for such arises. It is typical for an Unbound to delegate any menial labour to the nearest Bound whenever possible. While especially &amp;quot;lazy&amp;quot; Unbound are not prevalent on human stations, all Unbound tend to display this mindset towards the Bound to a degree. When encountering a dangerous situation, the response is similar —the Bound are expected to attempt to make the situation safer for the Unbound in any way possible. Bound are perfectly subservient to the whims of the Unbound, and do not begrudge this exploitation.&lt;br /&gt;
&lt;br /&gt;
Worker vaurcae tend to be esteemed more highly than Warrior Vaurcae, especially in Unbound circles, and especially in these difficult times when the value of labour to the Vaurca is more important than the value of defense. Unbound Breeder Vaurcae are esteemed very highly, especially those at the top of the hierarchy. Bound Breeder Vaurcae tend to rarely interact with other Vaurcae, except for Bound caretakers.&lt;br /&gt;
&lt;br /&gt;
As for different types of the same caste, Unbound Ka or Za of the same &#039;duty&#039; tend to organize themselves into hive-cells. For example, a Worker who works in construction may live, sleep and work with the same people within their hive-cell. A hive-cells size can vary drastically, but ultimately, they tend to organize the labor of Ka and Za into the most efficient means, with each hive-cell reporting to a particular Ta, usually their birth mother. Vaurcae tend to be closest to those that they work with, and so many Vaurcae consider their hive-cell their closest relatives.&lt;br /&gt;
&lt;br /&gt;
===Inter-hive Relationships===&lt;br /&gt;
The Zo&#039;ra and K&#039;lax Hives maintain warm relations, while officially the diplomatic tension between the C&#039;thur and K&#039;lax Hives is tenuous at best. The Lii&#039;dra Hive is universally hated. The Zo&#039;ra percieve themselves the rightful rulers of the K&#039;lax and C&#039;thur, and the K&#039;lax have thus far made no official statement against this. Meanwhile, the C&#039;thur changes their announcements constantly. The Bound of each Hive serve other Vaurcae of their Hive firstly and are completely subservient to the will of their Hive&#039;s rulership. The K&#039;lax Bound however will also serve Zo&#039;ra Vaurcae should there be no conflict with the desires of K&#039;lax hierarchy. The same can be said to a lesser degree with the C&#039;thur. Zo&#039;ra Bound will rarely ever service K&#039;lax Vaurcae, and only when instructed to do so by Zo&#039;ra Unbound. Zo&#039;ra, C&#039;thur and K&#039;lax Unbound typically do not intermingle except on an individual basis and remain subservient to the desires of their respective hierarchy.&lt;br /&gt;
&lt;br /&gt;
===Inter-species Relationships===&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra tend to be cooperative with humanity out of necessity, but on an individual level opinions vary between each Unbound. This approach is largely shared in reference to all other aliens, viewing them as potential benefits to their Hives. Perhaps in response to, or as a result of this, the Zo&#039;ra Hives have begun to re-imagine themselves as something aliens can identify with. Supporting cross-species initiatives that further increase cooperation between each species feeds into this idea of ultimately benefiting all species involved. Besides this, the servitude that Bound abides by is a topic of concern for humanity in particular, because Bound are hard-wired to satisfy the needs of other Unbound of their Hive firstly, it creates the possibility for conflicts of interest between the humans that use cheap Bound labor, and any Unbound Vaurcae of the same Hive. However, such situations are unreported if they do occur, and the cheapness and effectiveness of Bound labor tend to surpass potential dangers. For more about Zo&#039;ra and their connection to the Republic of Biesel, read [[Zo%27ra_in_the_Republic_of_Biesel | Zo&#039;ra in the Republic of Biesel.]] &lt;br /&gt;
&lt;br /&gt;
The Skrell of the Nralakk Federation have taken to using a work drafting system to assign duties to Vaurcae of the C&#039;thur Hive. The Federation or an empowered representative would requisition an amount of C&#039;thur for a particular job, which would then be supplied by the Hive. These C&#039;thur would complete this assignment and then return to their Hive. This entire process is overseen by a legal counsel comprised of both species, providing fair and equitable exchanges for all parties. The largest orders of labor come from the Federation itself and the Nanotrasen corporation. For more about C&#039;thur and their connection to the Skrell of the Nralakk Federation, read [[C%27thur_in_the_Federation | C&#039;thur in the Federation.]] &lt;br /&gt;
&lt;br /&gt;
K&#039;lax tend to maintain terse but warm relations with the Izweski Hegemony, providing military support as expected from a vassal, as well as sharing cultural and sometimes technological advances for the betterment of both species. Beyond this, they maintain little contact with the galaxy at large, save for their begrudging but needed trade relations with the Stellar Corporate Conglomerate, especially [[Hephaestus_Industries | Hephaestus Industries.]] Due to their unfavourable deal with Hephaestus Industries, many K&#039;lax view humans in a negative light. For more about the K&#039;lax and their relations with the Unathi, read [[K%27lax_in_the_Izweski_Nation | K&#039;lax in the Izweski Nation.]] &lt;br /&gt;
&lt;br /&gt;
Overall, the approach all Hives have taken when sending their populations to work with aliens is to treat their &#039;workplaces&#039; as an adopted Hive cell. All Hives encourage the development of social bonds that normally come with working closely between Vaurcae in the same Hive cell. This has led to some Vaurcae considering their co-workers a second family.&lt;br /&gt;
&lt;br /&gt;
===Vaurca Augmentation=== &lt;br /&gt;
&lt;br /&gt;
While many Vaurcae look identical in an augmented state, aside from various shifts in color, virtually all Vaurcae are augmented in some manner, the degree to which depends very much on their caste and purpose.&lt;br /&gt;
The most augmentation is typically seen in Bound Vaurcae. Much of their organic mass will at some point be replaced with machinery, so they can fulfil one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapon and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognisable it is as a standard Vaurca.&lt;br /&gt;
Unbound however, will rarely undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, which is a significant part of the purpose of the Unbound caste. For many their augments are performance-enhancing instead of completely form altering. The majority of Unbound are today equipped with at least basic communication augments, which make them versatile assets to speak with extra-hive entities.&lt;br /&gt;
Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the SCCV Horizon are of the least augmented tier - either Type AA, Type BA, or Type E. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and an oxygen filtration system, and they may utilise full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have only a few augments to ensure that they can fulfil any task assigned to them by the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive, C&#039;thur Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Vaurcae (/ˈvaʊrkə/ &#039;&#039;VAUR-kah,&#039;&#039; &#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. They are largely humanoid in shape, with most having a pair of arms, hands with four digits divided equally between thumbs and fingers, and legs ending in feet perfect for climbing the tunnels and caverns they used to dwell in on their homeworld, Sedantis. The Vaurcae are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back to 730,000 years ago. Forced by circumstances to flee their homeworld, the once mighty Vaurca have only recently concluded a brutal era-spanning exodus and arrived in the Orion Spur as colonists, the unusual aliens reluctantly taken in by other civilisations. Now the species under the watchful guidance of its ancient and enigmatic rulers, schemes, manoeuvres, builds, and claws its way to regaining the great splendour and power they once possessed, from within a Spur more interested in using them for its own gain. &lt;br /&gt;
&lt;br /&gt;
The Vaurca form complex eusocial groups called Hives, each led by a High Queen, whom the Hive is usually named after, and a council of Lesser Queens, each holding jurisdiction over specific Hive functions. Beneath the Queens in leadership are the Ta, who within a byzantine social structure act as Diplomats, Surrogates, and mothers to the multitudes of less individually important Vaurca. These Ta occupy all positions of governmental import not directly overseen by the Queens and share in the same biological immortality enjoyed by them, many being born in generations long gone. Queens, lesser and high, are the only types of Vaurcae capable of producing eggs, and it falls to the Ta to fertilise, genetically shape, and nurture these eggs to maturation. Being born under a specific Queen places a Vaurca in her brood, with each brood pushing the Vaurca towards distinctive traits reflective of her will and a variant carapace colour. More information on these structures and broods can be found on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page. &lt;br /&gt;
&lt;br /&gt;
Vaurca civilisation is separated into several castes, with members of each caste having their biology, psychological inclinations, and education determined before they are even hatched. These castes range from diligent Workers and bulky Bulwarks carrying the rebuilding of the species upon their backs to the often thrill-seeking and war-inclined Warriors and the perplexing biological computers the Cephalons, to say nothing of the multitude of subtypes and theoretical designs. Consequently, each Vaurca is born for a specific function pertaining to their caste. Vaurcae are then separated further between being Akaix (Unbound) and Viax (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple minded, running on no more than a desire to do what they are told, designed for their function rather than versatility. More about the castes can be read on the &#039;&#039;&#039;[[Vaurca_Biology|Vaurca Biology]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Doubtless the most notable of the technologies still possessed by the Vaurca is that of the advanced &#039;&#039;&#039;[[Virtual_Reality | Virtual Reality]]&#039;&#039;&#039; which permeates every element of their culture, treated by most of the species not as a simulation but rather as an entirely separate and quite real afterlife, the holy domain of the venerated Queens. Owing to the installation of an augment known as a Neural Socket into the brain of almost every Unbound, nearly the entire species can access this Virtual Reality in one form or another at will, given they are within range of a Hivenet transmitter. Perhaps even more importantly, they can, through a mechanism some suspect is intentionally obfuscated by the Hives from the rest of the Spur, even have their minds saved and uploaded after death. It would be difficult to overstate just how vital this technology is to the Hives, and without its influence over the ages, modern Vaurca society would doubtless be very different indeed. &lt;br /&gt;
&lt;br /&gt;
Vaurcae have many mechanical extras such as extensive xenowear loadout, flags, K’ois as a product in-game and a rather grand set of unobtainable event-spawn objects and mobs. The massive Vaurcae Ta (also known as Breeders) are playable as consular officers representing their Hive&#039;s, and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]. Vaurca playable on the Horizon may be Workers, Warriors, Bulwarks or Ta. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae can&#039;t be any Heads of Staff, including being elevated to an Interim command position. They used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in SCC facilities.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Global Hivenet, accessible via ,9 and heard only by other Vaurcae and station-bound synthetics.&lt;br /&gt;
*Pressure and cold resistant, allowing them to survive in space with internals.&lt;br /&gt;
*Unaffected by phoron gas but require it to breathe.&lt;br /&gt;
*Have natural insulation.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Can only healthily consume food consisting of k&#039;ois paste and byproducts.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can see very well in the dark. &lt;br /&gt;
*Take additional toxin damage.&lt;br /&gt;
*Suffer from additional blood loss.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca Warriors can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca Workers cannot bite but are more resistant to radiation and brute damage.&lt;br /&gt;
*Vaurca Bulwarks are slow but immune to radiation and can fireman carry two people at once. &lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Be raised in virtual reality.&lt;br /&gt;
*Generally very specialized. Born to serve a specific role.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/Eridani&lt;br /&gt;
|- &lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|- &lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Vaurcae of today bear little resemblance to their original forms. The most common types appearing as humanoid insects, with two pairs of eyes —a larger pair and a smaller— four arms, with two being vestigial, ending in hands that hold two thumbs and two middle fingers each. They rest on two digitigrade legs which can end in a variety of feet structures, and antennae sprout from their heads. These antenna are used for greater perception of their surroundings, with the predominant sense being smell. Some Vaurcae are capable of smelling two different types of rock apart. This potent olfactory sense allows the species to employ pheromones, the primary method of communication for the species alongside the Hivenet. Pheromones are like words encased in very fine smells. What one could infer from an inflection or tone of a word, a Vaurca could from the intricacies of a pheromone. &lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a Gyne in a process called imagotis. Essentially, the Gyne can imagine what they want a specific Vaurca to look like and think like, and subconsciously alter certain factors regarding the larva&#039;s development to facilitate their growth into the Ta&#039;s image.&lt;br /&gt;
&lt;br /&gt;
A basic summary of the Vaurca Bioforms is included below. More information on the intricate workings of Vaurca-kind can be found on the [[Vaurca_Biology|Vaurca Biology]] page.&lt;br /&gt;
&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
Type A are the most common Vaurca and can be seen as the &#039;backbone&#039; of Vaurcesian societies. Their most prevalent feature is their hardened exoskeleton, varying in colours in accordance to their Hive. It is approximately half an inch thick among all Type A Vaurcae. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A ranges from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more use to the Hive in peak condition. Nearly all Ka are designed to find violence almost abhorrent—the sight and smell of blood instilling fear and worry for most.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurcesian society, taking the form of heavily augmented warriors. Type B can range in size from 5ft tall to 8ft tall, with Za Bound known as Warforms rising to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while Worker and Gyne types tend to be poorly suited for the disposition these types of occupations demand. Unlike Workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by the SCC are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Gyne (Type C)===&lt;br /&gt;
Type C are rare among Vaurcae, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurcesian Hives that are fertile except for the Queens and type CB occupy all leadership positions amongst the species. Males are raised as Bound while the females are raised as Unbound.  Unlike other castes the Ta do not have recognised subcastes and instead are separated by ranks. Unlike the remainder of the Vaurca species Ta are possessed of great social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating. &lt;br /&gt;
&lt;br /&gt;
It is possible to play as a Ta as the Liaison/Representative role.&lt;br /&gt;
&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
&lt;br /&gt;
As a Ta aboard the Horizon you are one of the venerable leader&#039;s of the Vaurca species and more valuable than any individual Worker or Warrior, a fact you are deeply cognizant of. Vaurca of your Hive are biologically compelled to follow your orders except where they directly contradict a Ta of their own Brood and many Vaurca of other Hive&#039;s will do so in ordinary circumstances out of respect, though they are not strictly required to. Your position places you as the head of a hive-cell aboard the Horizon with diplomatic duties consisting primarily of representing your brood in a positive light, advancing the political goals of your Hive and providing emotional support and advice.&lt;br /&gt;
&lt;br /&gt;
Below are rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
&lt;br /&gt;
*No height taller than 11 feet tall.&lt;br /&gt;
&lt;br /&gt;
*As a Gyne, you are allowed to have a three-syllable name instead of the usual monosyllabic. &lt;br /&gt;
&lt;br /&gt;
*Auto-hiss basic (s becomes z or more frequently not at all). You&#039;ve been assigned to work on a station full of aliens, so you’d have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
&lt;br /&gt;
*Avoid combat and avoid doing any labour or specialized work except where absolutely necessary. Ta may and almost always do have hobbies, often developing talents in line with the skills of their brood, and they are expected to be extremely good at them owing to their incredible age. Despite this, they are leaders and politicians, not Warriors or Workers, and they should have no intention of changing this. On matters of strenuous labour, Ta ultimately prefer delegation and inspiring others to do something.&lt;br /&gt;
&lt;br /&gt;
*Avoid social ignorance. Ta possess a high social intelligence thanks to generations of evolution, being literally made for it, so they&#039;d be knowledgeable on whether trying to clean a Unathi’s horn would upset them or not.&lt;br /&gt;
&lt;br /&gt;
*Ta are biologically immortal, many having lived through what would to other species be recognised as entire era&#039;s of history. Each brood has different customs regarding the age at which a Ta is ready for duties though few broods trust Ta under 100 years old with any serious positions, Athvur being the most prominent exception, and the absolute upper limit on playable Ta age is thirty-five-thousand years, for a Ta born (to them) not long before the Great Hive War. Ta older than this are very rare and typically either Queen&#039;s themselves or surrogates, not finding work aboard the Horizon. Despite this extraordinary range the average Hive Representative will fall between 500 and 3000 years.&lt;br /&gt;
&lt;br /&gt;
*Ta as important members of the Hive&#039;s are entrusted with an administrative neural socket, a tool that gives them greatly increased power over the Hivenet and virtual reality. Mechanically, this is reflected in a series of Hivenet verbs, giving them the ability to mute, shock, ban, and even void lesser Vaurca. Despite having access to such with a thought, Ta employ them rarely, and to do so against another Hive&#039;s Vaurca without good reason is equivalent to a hostile attack, a major diplomatic incident. Voiding, the act of destroying a Vaurca&#039;s neural socket, is an absolute last resort and should never be employed except as a last resort.&lt;br /&gt;
&lt;br /&gt;
===Ra, The Bulwarks (Type E)===&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists that specialize in jobs involving hard labour, engineering, and maintenance. Average specimens stand at 8-10 feet tall, and require special clothing due to their unique shape. Type E Vaurca are the least prominent population wise in the species, due to the fact they were only recently conceived as a joint operation between the C&#039;thur and the Nralakk Federation. They were unveiled at the first session of the reformed Court of Queens in 2463, before specimens belonging to the other Hives began appearing.&lt;br /&gt;
&lt;br /&gt;
Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in.&lt;br /&gt;
&lt;br /&gt;
Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go, and are typically kept in more secure locations. There are no Queenless Bulwarks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Unbound===&lt;br /&gt;
The Unbound make up the upper castes of Vaurcae society and form the only sentient and self-aware parts of its greater population. Their eggs and larvae are given more graceful care by Ta and Bound Workers. They are born with fully developed organs, though Unbound not meant to become Ta or Lesser Queens are still sterilized. The Unbound are perfectly capable of making rational, thinking decisions, and are naturally intuitive, curious and capable of understanding abstraction, much like a human. However, Unbound are not raised in a traditional manner. While in its early years Vaurca Virtual Reality was meant as an escape from reality, for modern Vaurcae in known space it&#039;s become every aspect of their lives and supposed afterlife.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are sentient and self-aware, they still typically maintain unwavering subserviency to the respective hierarchy of their Hive, due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a Lesser Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
Unbound disconnected from VR can still connect themselves to the &#039;internet&#039; of the Hive, called the Hivenet or Hive Network, where the Unbound all connect their consciousness. Unbound Vaurcae can share their knowledge, memories, and even feelings through the Hivenet. The Bound are barred from most non-utilitarian aspects of the Hivenet, due to biological constraints.&lt;br /&gt;
&lt;br /&gt;
The Unbound typically take up jobs that require more critical thinking skills, ability to learn or adapt and greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves, rarely having monetary aid from their Hive.&lt;br /&gt;
&lt;br /&gt;
The Unbound can be any of the basic types mentioned above except for Warforms and Type D.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
&lt;br /&gt;
Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. They can either be unique individuals having lived out of their Virtual Reality for some time, or can be fresh from the Hive birthing chambers and or from their Lesser Queen&#039;s virtual heaven, barely knowing anything. They almost universally hate being outside of VR, as the extended stay within an environment free of strife, hunger and death have sensitized them to the presence of such things in the real world. Likely because of their biology, many Vaurcae are generally passive and hold more value in a group&#039;s opinion rather than their own, disliking isolation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound are restricted in the jobs they can pick. &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Security: Security Officer, Warden, Investigator, Security Cadet&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Surgeon, Physician, Psychiatrist, Pharmacist, First Responder, Medical Intern&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician, Engineer Apprentice&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist (all titles), Xenobiologist, Xenobotanist, Lab Assistant&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Chaplain, Librarian, Bartender, Gardener/Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Hanger Technician, Shaft Miner, Machinist&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant, Off-Duty Crew Member&lt;br /&gt;
&lt;br /&gt;
As of 4/24/2463, Avowals of Responsibility are no longer required for Vaurcae above intern level positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
&lt;br /&gt;
Bound Vaurcae are chosen even before their egg is laid. Eggs designated to be Bound are provided with certain hormonal mixes designed to neutralise brain function critical for higher thought and are then put in a warm, moisture-rich environment while Bound Ta and Workers oversee their care. The larvae that hatch from the eggs are then taken to another specialised, moist environment to be raised and augmented. Bound are highly capable in their positions but are incredibly simple-minded due to effectively being lobotomized. The result is a very effective worker but one that struggles to adapt to unusual circumstances and has minimal ability to learn or think in abstractions.  &lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Bound, or as humans sometimes call them, Drones, have a lot in common with station synthetics in personality and playstyle. They are members of a lobotomised slave caste trained to obey orders without question. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. The Vaurcesian Drones typically speak slowly and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow station protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
&lt;br /&gt;
Bound can be easily dismissed - or culled - if their performance is unsatisfactory.&lt;br /&gt;
&lt;br /&gt;
They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a bound.&lt;br /&gt;
&lt;br /&gt;
Security: None&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Physician, Pharmacist, First Responder&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Bartender, Gardener, Librarian, Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Machinist, Hanger Technician, Shaft Miner&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vaurca Augmentation== &lt;br /&gt;
&lt;br /&gt;
While many Vaurcae look identical in an augmented state, aside from various shifts in color, virtually all Vaurcae are augmented in some manner, the degree to which depends very much on their caste and purpose.&lt;br /&gt;
The most augmentation is typically seen in Bound Vaurcae. Much of their organic mass will at some point be replaced with machinery, so they can fulfil one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapon and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognisable it is as a standard Vaurca.&lt;br /&gt;
Unbound however, will rarely undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, which is a significant part of the purpose of the Unbound caste. For many their augments are performance-enhancing instead of completely form altering. The majority of Unbound are today equipped with at least basic communication augments, which make them versatile assets to speak with extra-hive entities.&lt;br /&gt;
Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the SCCV Horizon are of the least augmented tier - either Type AA, Type BA, or Type E. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and an oxygen filtration system, and they may utilise full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have only a few augments to ensure that they can fulfil any task assigned to them by the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
==Modern Day==&lt;br /&gt;
&lt;br /&gt;
For the Vaurca, co-habitation with the other species they have encountered has led to fundamental changes to their way of life, many seemingly to their detriment. In the public eye their advanced weaponry has lead to a lot of fear regarding their potency and supposed ease of mass production. Seemingly no one can deny the military domination a war-ready Hive would impose. From tachyon-based weaponry, gauss cannons, condensed thermal energy and the infamous Warforms, most believe it to be a miracle that the Vaurca have yet to attack and seize control of the galaxy, fears which found themselves at the forefront after the [[The_Lii&#039;dra | Lii&#039;dra Invasion]] and which have only slightly quieted since. &lt;br /&gt;
&lt;br /&gt;
To a certain extent within their respective societies this may be true. The Vaurca have integrated themselves into a great deal of the running of the Republic of Biesel, Izweski Hegemony and Nralakk Federation in an effort to make themselves essential, including handsome contributions to each nation&#039;s armed forces. This has provided a degree of political sway and necessity much greater than what they once had shortly after arrival. However the power of the Hives is not as simple as many believe. Weaponry was a lower priority on the list of supplies brought on Hiveships, as though while large, space was required for broods as well and materials. Some Queens such as [[Vaurca_Hives#Zoleth.2C_The_Herald_of_Scars|Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra]] were insistent on bringing a plethora of weaponry, to ensure their survival among the unknown threat of the stars but their pleas, only resulted in minor increases to ship defences. During their long journey, many of the of resources the species bought were used for maintenance of the ship, and by the time they arrived in the Orion Spur, their lack of materials, and subsequently, repairs, have resulted in the damaged states the three known Hiveships were found in. Additionally food supply was limited in terms of places to grow aboard the Hiveships, and as a result, a majority of Warforms and the larger Bound Workers were culled, due to being unable to sustain many of the cryogenic storage pods used to contain them. The phoron crisis has certainly not helped matters on this front and Hive&#039;s are careful to balance the cost of phoron with military readiness. &lt;br /&gt;
&lt;br /&gt;
Politically and militarily, the &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; remain as dominant as ever over the other Hives, though in a much reduced state compared to what that dominance represented on Sedantis. The Zo&#039;ra possess by far the most Warriors and Warforms of the three modern Hives, not to mention the tactical acumen to use them. A significant portion of this is due to the [[Zoleth,_The_Herald_of_Scars | Queen Zoleth, the Herald of Scars]] who, in the absence of her most trusted friend, High Queen Zora, is the oldest Vaurca in the Spur. Zoleth has always viewed herself as the hammer to the nail that was Zo&#039;ra herself, and the two of them were responsible for the wildly successful generational conquests on Sedantis that built the planet spanning empire they once possessed. Her military genius and inclinations towards wartime preparations saw her as the driving force behind the move to invest the Hive&#039;s resources so significantly into the founding of the Tau Ceti Foreign Legion and its new incarnation [[Tau_Ceti_Armed_Forces | the Tau Ceti Armed Forces]] despite pushback from the newly elected [[Vaur,_The_Liminal_Queen | High Queen Vaur.]] This move proved itself savvy as it gave the Hive both sway through the Legion, beginning their ascension into the political web that connects the inhabitants of the Orion Spur despite their debt and the ability to maintain their military without appearing threatening to the Republic. Part of these investments was not just providing Warriors but the hybridization of the [[Tau_Ceti_Armed_Forces | Tau Ceti foreign Legion and recently Tau Ceti Armed Forces]] current weaponry and their own personal designs. These resulting weapons are currently employed by the Armed Forces, and while they are hardly the most technologically advanced, the Republic having for a balance of effectiveness and cost, and many agree that it is certainly an improvement compared to their last. The Queens of the Zo&#039;ra Hive as a whole are benefiting from this increased power, having managed to revive the Court of Queens on Caprice, installing its chambers within their capital New Sedantis, though relative to the other Hive&#039;s many Zo&#039;ra on Biesel live in great squalor. &lt;br /&gt;
&lt;br /&gt;
Despite the success of the Zo&#039;ra regarding military and politics, the &#039;&#039;&#039;K&#039;lax&#039;&#039;&#039; are the only Hive that has truly managed to adapt the species more advanced technologies to the Spur&#039;s new realities. To the Klax, this is hardly surprising; they were after all the minds behind much of these inventions, regardless of how much undue credit Zo&#039;ra may claim. In recent years, batches of new-generation thermal drills, a tool that was by necessity ubiquitous in the caverns of Sedantis, were developed and manufactured by the K&#039;lax, shipped, and sold across the Orion Spur. While expensive, those mining facilities that adapted saw huge increases in yields as a result. Furthermore, the Hive agreed to collaborate with the Unathi on Moghes with respect to terraforming the wasteland planet, re-creating their machines of old with the alien materials of the Spur. These factors contributed towards the K&#039;lax Hive&#039;s eventual transformation of their barren colony of [[Tret]] given to them by the Izweski into the gigantic factory planet and industrial heart of the Izweski Hegemony it is today, though certain unfavourable deals with outside parties limit the funds the K&#039;lax can bring to bear from this. &lt;br /&gt;
&lt;br /&gt;
Economically, it is only the &#039;&#039;&#039;C&#039;thur&#039;&#039;&#039; who have truly profited. While the other Hives are reliant on collective money pools brought in by employed Bound and Unbound or the leftovers of their own factory exports, being harboured by the generous Nralakk Federation has opened up a large amount of opportunities, to say nothing of the C&#039;thur Hive&#039;s historical inclinations. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being the most economically advanced of all Hives. Money that is received by Hives is typically distributed between the Queens, each given the discretion to use their share however they wish within certain limits imposed by her sisters. &lt;br /&gt;
&lt;br /&gt;
====Individuals====&lt;br /&gt;
&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most hive-cells are capable of sharing a single bedroom apartment due to their preference for confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, Unbound are welcome to spend what little money they typically receive on hobbies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialised knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike, often showing their ignorance of how Vaurcae operate and live. More obvious examples of dislike include incidents such as Tajara gangs reacting violently to the Lii&#039;dra invasion and going as far as to murder Vaurca near their territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition. While there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while others found trivial work doing menial or laborious tasks. K&#039;lax Warriors mostly serve in the Hegemony and many others, especially from the Zo&#039;ra Hive, have found a place doing what they do best in the [[Tau_Ceti_Armed_Forces | Tau Ceti Armed Forces.]] Much of this situation was recently alleviated by the founding of the Pan-Vaurcesian military the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx]] which draws in a large percentage of what would be the otherwise unemployed Vaurca Warriors, giving them a place in service to the Court of Queens.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
&lt;br /&gt;
Before the invention of the Hivenet in the [[Vaurca History#The Eera of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae don’t possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message, which are encoded pheromones coded and transmitted as signals, ‘sounds’ in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell and Unathi space.&lt;br /&gt;
&lt;br /&gt;
These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages such as small onomatopoeic sounds, reactions like eye-rolls and basic &amp;quot;images&amp;quot; may also be sent. &amp;quot;Videos&amp;quot; are too heavy to be encapsulated by pheromones in the way other species would understand it, instead coming across as a collection of feelings and basic information.&lt;br /&gt;
&lt;br /&gt;
Since the species arrival in the Spur, they have been forced to developed augmentations known as voice synthesizers which allow for speech and the translation of language. The majority of these voice modulators are cheap, which is responsible for much of the species possessing a peculiar buzzing accent. Without this augmentation no Vaurca is able to audibly receive or reproduce a xenolanguage. Additionally despite the species not having used a written language commonly since the invention of Virtual Reality, Vaurcae are able to learn to read and write in Basic, and for an employee on board the SCCV Horizon, part of their education would have consisted in such. &lt;br /&gt;
&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
&lt;br /&gt;
Vaurcae working in alien space have augments that allow them to have an easier time speaking the Languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who aren&#039;t used to alien culture.&lt;br /&gt;
&lt;br /&gt;
Many Vaurcae, and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. (&amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot;). Some Vaurcae may have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a more guttural &amp;quot;vh&amp;quot;. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot;. Some unfortunate specimen may even be plagued with both impediments at once. (&amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot;), or even further, more exotic impediments.&lt;br /&gt;
&lt;br /&gt;
===Naming System===&lt;br /&gt;
&lt;br /&gt;
The traditional Vaurca naming system is complex, with first names being made of three parts. The first part is either Ka for Workers, Za for soldiers, Ra for Bulwarks or Ta for breeders. The second syllable is Viax for Bound, or Akaix for Unbound.&lt;br /&gt;
&lt;br /&gt;
Finally, the last syllable of the name is unique, decided by the player. In Vaurcese, this segment would translate to a number —like a serial code, it is a unique identifier. The only restriction is that it should not be longer than a single syllable, at the very most two syllables. For a Worker Unbound it might be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being created by the player. The surname is the Hive that the Vaurca is a part of, in the example&#039;s case &amp;quot;Zo&#039;ra&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In summary, you create a &#039;&#039;&#039;single unique name&#039;&#039;&#039;, which is slotted after your caste and whether you are Bound or Unbound, and your surname is the Hive you are from.&lt;br /&gt;
&lt;br /&gt;
===Inter-caste Relationships===&lt;br /&gt;
&lt;br /&gt;
Relationships between each type and each caste tend to be a universal constant among Vaurcesian Hives. The Bound are thoroughly exploited by the Unbound whenever an opportunity for such arises. It is typical for an Unbound to delegate any menial labour to the nearest Bound whenever possible. While especially &amp;quot;lazy&amp;quot; Unbound are not prevalent on human stations, all Unbound tend to display this mindset towards the Bound to a degree. When encountering a dangerous situation, the response is similar —the Bound are expected to attempt to make the situation safer for the Unbound in any way possible. Bound are perfectly subservient to the whims of the Unbound, and do not begrudge this exploitation.&lt;br /&gt;
&lt;br /&gt;
Worker vaurcae tend to be esteemed more highly than Warrior Vaurcae, especially in Unbound circles, and especially in these difficult times when the value of labour to the Vaurca is more important than the value of defense. Unbound Breeder Vaurcae are esteemed very highly, especially those at the top of the hierarchy. Bound Breeder Vaurcae tend to rarely interact with other Vaurcae, except for Bound caretakers.&lt;br /&gt;
&lt;br /&gt;
As for different types of the same caste, Unbound Ka or Za of the same &#039;duty&#039; tend to organize themselves into hive-cells. For example, a Worker who works in construction may live, sleep and work with the same people within their hive-cell. A hive-cells size can vary drastically, but ultimately, they tend to organize the labor of Ka and Za into the most efficient means, with each hive-cell reporting to a particular Ta, usually their birth mother. Vaurcae tend to be closest to those that they work with, and so many Vaurcae consider their hive-cell their closest relatives.&lt;br /&gt;
&lt;br /&gt;
===Inter-hive Relationships===&lt;br /&gt;
The Zo&#039;ra and K&#039;lax Hives maintain warm relations, while officially the diplomatic tension between the C&#039;thur and K&#039;lax Hives is tenuous at best. The Lii&#039;dra Hive is universally hated. The Zo&#039;ra percieve themselves the rightful rulers of the K&#039;lax and C&#039;thur, and the K&#039;lax have thus far made no official statement against this. Meanwhile, the C&#039;thur changes their announcements constantly. The Bound of each Hive serve other Vaurcae of their Hive firstly and are completely subservient to the will of their Hive&#039;s rulership. The K&#039;lax Bound however will also serve Zo&#039;ra Vaurcae should there be no conflict with the desires of K&#039;lax hierarchy. The same can be said to a lesser degree with the C&#039;thur. Zo&#039;ra Bound will rarely ever service K&#039;lax Vaurcae, and only when instructed to do so by Zo&#039;ra Unbound. Zo&#039;ra, C&#039;thur and K&#039;lax Unbound typically do not intermingle except on an individual basis and remain subservient to the desires of their respective hierarchy.&lt;br /&gt;
&lt;br /&gt;
===Inter-species Relationships===&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra tend to be cooperative with humanity out of necessity, but on an individual level opinions vary between each Unbound. This approach is largely shared in reference to all other aliens, viewing them as potential benefits to their Hives. Perhaps in response to, or as a result of this, the Zo&#039;ra Hives have begun to re-imagine themselves as something aliens can identify with. Supporting cross-species initiatives that further increase cooperation between each species feeds into this idea of ultimately benefiting all species involved. Besides this, the servitude that Bound abides by is a topic of concern for humanity in particular, because Bound are hard-wired to satisfy the needs of other Unbound of their Hive firstly, it creates the possibility for conflicts of interest between the humans that use cheap Bound labor, and any Unbound Vaurcae of the same Hive. However, such situations are unreported if they do occur, and the cheapness and effectiveness of Bound labor tend to surpass potential dangers. For more about Zo&#039;ra and their connection to the Republic of Biesel, read [[Zo%27ra_in_the_Republic_of_Biesel | Zo&#039;ra in the Republic of Biesel.]] &lt;br /&gt;
&lt;br /&gt;
The Skrell of the Nralakk Federation have taken to using a work drafting system to assign duties to Vaurcae of the C&#039;thur Hive. The Federation or an empowered representative would requisition an amount of C&#039;thur for a particular job, which would then be supplied by the Hive. These C&#039;thur would complete this assignment and then return to their Hive. This entire process is overseen by a legal counsel comprised of both species, providing fair and equitable exchanges for all parties. The largest orders of labor come from the Federation itself and the Nanotrasen corporation. For more about C&#039;thur and their connection to the Skrell of the Nralakk Federation, read [[C%27thur_in_the_Federation | C&#039;thur in the Federation.]] &lt;br /&gt;
&lt;br /&gt;
K&#039;lax tend to maintain terse but warm relations with the Izweski Hegemony, providing military support as expected from a vassal, as well as sharing cultural and sometimes technological advances for the betterment of both species. Beyond this, they maintain little contact with the galaxy at large, save for their begrudging but needed trade relations with the Stellar Corporate Conglomerate, especially [[Hephaestus_Industries | Hephaestus Industries.]] Due to their unfavourable deal with Hephaestus Industries, many K&#039;lax view humans in a negative light. For more about the K&#039;lax and their relations with the Unathi, read [[K%27lax_in_the_Izweski_Nation | K&#039;lax in the Izweski Nation.]] &lt;br /&gt;
&lt;br /&gt;
Overall, the approach all Hives have taken when sending their populations to work with aliens is to treat their &#039;workplaces&#039; as an adopted Hive cell. All Hives encourage the development of social bonds that normally come with working closely between Vaurcae in the same Hive cell. This has led to some Vaurcae considering their co-workers a second family.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=30511</id>
		<title>User:Connorjg1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Connorjg1&amp;diff=30511"/>
		<updated>2023-10-18T16:27:04Z</updated>

		<summary type="html">&lt;p&gt;Connorjg1: /* Playing a Hive Representative */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive, C&#039;thur Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Vaurcae (/ˈvaʊrkə/ &#039;&#039;VAUR-kah,&#039;&#039; &#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. They are largely humanoid in shape, with most having a pair of arms, hands with four digits divided equally between thumbs and fingers, and legs ending in feet perfect for climbing the tunnels and caverns they used to dwell in on their homeworld, Sedantis. The Vaurcae are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back to 730,000 years ago. Forced by circumstances to flee their homeworld, the once mighty Vaurca have only recently concluded a brutal era-spanning exodus and arrived in the Orion Spur as colonists, the unusual aliens reluctantly taken in by other civilisations. Now the species under the watchful guidance of its ancient and enigmatic rulers, schemes, manoeuvres, builds, and claws its way to regaining the great splendour and power they once possessed, from within a Spur more interested in using them for its own gain. &lt;br /&gt;
&lt;br /&gt;
The Vaurca form complex eusocial groups called Hives, each led by a High Queen, whom the Hive is usually named after, and a council of Lesser Queens, each holding jurisdiction over specific Hive functions. Beneath the Queens in leadership are the Ta, who within a byzantine social structure act as Diplomats, Surrogates, and mothers to the multitudes of less individually important Vaurca. These Ta occupy all positions of governmental import not directly overseen by the Queens and share in the same biological immortality enjoyed by them, many being born in generations long gone. Queens, lesser and high, are the only types of Vaurcae capable of producing eggs, and it falls to the Ta to fertilise, genetically shape, and nurture these eggs to maturation. Being born under a specific Queen places a Vaurca in her brood, with each brood pushing the Vaurca towards distinctive traits reflective of her will and a variant carapace colour. More information on these structures and broods can be found on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page. &lt;br /&gt;
&lt;br /&gt;
Vaurca civilisation is separated into several castes, with members of each caste having their biology, psychological inclinations, and education determined before they are even hatched. These castes range from diligent Workers and bulky Bulwarks carrying the rebuilding of the species upon their backs to the often thrill-seeking and war-inclined Warriors and the perplexing biological computers the Cephalons, to say nothing of the multitude of subtypes and theoretical designs. Consequently, each Vaurca is born for a specific function pertaining to their caste. Vaurcae are then separated further between being Akaix (Unbound) and Viax (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple minded, running on no more than a desire to do what they are told, designed for their function rather than versatility. More about the castes can be read on the &#039;&#039;&#039;[[Vaurca_Biology|Vaurca Biology]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Doubtless the most notable of the technologies still possessed by the Vaurca is that of the advanced &#039;&#039;&#039;[[Virtual_Reality | Virtual Reality]]&#039;&#039;&#039; which permeates every element of their culture, treated by most of the species not as a simulation but rather as an entirely separate and quite real afterlife, the holy domain of the venerated Queens. Owing to the installation of an augment known as a Neural Socket into the brain of almost every Unbound, nearly the entire species can access this Virtual Reality in one form or another at will, given they are within range of a Hivenet transmitter. Perhaps even more importantly, they can, through a mechanism some suspect is intentionally obfuscated by the Hives from the rest of the Spur, even have their minds saved and uploaded after death. It would be difficult to overstate just how vital this technology is to the Hives, and without its influence over the ages, modern Vaurca society would doubtless be very different indeed. &lt;br /&gt;
&lt;br /&gt;
Vaurcae have many mechanical extras such as extensive xenowear loadout, flags, K’ois as a product in-game and a rather grand set of unobtainable event-spawn objects and mobs. The massive Vaurcae Ta (also known as Breeders) are playable as consular officers representing their Hive&#039;s, and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]. Vaurca playable on the Horizon may be Workers, Warriors, Bulwarks or Ta. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae can&#039;t be any Heads of Staff, including being elevated to an Interim command position. They used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in SCC facilities.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Global Hivenet, accessible via ,9 and heard only by other Vaurcae and station-bound synthetics.&lt;br /&gt;
*Pressure and cold resistant, allowing them to survive in space with internals.&lt;br /&gt;
*Unaffected by phoron gas but require it to breathe.&lt;br /&gt;
*Have natural insulation.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Can only healthily consume food consisting of k&#039;ois paste and byproducts.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can see very well in the dark. &lt;br /&gt;
*Take additional toxin damage.&lt;br /&gt;
*Suffer from additional blood loss.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca Warriors can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca Workers cannot bite but are more resistant to radiation and brute damage.&lt;br /&gt;
*Vaurca Bulwarks are slow but immune to radiation and can fireman carry two people at once. &lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Be raised in virtual reality.&lt;br /&gt;
*Generally very specialized. Born to serve a specific role.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/Eridani&lt;br /&gt;
|- &lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|- &lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Vaurcae of today bear little resemblance to their original forms. The most common types appearing as humanoid insects, with two pairs of eyes —a larger pair and a smaller— four arms, with two being vestigial, ending in hands that hold two thumbs and two middle fingers each. They rest on two digitigrade legs which can end in a variety of feet structures, and antennae sprout from their heads. These antenna are used for greater perception of their surroundings, with the predominant sense being smell. Some Vaurcae are capable of smelling two different types of rock apart. This potent olfactory sense allows the species to employ pheromones, the primary method of communication for the species alongside the Hivenet. Pheromones are like words encased in very fine smells. What one could infer from an inflection or tone of a word, a Vaurca could from the intricacies of a pheromone. &lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a Gyne in a process called imagotis. Essentially, the Gyne can imagine what they want a specific Vaurca to look like and think like, and subconsciously alter certain factors regarding the larva&#039;s development to facilitate their growth into the Ta&#039;s image.&lt;br /&gt;
&lt;br /&gt;
A basic summary of the Vaurca Bioforms is included below. More information on the intricate workings of Vaurca-kind can be found on the [[Vaurca_Biology|Vaurca Biology]] page.&lt;br /&gt;
&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
Type A are the most common Vaurca and can be seen as the &#039;backbone&#039; of Vaurcesian societies. Their most prevalent feature is their hardened exoskeleton, varying in colours in accordance to their Hive. It is approximately half an inch thick among all Type A Vaurcae. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A ranges from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more use to the Hive in peak condition. Nearly all Ka are designed to find violence almost abhorrent—the sight and smell of blood instilling fear and worry for most.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurcesian society, taking the form of heavily augmented warriors. Type B can range in size from 5ft tall to 8ft tall, with Za Bound known as Warforms rising to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while Worker and Gyne types tend to be poorly suited for the disposition these types of occupations demand. Unlike Workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by the SCC are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Gyne (Type C)===&lt;br /&gt;
Type C are rare among Vaurcae, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurcesian Hives that are fertile except for the Queens and type CB occupy all leadership positions amongst the species. Males are raised as Bound while the females are raised as Unbound.  Unlike other castes the Ta do not have recognised subcastes and instead are separated by ranks. Unlike the remainder of the Vaurca species Ta are possessed of great social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating. &lt;br /&gt;
&lt;br /&gt;
It is possible to play as a Ta as the Liaison/Representative role.&lt;br /&gt;
&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
&lt;br /&gt;
As a Ta aboard the Horizon you are one of the venerable leader&#039;s of the Vaurca species and more valuable than any individual Worker or Warrior, a fact you are deeply cognizant of. Vaurca of your Hive are biologically compelled to follow your orders except where they directly contradict a Ta of their own Brood and many Vaurca of other Hive&#039;s will do so in ordinary circumstances out of respect, though they are not strictly required to. Your position places you as the head of a hive-cell aboard the Horizon with diplomatic duties consisting primarily of representing your brood in a positive light, advancing the political goals of your Hive and providing emotional support and advice.&lt;br /&gt;
&lt;br /&gt;
Below are rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
&lt;br /&gt;
*No height taller than 11 feet tall.&lt;br /&gt;
&lt;br /&gt;
*As a Gyne, you are allowed to have a three-syllable name instead of the usual monosyllabic. &lt;br /&gt;
&lt;br /&gt;
*Auto-hiss basic (s becomes z or more frequently not at all). You&#039;ve been assigned to work on a station full of aliens, so you’d have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
&lt;br /&gt;
*Avoid combat and avoid doing any labour or specialized work except where absolutely necessary. Ta may and almost always do have hobbies, often developing talents in line with the skills of their brood, and they are expected to be extremely good at them owing to their incredible age. Despite this, they are leaders and politicians, not Warriors or Workers, and they should have no intention of changing this. On matters of strenuous labour, Ta ultimately prefer delegation and inspiring others to do something.&lt;br /&gt;
&lt;br /&gt;
*Avoid social ignorance. Ta possess a high social intelligence thanks to generations of evolution, being literally made for it, so they&#039;d be knowledgeable on whether trying to clean a Unathi’s horn would upset them or not.&lt;br /&gt;
&lt;br /&gt;
*Ta are biologically immortal, many having lived through what would to other species be recognised as entire era&#039;s of history. Each brood has different customs regarding the age at which a Ta is ready for duties though few broods trust Ta under 100 years old with any serious positions, Athvur being the most prominent exception, and the absolute upper limit on playable Ta age is thirty-five-thousand years, for a Ta born (to them) not long before the Great Hive War. Ta older than this are very rare and typically either Queen&#039;s themselves or surrogates, not finding work aboard the Horizon. Despite this extraordinary range the average Hive Representative will fall between 500 and 3000 years.&lt;br /&gt;
&lt;br /&gt;
*Ta as important members of the Hive&#039;s are entrusted with an administrative neural socket, a tool that gives them greatly increased power over the Hivenet and virtual reality. Mechanically, this is reflected in a series of Hivenet verbs, giving them the ability to mute, shock, ban, and even void lesser Vaurca. Despite having access to such with a thought, Ta employ them rarely, and to do so against another Hive&#039;s Vaurca without good reason is equivalent to a hostile attack, a major diplomatic incident. Voiding, the act of destroying a Vaurca&#039;s neural socket, is an absolute last resort and should never be employed except as a last resort.&lt;br /&gt;
&lt;br /&gt;
===Ra, The Bulwarks (Type E)===&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists that specialize in jobs involving hard labour, engineering, and maintenance. Average specimens stand at 8-10 feet tall, and require special clothing due to their unique shape. Type E Vaurca are the least prominent population wise in the species, due to the fact they were only recently conceived as a joint operation between the C&#039;thur and the Nralakk Federation. They were unveiled at the first session of the reformed Court of Queens in 2463, before specimens belonging to the other Hives began appearing.&lt;br /&gt;
&lt;br /&gt;
Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in.&lt;br /&gt;
&lt;br /&gt;
Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go, and are typically kept in more secure locations. There are no Queenless Bulwarks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Unbound===&lt;br /&gt;
The Unbound make up the upper castes of Vaurcae society and form the only sentient and self-aware parts of its greater population. Their eggs and larvae are given more graceful care by Ta and Bound Workers. They are born with fully developed organs, though Unbound not meant to become Ta or Lesser Queens are still sterilized. The Unbound are perfectly capable of making rational, thinking decisions, and are naturally intuitive, curious and capable of understanding abstraction, much like a human. However, Unbound are not raised in a traditional manner. While in its early years Vaurca Virtual Reality was meant as an escape from reality, for modern Vaurcae in known space it&#039;s become every aspect of their lives and supposed afterlife.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are sentient and self-aware, they still typically maintain unwavering subserviency to the respective hierarchy of their Hive, due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a Lesser Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
Unbound disconnected from VR can still connect themselves to the &#039;internet&#039; of the Hive, called the Hivenet or Hive Network, where the Unbound all connect their consciousness. Unbound Vaurcae can share their knowledge, memories, and even feelings through the Hivenet. The Bound are barred from most non-utilitarian aspects of the Hivenet, due to biological constraints.&lt;br /&gt;
&lt;br /&gt;
The Unbound typically take up jobs that require more critical thinking skills, ability to learn or adapt and greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves, rarely having monetary aid from their Hive.&lt;br /&gt;
&lt;br /&gt;
The Unbound can be any of the basic types mentioned above except for Warforms and Type D.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
&lt;br /&gt;
Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. They can either be unique individuals having lived out of their Virtual Reality for some time, or can be fresh from the Hive birthing chambers and or from their Lesser Queen&#039;s virtual heaven, barely knowing anything. They almost universally hate being outside of VR, as the extended stay within an environment free of strife, hunger and death have sensitized them to the presence of such things in the real world. Likely because of their biology, many Vaurcae are generally passive and hold more value in a group&#039;s opinion rather than their own, disliking isolation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound are restricted in the jobs they can pick. &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Security: Security Officer, Warden, Investigator, Security Cadet&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Surgeon, Physician, Psychiatrist, Pharmacist, First Responder, Medical Intern&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician, Engineer Apprentice&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist (all titles), Xenobiologist, Xenobotanist, Lab Assistant&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Chaplain, Librarian, Bartender, Gardener/Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Hanger Technician, Shaft Miner, Machinist&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant, Off-Duty Crew Member&lt;br /&gt;
&lt;br /&gt;
As of 4/24/2463, Avowals of Responsibility are no longer required for Vaurcae above intern level positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
&lt;br /&gt;
Bound Vaurcae are chosen even before their egg is laid. Eggs designated to be Bound are provided with certain hormonal mixes designed to neutralise brain function critical for higher thought and are then put in a warm, moisture-rich environment while Bound Ta and Workers oversee their care. The larvae that hatch from the eggs are then taken to another specialised, moist environment to be raised and augmented. Bound are highly capable in their positions but are incredibly simple-minded due to effectively being lobotomized. The result is a very effective worker but one that struggles to adapt to unusual circumstances and has minimal ability to learn or think in abstractions.  &lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Bound, or as humans sometimes call them, Drones, have a lot in common with station synthetics in personality and playstyle. They are members of a lobotomised slave caste trained to obey orders without question. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. The Vaurcesian Drones typically speak slowly and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow station protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
&lt;br /&gt;
Bound can be easily dismissed - or culled - if their performance is unsatisfactory.&lt;br /&gt;
&lt;br /&gt;
They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a bound.&lt;br /&gt;
&lt;br /&gt;
Security: None&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Physician, Pharmacist, First Responder&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Bartender, Gardener, Librarian, Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Machinist, Hanger Technician, Shaft Miner&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant&lt;br /&gt;
&lt;br /&gt;
==Life Cycle== &lt;br /&gt;
&lt;br /&gt;
The lifecycle of a Vaurca is fairly complicated when compared to other species. Each stage of a Vaurca&#039;s development is clearly regimented by biological developments or the introduction of augmentations.&lt;br /&gt;
&lt;br /&gt;
Vaurca eggs are laid by a Hives high or lower Queen, and naturally enter a state of suspended animation when they are outside of the ovipositor, locking the egg in its initial stage until it is received by its surrogate Ta. This is compounded with cryogenics to effectively transport a vast amount of eggs between the Queen and their surrogate Ta. Every Ta within a Hive specializes in the creation of many different types of Vaurcae. Ta themselves are living biological factories, capable of controlling nearly every aspect of their progeny via genetic manipulation, a process that has great cultural importance attached to it.&lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a female Ta, in a process called &#039;&#039;&#039;Imagotis.&#039;&#039;&#039; In this imaginal stage, the Ta can hold in its mind the image of its completed offspring, regulating gene expression to mold the larva into its desired form. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bound&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Larva destined to become Bound are born without parts of their brain, and their organs are undeveloped, preparing them to receive implants as soon as they are hatched. These implants grow with the Bound, and it will have them throughout its entire life unless replaced. Bound Vaurca reach maturity within six months. Upon fully maturing, they are implanted with a neural socket and begin working immediately. A Bound&#039;s lifespan is theoretically infinite, provided that the Hive keeps its augments well maintained. In reality, however, Bound are rarely maintained and thus can expect an operational lifespan of around ten years on average, provided they experience no work-related injuries. Upon the death of a Bound, the augmentations they possess are removed and repurposed, and the body is typically incinerated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a larva is destined to become an Unbound, it is given six months of organic development, which allows for its brain to mature fully. After this six-month period, it is implanted with a neural socket and experiences Virtual Reality for the development of its personality and training. These six months are the closest thing to childhood that a Vaurca has. At the conclusion of this one-year period, the Unbound is fully mature and prepared for whatever purpose it may have been given by the Hive. It will receive several augmentations depending on circumstance throughout its life, unlike Bound, who receive all of their augments at birth. Furthermore, unlike Bound, Unbound are always more flesh than augmentation, so they cannot be &amp;quot;maintained,&amp;quot; an Unbound experiencing a lifespan of twenty years on average, at the conclusion of which their neural socket containing their mind is uploaded into VR and their augmentations are reclaimed by the Hive. Their body is generally incinerated. Years spent in VR tend to not subtract from this lifespan, meaning that an Unbound could be extremely old if it spent most of its time in VR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biology of the Ta&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ta are rarely born, only when a leadership position is required or when a previous Ta has died for whatever reason. The Mother Ta will then cease all other egg production and produce one single egg with the required hormone, with the individual being an almost complete genetic clone of the mother. This egg is 7 to 10 inches in diameter, rather than the standard 5 inches, and will grow to nearly 15 inches in diameter. These eggs are treated like a precious metal or gem and are heavily protected by all parties involved. Defending these eggs is one of the only times a Ta will get aggressive. This is the same for both Bound and Unbound Ta.&lt;br /&gt;
&lt;br /&gt;
The egg hatches after 10 days, and the larvae grow for a year, their carapace hardening in several places and becoming thicker overall as they grow ceremonial crests and wings that sprout along the entire length of their back; however, the Ta is usually too heavy for them to generate lift except in low-gravity. At the conclusion of this growth, they will enter the pupal stage, where they will pupate for another 5 or so months. The Birth and Second Hatching of an Unbound Ta is seen as a celebration, and depending on how important the new Unbound Ta will be, the bigger the celebration, being one of the few celebrations the Vaurca partake in. &lt;br /&gt;
 &lt;br /&gt;
The average Ta who was not given a regular supply of Royal hormones used to live from 200 to 300 years; now, however, since their own medical developments, they are theoretically biologically immortal, with most of the Ta aboard Titan Prime being at least over a thousand years old. When a Ta dies, their personalized and required augments are removed, with the neural socket being stored and the required augments being used by their possible replacement. Personalized augments are destroyed.&lt;br /&gt;
 &lt;br /&gt;
If the Unbound Ta is destined to be a lesser Queen, it is given Royal hormones which will change its form over the course of the next few years as it takes on more Royal features. A larger crown forms on the exoskeleton of their head, and they have more prominent shoulders, wings, and thorax. &lt;br /&gt;
&lt;br /&gt;
Bound Ta are typically a normal Ta, but given the organ inhibitor hormones during their larval development as all Bound are. They are recognisable as having less vibrant carapace colouring, subdued royal crests, and no wings. These are the males of the Hive, with a few Unbound Ta tending to always have a bound Ta on hand to help with the odd menial task, though this was more popular in the past. Bound Ta do not live very long, with the average Bound Ta living only a couple of years. Because of this, they are always made to a certain point to ensure the Hive continues.&lt;br /&gt;
&lt;br /&gt;
==Vaurca Organs== &lt;br /&gt;
&lt;br /&gt;
Vaurca organs, whilst having some universal similarities with those of other sapient species, are very different in how they work and process the required elements for a Vaurca to live. &lt;br /&gt;
The Vaurca brain itself is not unlike that of any other species with sapience in that it possesses a developed central lobe, but it also has features more similar to those of earth arthropods, such as set outer lobes for ocular, auditory, and other senses. The overwhelming majority of Vaurca have a neural socket installed towards the back of the brain, just before the centre spinal nerve, allowing access to the Hivenet and Virtual Reality Systems.&lt;br /&gt;
 &lt;br /&gt;
The exoskeleton itself is very tough. Depending on the Bioform, it can be more tightly packed, with Ra having a more dense and thicker exoskeleton, Za having a more flexible and mobile exoskeleton, and Ka in between these variations. While this exoskeleton provides the Vaurca with numerous benefits, such as high radiation resistance and strong structural support against a vacuum, it also has drawbacks: &lt;br /&gt;
 &lt;br /&gt;
One such drawback is that Vaurca have an open circulatory system; their bodies being essentially tanks of sulfur-based blood. As a result, Vaurca have a heart that is comparable to that of a larger animal. The heart has two individual chambers, which simply take in blood before expelling it. The two chambers essentially cause blood to flow to the left and right sides of the body.&lt;br /&gt;
 &lt;br /&gt;
The lungs act more as one, forming a ring around the heart, the main source of blood flow, and are aided by two implanted cybernetic and bioengineered organs, such as the Phoron reservoir, which stores phoron otherwise ingested by an individual Vaurca. This phoron is then pumped into the breathing apparatus, a bioengineered set of thin, delicate tubes that help diffuse the phoron into the lungs, allowing the latter to catalyse the respiration for the Vaurca. The reservoir can also store oxygen if required, in which case the breathing apparatus takes over in place of the lungs when a Vaurca is within a vacuum.&lt;br /&gt;
 &lt;br /&gt;
When on Sedantis, these engineered organs were not required due to the prevalence of phoron and oxygen in the Vaurca homeworld&#039;s atmosphere. However, with phoron not being present in other atmospheres, these organs are now essential for Vaurca to live. A gas the atmosphere of Sedantis did not possess in high quantities compared to others is nitrogen, and while it is present in small amounts in the bodies of Vaurca, the gas itself is toxic to them, blocking many biological functions, hence the use of the filter that is placed at the front of the Vaurca&#039;s trachea, just above the start of the Esophagus.&lt;br /&gt;
&lt;br /&gt;
==Vaurca Limbs== &lt;br /&gt;
&lt;br /&gt;
The exact limbs of Vaurca vary heavily depending on caste. They typically have two large insect-like eyes that are hyper-sensitive to most forms of light and may have two smaller ones underneath. While they can function in light-heavy environments perfectly fine, many complain about frequent migraines and tend to get frustrated after long exposures to light like the sun or even general ship lighting. This hyper-sensitivity, however, leads to greatly increased eyesight in dark areas. Their eyes are completely black in terms of coloration, with no variation between the castes. They also have large, insect-like antennae that protrude from their head. These antennae are used for greater perception of their surroundings and to communicate with each other through subtle movements or by rubbing them together. Losing these antennae, which act as an olfactory sensory and nerve database, can cause confusion, dizziness, nausea, communication problems, and extreme pain.&lt;br /&gt;
 &lt;br /&gt;
Their mouthparts have two large mandibles, which are exceptionally strong in Warriors. &lt;br /&gt;
 &lt;br /&gt;
A Vaurca Worker and Warrior may possess vestigial arms below their main limbs, genetic remnants that serve little purpose except to hold the occasional item. Some Vaurcae may remove them for practicality while others are decorating them for fashion purposes. The latter is quickly becoming a fad for Vaurcae who regularly interact with aliens.&lt;br /&gt;
&lt;br /&gt;
==Vaurca Augmentation== &lt;br /&gt;
&lt;br /&gt;
While many Vaurcae look identical in an augmented state, aside from various shifts in color, virtually all Vaurcae are augmented in some manner, the degree to which depends very much on their caste and purpose.&lt;br /&gt;
The most augmentation is typically seen in Bound Vaurcae. Much of their organic mass will at some point be replaced with machinery, so they can fulfil one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapon and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognisable it is as a standard Vaurca.&lt;br /&gt;
Unbound however, will rarely undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, which is a significant part of the purpose of the Unbound caste. For many their augments are performance-enhancing instead of completely form altering. The majority of Unbound are today equipped with at least basic communication augments, which make them versatile assets to speak with extra-hive entities.&lt;br /&gt;
Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the SCCV Horizon are of the least augmented tier - either Type AA, Type BA, or Type E. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and an oxygen filtration system, and they may utilise full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have only a few augments to ensure that they can fulfil any task assigned to them by the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
==Vaurca Sleep Cycle==&lt;br /&gt;
&lt;br /&gt;
Vaurca Bound follow a predictable sleep pattern. Specialized augmentations control the chemical precursors that induce sleepfulness within Bound and cause them to sleep. While predictable, the times that a Bound sleeps typically depend on its duty within the Hive, with the most physically demanding jobs having the longest periods of sleep.&lt;br /&gt;
Unbound Vaurcae spends 98 hours active on average before experiencing drowsiness. Some Unbound may change this sleep cycle depending on their work or needs, similar in scope to how humans change their habits. To sleep, a Vaurca adopts a leaning position that uses specialized joints and hinges in their exoskeletal plates to sleep standing upright.&lt;br /&gt;
&lt;br /&gt;
==Modern Day==&lt;br /&gt;
&lt;br /&gt;
For the Vaurca, co-habitation with the other species they have encountered has led to fundamental changes to their way of life, many seemingly to their detriment. In the public eye their advanced weaponry has lead to a lot of fear regarding their potency and supposed ease of mass production. Seemingly no one can deny the military domination a war-ready Hive would impose. From tachyon-based weaponry, gauss cannons, condensed thermal energy and the infamous Warforms, most believe it to be a miracle that the Vaurca have yet to attack and seize control of the galaxy, fears which found themselves at the forefront after the [[The_Lii&#039;dra | Lii&#039;dra Invasion]] and which have only slightly quieted since. &lt;br /&gt;
&lt;br /&gt;
To a certain extent within their respective societies this may be true. The Vaurca have integrated themselves into a great deal of the running of the Republic of Biesel, Izweski Hegemony and Nralakk Federation in an effort to make themselves essential, including handsome contributions to each nation&#039;s armed forces. This has provided a degree of political sway and necessity much greater than what they once had shortly after arrival. However the power of the Hives is not as simple as many believe. Weaponry was a lower priority on the list of supplies brought on Hiveships, as though while large, space was required for broods as well and materials. Some Queens such as [[Vaurca_Hives#Zoleth.2C_The_Herald_of_Scars|Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra]] were insistent on bringing a plethora of weaponry, to ensure their survival among the unknown threat of the stars but their pleas, only resulted in minor increases to ship defences. During their long journey, many of the of resources the species bought were used for maintenance of the ship, and by the time they arrived in the Orion Spur, their lack of materials, and subsequently, repairs, have resulted in the damaged states the three known Hiveships were found in. Additionally food supply was limited in terms of places to grow aboard the Hiveships, and as a result, a majority of Warforms and the larger Bound Workers were culled, due to being unable to sustain many of the cryogenic storage pods used to contain them. The phoron crisis has certainly not helped matters on this front and Hive&#039;s are careful to balance the cost of phoron with military readiness. &lt;br /&gt;
&lt;br /&gt;
Politically and militarily, the &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; remain as dominant as ever over the other Hives, though in a much reduced state compared to what that dominance represented on Sedantis. The Zo&#039;ra possess by far the most Warriors and Warforms of the three modern Hives, not to mention the tactical acumen to use them. A significant portion of this is due to the [[Zoleth,_The_Herald_of_Scars | Queen Zoleth, the Herald of Scars]] who, in the absence of her most trusted friend, High Queen Zora, is the oldest Vaurca in the Spur. Zoleth has always viewed herself as the hammer to the nail that was Zo&#039;ra herself, and the two of them were responsible for the wildly successful generational conquests on Sedantis that built the planet spanning empire they once possessed. Her military genius and inclinations towards wartime preparations saw her as the driving force behind the move to invest the Hive&#039;s resources so significantly into the founding of the Tau Ceti Foreign Legion and its new incarnation [[Tau_Ceti_Armed_Forces | the Tau Ceti Armed Forces]] despite pushback from the newly elected [[Vaur,_The_Liminal_Queen | High Queen Vaur.]] This move proved itself savvy as it gave the Hive both sway through the Legion, beginning their ascension into the political web that connects the inhabitants of the Orion Spur despite their debt and the ability to maintain their military without appearing threatening to the Republic. Part of these investments was not just providing Warriors but the hybridization of the [[Tau_Ceti_Armed_Forces | Tau Ceti foreign Legion and recently Tau Ceti Armed Forces]] current weaponry and their own personal designs. These resulting weapons are currently employed by the Armed Forces, and while they are hardly the most technologically advanced, the Republic having for a balance of effectiveness and cost, and many agree that it is certainly an improvement compared to their last. The Queens of the Zo&#039;ra Hive as a whole are benefiting from this increased power, having managed to revive the Court of Queens on Caprice, installing its chambers within their capital New Sedantis, though relative to the other Hive&#039;s many Zo&#039;ra on Biesel live in great squalor. &lt;br /&gt;
&lt;br /&gt;
Despite the success of the Zo&#039;ra regarding military and politics, the &#039;&#039;&#039;K&#039;lax&#039;&#039;&#039; are the only Hive that has truly managed to adapt the species more advanced technologies to the Spur&#039;s new realities. To the Klax, this is hardly surprising; they were after all the minds behind much of these inventions, regardless of how much undue credit Zo&#039;ra may claim. In recent years, batches of new-generation thermal drills, a tool that was by necessity ubiquitous in the caverns of Sedantis, were developed and manufactured by the K&#039;lax, shipped, and sold across the Orion Spur. While expensive, those mining facilities that adapted saw huge increases in yields as a result. Furthermore, the Hive agreed to collaborate with the Unathi on Moghes with respect to terraforming the wasteland planet, re-creating their machines of old with the alien materials of the Spur. These factors contributed towards the K&#039;lax Hive&#039;s eventual transformation of their barren colony of [[Tret]] given to them by the Izweski into the gigantic factory planet and industrial heart of the Izweski Hegemony it is today, though certain unfavourable deals with outside parties limit the funds the K&#039;lax can bring to bear from this. &lt;br /&gt;
&lt;br /&gt;
Economically, it is only the &#039;&#039;&#039;C&#039;thur&#039;&#039;&#039; who have truly profited. While the other Hives are reliant on collective money pools brought in by employed Bound and Unbound or the leftovers of their own factory exports, being harboured by the generous Nralakk Federation has opened up a large amount of opportunities, to say nothing of the C&#039;thur Hive&#039;s historical inclinations. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being the most economically advanced of all Hives. Money that is received by Hives is typically distributed between the Queens, each given the discretion to use their share however they wish within certain limits imposed by her sisters. &lt;br /&gt;
&lt;br /&gt;
====Individuals====&lt;br /&gt;
&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most hive-cells are capable of sharing a single bedroom apartment due to their preference for confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, Unbound are welcome to spend what little money they typically receive on hobbies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialised knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike, often showing their ignorance of how Vaurcae operate and live. More obvious examples of dislike include incidents such as Tajara gangs reacting violently to the Lii&#039;dra invasion and going as far as to murder Vaurca near their territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition. While there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while others found trivial work doing menial or laborious tasks. K&#039;lax Warriors mostly serve in the Hegemony and many others, especially from the Zo&#039;ra Hive, have found a place doing what they do best in the [[Tau_Ceti_Armed_Forces | Tau Ceti Armed Forces.]] Much of this situation was recently alleviated by the founding of the Pan-Vaurcesian military the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx]] which draws in a large percentage of what would be the otherwise unemployed Vaurca Warriors, giving them a place in service to the Court of Queens.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
&lt;br /&gt;
Before the invention of the Hivenet in the [[Vaurca History#The Eera of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae don’t possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message, which are encoded pheromones coded and transmitted as signals, ‘sounds’ in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell and Unathi space.&lt;br /&gt;
&lt;br /&gt;
These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages such as small onomatopoeic sounds, reactions like eye-rolls and basic &amp;quot;images&amp;quot; may also be sent. &amp;quot;Videos&amp;quot; are too heavy to be encapsulated by pheromones in the way other species would understand it, instead coming across as a collection of feelings and basic information.&lt;br /&gt;
&lt;br /&gt;
Since the species arrival in the Spur, they have been forced to developed augmentations known as voice synthesizers which allow for speech and the translation of language. The majority of these voice modulators are cheap, which is responsible for much of the species possessing a peculiar buzzing accent. Without this augmentation no Vaurca is able to audibly receive or reproduce a xenolanguage. Additionally despite the species not having used a written language commonly since the invention of Virtual Reality, Vaurcae are able to learn to read and write in Basic, and for an employee on board the SCCV Horizon, part of their education would have consisted in such. &lt;br /&gt;
&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
&lt;br /&gt;
Vaurcae working in alien space have augments that allow them to have an easier time speaking the Languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who aren&#039;t used to alien culture.&lt;br /&gt;
&lt;br /&gt;
Many Vaurcae, and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. (&amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot;). Some Vaurcae may have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a more guttural &amp;quot;vh&amp;quot;. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot;. Some unfortunate specimen may even be plagued with both impediments at once. (&amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot;), or even further, more exotic impediments.&lt;br /&gt;
&lt;br /&gt;
===Naming System===&lt;br /&gt;
&lt;br /&gt;
The traditional Vaurca naming system is complex, with first names being made of three parts. The first part is either Ka for Workers, Za for soldiers, Ra for Bulwarks or Ta for breeders. The second syllable is Viax for Bound, or Akaix for Unbound.&lt;br /&gt;
&lt;br /&gt;
Finally, the last syllable of the name is unique, decided by the player. In Vaurcese, this segment would translate to a number —like a serial code, it is a unique identifier. The only restriction is that it should not be longer than a single syllable, at the very most two syllables. For a Worker Unbound it might be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being created by the player. The surname is the Hive that the Vaurca is a part of, in the example&#039;s case &amp;quot;Zo&#039;ra&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In summary, you create a &#039;&#039;&#039;single unique name&#039;&#039;&#039;, which is slotted after your caste and whether you are Bound or Unbound, and your surname is the Hive you are from.&lt;br /&gt;
&lt;br /&gt;
===Inter-caste Relationships===&lt;br /&gt;
&lt;br /&gt;
Relationships between each type and each caste tend to be a universal constant among Vaurcesian Hives. The Bound are thoroughly exploited by the Unbound whenever an opportunity for such arises. It is typical for an Unbound to delegate any menial labour to the nearest Bound whenever possible. While especially &amp;quot;lazy&amp;quot; Unbound are not prevalent on human stations, all Unbound tend to display this mindset towards the Bound to a degree. When encountering a dangerous situation, the response is similar —the Bound are expected to attempt to make the situation safer for the Unbound in any way possible. Bound are perfectly subservient to the whims of the Unbound, and do not begrudge this exploitation.&lt;br /&gt;
&lt;br /&gt;
Worker vaurcae tend to be esteemed more highly than Warrior Vaurcae, especially in Unbound circles, and especially in these difficult times when the value of labour to the Vaurca is more important than the value of defense. Unbound Breeder Vaurcae are esteemed very highly, especially those at the top of the hierarchy. Bound Breeder Vaurcae tend to rarely interact with other Vaurcae, except for Bound caretakers.&lt;br /&gt;
&lt;br /&gt;
As for different types of the same caste, Unbound Ka or Za of the same &#039;duty&#039; tend to organize themselves into hive-cells. For example, a Worker who works in construction may live, sleep and work with the same people within their hive-cell. A hive-cells size can vary drastically, but ultimately, they tend to organize the labor of Ka and Za into the most efficient means, with each hive-cell reporting to a particular Ta, usually their birth mother. Vaurcae tend to be closest to those that they work with, and so many Vaurcae consider their hive-cell their closest relatives.&lt;br /&gt;
&lt;br /&gt;
===Inter-hive Relationships===&lt;br /&gt;
The Zo&#039;ra and K&#039;lax Hives maintain warm relations, while officially the diplomatic tension between the C&#039;thur and K&#039;lax Hives is tenuous at best. The Lii&#039;dra Hive is universally hated. The Zo&#039;ra percieve themselves the rightful rulers of the K&#039;lax and C&#039;thur, and the K&#039;lax have thus far made no official statement against this. Meanwhile, the C&#039;thur changes their announcements constantly. The Bound of each Hive serve other Vaurcae of their Hive firstly and are completely subservient to the will of their Hive&#039;s rulership. The K&#039;lax Bound however will also serve Zo&#039;ra Vaurcae should there be no conflict with the desires of K&#039;lax hierarchy. The same can be said to a lesser degree with the C&#039;thur. Zo&#039;ra Bound will rarely ever service K&#039;lax Vaurcae, and only when instructed to do so by Zo&#039;ra Unbound. Zo&#039;ra, C&#039;thur and K&#039;lax Unbound typically do not intermingle except on an individual basis and remain subservient to the desires of their respective hierarchy.&lt;br /&gt;
&lt;br /&gt;
===Inter-species Relationships===&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra tend to be cooperative with humanity out of necessity, but on an individual level opinions vary between each Unbound. This approach is largely shared in reference to all other aliens, viewing them as potential benefits to their Hives. Perhaps in response to, or as a result of this, the Zo&#039;ra Hives have begun to re-imagine themselves as something aliens can identify with. Supporting cross-species initiatives that further increase cooperation between each species feeds into this idea of ultimately benefiting all species involved. Besides this, the servitude that Bound abides by is a topic of concern for humanity in particular, because Bound are hard-wired to satisfy the needs of other Unbound of their Hive firstly, it creates the possibility for conflicts of interest between the humans that use cheap Bound labor, and any Unbound Vaurcae of the same Hive. However, such situations are unreported if they do occur, and the cheapness and effectiveness of Bound labor tend to surpass potential dangers. For more about Zo&#039;ra and their connection to the Republic of Biesel, read [[Zo%27ra_in_the_Republic_of_Biesel | Zo&#039;ra in the Republic of Biesel.]] &lt;br /&gt;
&lt;br /&gt;
The Skrell of the Nralakk Federation have taken to using a work drafting system to assign duties to Vaurcae of the C&#039;thur Hive. The Federation or an empowered representative would requisition an amount of C&#039;thur for a particular job, which would then be supplied by the Hive. These C&#039;thur would complete this assignment and then return to their Hive. This entire process is overseen by a legal counsel comprised of both species, providing fair and equitable exchanges for all parties. The largest orders of labor come from the Federation itself and the Nanotrasen corporation. For more about C&#039;thur and their connection to the Skrell of the Nralakk Federation, read [[C%27thur_in_the_Federation | C&#039;thur in the Federation.]] &lt;br /&gt;
&lt;br /&gt;
K&#039;lax tend to maintain terse but warm relations with the Izweski Hegemony, providing military support as expected from a vassal, as well as sharing cultural and sometimes technological advances for the betterment of both species. Beyond this, they maintain little contact with the galaxy at large, save for their begrudging but needed trade relations with the Stellar Corporate Conglomerate, especially [[Hephaestus_Industries | Hephaestus Industries.]] Due to their unfavourable deal with Hephaestus Industries, many K&#039;lax view humans in a negative light. For more about the K&#039;lax and their relations with the Unathi, read [[K%27lax_in_the_Izweski_Nation | K&#039;lax in the Izweski Nation.]] &lt;br /&gt;
&lt;br /&gt;
Overall, the approach all Hives have taken when sending their populations to work with aliens is to treat their &#039;workplaces&#039; as an adopted Hive cell. All Hives encourage the development of social bonds that normally come with working closely between Vaurcae in the same Hive cell. This has led to some Vaurcae considering their co-workers a second family.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive, C&#039;thur Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Vaurcae (/ˈvaʊrkə/ &#039;&#039;VAUR-kah,&#039;&#039; &#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. They are largely humanoid in shape, with most having a pair of arms, hands with four digits divided equally between thumbs and fingers, and legs ending in feet perfect for climbing the tunnels and caverns they used to dwell in on their homeworld, Sedantis. The Vaurcae are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back to 730,000 years ago. Forced by circumstances to flee their homeworld, the once mighty Vaurca have only recently concluded a brutal era-spanning exodus and arrived in the Orion Spur as colonists, the unusual aliens reluctantly taken in by other civilisations. Now the species under the watchful guidance of its ancient and enigmatic rulers, schemes, manoeuvres, builds, and claws its way to regaining the great splendour and power they once possessed, from within a Spur more interested in using them for its own gain. &lt;br /&gt;
&lt;br /&gt;
The Vaurca form complex eusocial groups called Hives, each led by a High Queen, whom the Hive is usually named after, and a council of Lesser Queens, each holding jurisdiction over specific Hive functions. Beneath the Queens in leadership are the Ta, who within a byzantine social structure act as Diplomats, Surrogates, and mothers to the multitudes of less individually important Vaurca. These Ta occupy all positions of governmental import not directly overseen by the Queens and share in the same biological immortality enjoyed by them, many being born in generations long gone. Queens, lesser and high, are the only types of Vaurcae capable of producing eggs, and it falls to the Ta to fertilise, genetically shape, and nurture these eggs to maturation. Being born under a specific Queen places a Vaurca in her brood, with each brood pushing the Vaurca towards distinctive traits reflective of her will and a variant carapace colour. More information on these structures and broods can be found on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page. &lt;br /&gt;
&lt;br /&gt;
Vaurca civilisation is separated into several castes, with members of each caste having their biology, psychological inclinations, and education determined before they are even hatched. These castes range from diligent Workers and bulky Bulwarks carrying the rebuilding of the species upon their backs to the often thrill-seeking and war-inclined Warriors and the perplexing biological computers the Cephalons, to say nothing of the multitude of subtypes and theoretical designs. Consequently, each Vaurca is born for a specific function pertaining to their caste. Vaurcae are then separated further between being Akaix (Unbound) and Viax (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple minded, running on no more than a desire to do what they are told, designed for their function rather than versatility. More about the castes can be read on the &#039;&#039;&#039;[[Vaurca_Biology|Vaurca Biology]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Doubtless the most notable of the technologies still possessed by the Vaurca is that of the advanced &#039;&#039;&#039;[[Virtual_Reality | Virtual Reality]]&#039;&#039;&#039; which permeates every element of their culture, treated by most of the species not as a simulation but rather as an entirely separate and quite real afterlife, the holy domain of the venerated Queens. Owing to the installation of an augment known as a Neural Socket into the brain of almost every Unbound, nearly the entire species can access this Virtual Reality in one form or another at will, given they are within range of a Hivenet transmitter. Perhaps even more importantly, they can, through a mechanism some suspect is intentionally obfuscated by the Hives from the rest of the Spur, even have their minds saved and uploaded after death. It would be difficult to overstate just how vital this technology is to the Hives, and without its influence over the ages, modern Vaurca society would doubtless be very different indeed. &lt;br /&gt;
&lt;br /&gt;
Vaurcae have many mechanical extras such as extensive xenowear loadout, flags, K’ois as a product in-game and a rather grand set of unobtainable event-spawn objects and mobs. The massive Vaurcae Ta (also known as Breeders) are playable as consular officers representing their Hive&#039;s, and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]. Vaurca playable on the Horizon may be Workers, Warriors, Bulwarks or Ta. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae can&#039;t be any Heads of Staff, including being elevated to an Interim command position. They used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in SCC facilities.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Global Hivenet, accessible via ,9 and heard only by other Vaurcae and station-bound synthetics.&lt;br /&gt;
*Pressure and cold resistant, allowing them to survive in space with internals.&lt;br /&gt;
*Unaffected by phoron gas but require it to breathe.&lt;br /&gt;
*Have natural insulation.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Can only healthily consume food consisting of k&#039;ois paste and byproducts.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can see very well in the dark. &lt;br /&gt;
*Take additional toxin damage.&lt;br /&gt;
*Suffer from additional blood loss.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca Warriors can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca Workers cannot bite but are more resistant to radiation and brute damage.&lt;br /&gt;
*Vaurca Bulwarks are slow but immune to radiation and can fireman carry two people at once. &lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Be raised in virtual reality.&lt;br /&gt;
*Generally very specialized. Born to serve a specific role.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/Eridani&lt;br /&gt;
|- &lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|- &lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Vaurcae of today bear little resemblance to their original forms. The most common types appearing as humanoid insects, with two pairs of eyes —a larger pair and a smaller— four arms, with two being vestigial, ending in hands that hold two thumbs and two middle fingers each. They rest on two digitigrade legs which can end in a variety of feet structures, and antennae sprout from their heads. These antenna are used for greater perception of their surroundings, with the predominant sense being smell. Some Vaurcae are capable of smelling two different types of rock apart. This potent olfactory sense allows the species to employ pheromones, the primary method of communication for the species alongside the Hivenet. Pheromones are like words encased in very fine smells. What one could infer from an inflection or tone of a word, a Vaurca could from the intricacies of a pheromone. &lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a Gyne in a process called imagotis. Essentially, the Gyne can imagine what they want a specific Vaurca to look like and think like, and subconsciously alter certain factors regarding the larva&#039;s development to facilitate their growth into the Ta&#039;s image.&lt;br /&gt;
&lt;br /&gt;
A basic summary of the Vaurca Bioforms is included below. More information on the intricate workings of Vaurca-kind can be found on the [[Vaurca_Biology|Vaurca Biology]] page.&lt;br /&gt;
&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
Type A are the most common Vaurca and can be seen as the &#039;backbone&#039; of Vaurcesian societies. Their most prevalent feature is their hardened exoskeleton, varying in colours in accordance to their Hive. It is approximately half an inch thick among all Type A Vaurcae. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A ranges from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more use to the Hive in peak condition. Nearly all Ka are designed to find violence almost abhorrent—the sight and smell of blood instilling fear and worry for most.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurcesian society, taking the form of heavily augmented warriors. Type B can range in size from 5ft tall to 8ft tall, with Za Bound known as Warforms rising to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while Worker and Gyne types tend to be poorly suited for the disposition these types of occupations demand. Unlike Workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by the SCC are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Gyne (Type C)===&lt;br /&gt;
Type C are rare among Vaurcae, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurcesian Hives that are fertile except for the Queens and type CB occupy all leadership positions amongst the species. Males are raised as Bound while the females are raised as Unbound.  Unlike other castes the Ta do not have recognised subcastes and instead are separated by ranks. Unlike the remainder of the Vaurca species Ta are possessed of great social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating. &lt;br /&gt;
&lt;br /&gt;
It is possible to play as a Ta as the Liaison/Representative role.&lt;br /&gt;
&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
&lt;br /&gt;
As a Ta aboard the Horizon you are one of the venerable leader&#039;s of the Vaurca species and more valuable than any individual Worker or Warrior, a fact you are deeply cognizant of. Vaurca of your Hive are biologically compelled to follow your orders except where they directly contradict a Ta of their own Brood and many Vaurca of other Hive&#039;s will do so in ordinary circumstances out of respect, though they are not strictly required to. Your position places you as the head of a hive-cell aboard the Horizon with diplomatic duties consisting primarily of representing your brood in a positive light, advancing the political goals of your Hive and providing emotional support and advice.&lt;br /&gt;
&lt;br /&gt;
Below are rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
&lt;br /&gt;
*No height taller than 11 feet tall.&lt;br /&gt;
&lt;br /&gt;
*As a Gyne, you are allowed to have a three-syllable name instead of the usual monosyllabic. &lt;br /&gt;
&lt;br /&gt;
*Auto-hiss basic (s becomes z or more frequently not at all). You&#039;ve been assigned to work on a station full of aliens, so you’d have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
&lt;br /&gt;
*Avoid combat and avoid doing any labour or specialized work except where absolutely necessary. Ta may and almost always do have hobbies, often developing talents in line with the skills of their brood, and they are expected to be extremely good at them owing to their incredible age. Despite this, they are leaders and politicians, not Warriors or Workers, and they should have no intention of changing this. On matters of strenuous labour, Ta ultimately prefer delegation and inspiring others to do something.&lt;br /&gt;
&lt;br /&gt;
*Avoid social ignorance. Ta possess a high social intelligence thanks to generations of evolution, being literally made for it, so they&#039;d be knowledgeable on whether trying to clean a Unathi’s horn would upset them or not.&lt;br /&gt;
&lt;br /&gt;
*Ta are biologically immortal, many having lived through what would to other species be recognised as entire era&#039;s of history. Each brood has different customs regarding the age at which a Ta is ready for duties though few broods trust Ta under 100 years old with any serious positions, Athvur being the most prominent exception, and the absolute upper limit on playable Ta age is thirty-five-thousand years, for a Ta born (to them) not long before the Great Hive War. Ta older than this are very rare and typically either Queen&#039;s themselves or surrogates, not finding work aboard the Horizon. Despite this extraordinary range the average Hive Representative will fall between 500 and 3000 years. &lt;br /&gt;
&lt;br /&gt;
===Ra, The Bulwarks (Type E)===&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists that specialize in jobs involving hard labour, engineering, and maintenance. Average specimens stand at 8-10 feet tall, and require special clothing due to their unique shape. Type E Vaurca are the least prominent population wise in the species, due to the fact they were only recently conceived as a joint operation between the C&#039;thur and the Nralakk Federation. They were unveiled at the first session of the reformed Court of Queens in 2463, before specimens belonging to the other Hives began appearing.&lt;br /&gt;
&lt;br /&gt;
Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in.&lt;br /&gt;
&lt;br /&gt;
Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go, and are typically kept in more secure locations. There are no Queenless Bulwarks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Unbound===&lt;br /&gt;
The Unbound make up the upper castes of Vaurcae society and form the only sentient and self-aware parts of its greater population. Their eggs and larvae are given more graceful care by Ta and Bound Workers. They are born with fully developed organs, though Unbound not meant to become Ta or Lesser Queens are still sterilized. The Unbound are perfectly capable of making rational, thinking decisions, and are naturally intuitive, curious and capable of understanding abstraction, much like a human. However, Unbound are not raised in a traditional manner. While in its early years Vaurca Virtual Reality was meant as an escape from reality, for modern Vaurcae in known space it&#039;s become every aspect of their lives and supposed afterlife.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are sentient and self-aware, they still typically maintain unwavering subserviency to the respective hierarchy of their Hive, due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a Lesser Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
Unbound disconnected from VR can still connect themselves to the &#039;internet&#039; of the Hive, called the Hivenet or Hive Network, where the Unbound all connect their consciousness. Unbound Vaurcae can share their knowledge, memories, and even feelings through the Hivenet. The Bound are barred from most non-utilitarian aspects of the Hivenet, due to biological constraints.&lt;br /&gt;
&lt;br /&gt;
The Unbound typically take up jobs that require more critical thinking skills, ability to learn or adapt and greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves, rarely having monetary aid from their Hive.&lt;br /&gt;
&lt;br /&gt;
The Unbound can be any of the basic types mentioned above except for Warforms and Type D.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
&lt;br /&gt;
Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. They can either be unique individuals having lived out of their Virtual Reality for some time, or can be fresh from the Hive birthing chambers and or from their Lesser Queen&#039;s virtual heaven, barely knowing anything. They almost universally hate being outside of VR, as the extended stay within an environment free of strife, hunger and death have sensitized them to the presence of such things in the real world. Likely because of their biology, many Vaurcae are generally passive and hold more value in a group&#039;s opinion rather than their own, disliking isolation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound are restricted in the jobs they can pick. &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Security: Security Officer, Warden, Investigator, Security Cadet&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Surgeon, Physician, Psychiatrist, Pharmacist, First Responder, Medical Intern&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician, Engineer Apprentice&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist (all titles), Xenobiologist, Xenobotanist, Lab Assistant&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Chaplain, Librarian, Bartender, Gardener/Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Hanger Technician, Shaft Miner, Machinist&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant, Off-Duty Crew Member&lt;br /&gt;
&lt;br /&gt;
As of 4/24/2463, Avowals of Responsibility are no longer required for Vaurcae above intern level positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
&lt;br /&gt;
Bound Vaurcae are chosen even before their egg is laid. Eggs designated to be Bound are provided with certain hormonal mixes designed to neutralise brain function critical for higher thought and are then put in a warm, moisture-rich environment while Bound Ta and Workers oversee their care. The larvae that hatch from the eggs are then taken to another specialised, moist environment to be raised and augmented. Bound are highly capable in their positions but are incredibly simple-minded due to effectively being lobotomized. The result is a very effective worker but one that struggles to adapt to unusual circumstances and has minimal ability to learn or think in abstractions.  &lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Bound, or as humans sometimes call them, Drones, have a lot in common with station synthetics in personality and playstyle. They are members of a lobotomised slave caste trained to obey orders without question. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. The Vaurcesian Drones typically speak slowly and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow station protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
&lt;br /&gt;
Bound can be easily dismissed - or culled - if their performance is unsatisfactory.&lt;br /&gt;
&lt;br /&gt;
They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a bound.&lt;br /&gt;
&lt;br /&gt;
Security: None&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Physician, Pharmacist, First Responder&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Bartender, Gardener, Librarian, Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Machinist, Hanger Technician, Shaft Miner&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant&lt;br /&gt;
&lt;br /&gt;
==Life Cycle== &lt;br /&gt;
&lt;br /&gt;
The lifecycle of a Vaurca is fairly complicated when compared to other species. Each stage of a Vaurca&#039;s development is clearly regimented by biological developments or the introduction of augmentations.&lt;br /&gt;
&lt;br /&gt;
Vaurca eggs are laid by a Hives high or lower Queen, and naturally enter a state of suspended animation when they are outside of the ovipositor, locking the egg in its initial stage until it is received by its surrogate Ta. This is compounded with cryogenics to effectively transport a vast amount of eggs between the Queen and their surrogate Ta. Every Ta within a Hive specializes in the creation of many different types of Vaurcae. Ta themselves are living biological factories, capable of controlling nearly every aspect of their progeny via genetic manipulation, a process that has great cultural importance attached to it.&lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a female Ta, in a process called &#039;&#039;&#039;Imagotis.&#039;&#039;&#039; In this imaginal stage, the Ta can hold in its mind the image of its completed offspring, regulating gene expression to mold the larva into its desired form. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bound&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Larva destined to become Bound are born without parts of their brain, and their organs are undeveloped, preparing them to receive implants as soon as they are hatched. These implants grow with the Bound, and it will have them throughout its entire life unless replaced. Bound Vaurca reach maturity within six months. Upon fully maturing, they are implanted with a neural socket and begin working immediately. A Bound&#039;s lifespan is theoretically infinite, provided that the Hive keeps its augments well maintained. In reality, however, Bound are rarely maintained and thus can expect an operational lifespan of around ten years on average, provided they experience no work-related injuries. Upon the death of a Bound, the augmentations they possess are removed and repurposed, and the body is typically incinerated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a larva is destined to become an Unbound, it is given six months of organic development, which allows for its brain to mature fully. After this six-month period, it is implanted with a neural socket and experiences Virtual Reality for the development of its personality and training. These six months are the closest thing to childhood that a Vaurca has. At the conclusion of this one-year period, the Unbound is fully mature and prepared for whatever purpose it may have been given by the Hive. It will receive several augmentations depending on circumstance throughout its life, unlike Bound, who receive all of their augments at birth. Furthermore, unlike Bound, Unbound are always more flesh than augmentation, so they cannot be &amp;quot;maintained,&amp;quot; an Unbound experiencing a lifespan of twenty years on average, at the conclusion of which their neural socket containing their mind is uploaded into VR and their augmentations are reclaimed by the Hive. Their body is generally incinerated. Years spent in VR tend to not subtract from this lifespan, meaning that an Unbound could be extremely old if it spent most of its time in VR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biology of the Ta&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ta are rarely born, only when a leadership position is required or when a previous Ta has died for whatever reason. The Mother Ta will then cease all other egg production and produce one single egg with the required hormone, with the individual being an almost complete genetic clone of the mother. This egg is 7 to 10 inches in diameter, rather than the standard 5 inches, and will grow to nearly 15 inches in diameter. These eggs are treated like a precious metal or gem and are heavily protected by all parties involved. Defending these eggs is one of the only times a Ta will get aggressive. This is the same for both Bound and Unbound Ta.&lt;br /&gt;
&lt;br /&gt;
The egg hatches after 10 days, and the larvae grow for a year, their carapace hardening in several places and becoming thicker overall as they grow ceremonial crests and wings that sprout along the entire length of their back; however, the Ta is usually too heavy for them to generate lift except in low-gravity. At the conclusion of this growth, they will enter the pupal stage, where they will pupate for another 5 or so months. The Birth and Second Hatching of an Unbound Ta is seen as a celebration, and depending on how important the new Unbound Ta will be, the bigger the celebration, being one of the few celebrations the Vaurca partake in. &lt;br /&gt;
 &lt;br /&gt;
The average Ta who was not given a regular supply of Royal hormones used to live from 200 to 300 years; now, however, since their own medical developments, they are theoretically biologically immortal, with most of the Ta aboard Titan Prime being at least over a thousand years old. When a Ta dies, their personalized and required augments are removed, with the neural socket being stored and the required augments being used by their possible replacement. Personalized augments are destroyed.&lt;br /&gt;
 &lt;br /&gt;
If the Unbound Ta is destined to be a lesser Queen, it is given Royal hormones which will change its form over the course of the next few years as it takes on more Royal features. A larger crown forms on the exoskeleton of their head, and they have more prominent shoulders, wings, and thorax. &lt;br /&gt;
&lt;br /&gt;
Bound Ta are typically a normal Ta, but given the organ inhibitor hormones during their larval development as all Bound are. They are recognisable as having less vibrant carapace colouring, subdued royal crests, and no wings. These are the males of the Hive, with a few Unbound Ta tending to always have a bound Ta on hand to help with the odd menial task, though this was more popular in the past. Bound Ta do not live very long, with the average Bound Ta living only a couple of years. Because of this, they are always made to a certain point to ensure the Hive continues.&lt;br /&gt;
&lt;br /&gt;
==Vaurca Organs== &lt;br /&gt;
&lt;br /&gt;
Vaurca organs, whilst having some universal similarities with those of other sapient species, are very different in how they work and process the required elements for a Vaurca to live. &lt;br /&gt;
The Vaurca brain itself is not unlike that of any other species with sapience in that it possesses a developed central lobe, but it also has features more similar to those of earth arthropods, such as set outer lobes for ocular, auditory, and other senses. The overwhelming majority of Vaurca have a neural socket installed towards the back of the brain, just before the centre spinal nerve, allowing access to the Hivenet and Virtual Reality Systems.&lt;br /&gt;
 &lt;br /&gt;
The exoskeleton itself is very tough. Depending on the Bioform, it can be more tightly packed, with Ra having a more dense and thicker exoskeleton, Za having a more flexible and mobile exoskeleton, and Ka in between these variations. While this exoskeleton provides the Vaurca with numerous benefits, such as high radiation resistance and strong structural support against a vacuum, it also has drawbacks: &lt;br /&gt;
 &lt;br /&gt;
One such drawback is that Vaurca have an open circulatory system; their bodies being essentially tanks of sulfur-based blood. As a result, Vaurca have a heart that is comparable to that of a larger animal. The heart has two individual chambers, which simply take in blood before expelling it. The two chambers essentially cause blood to flow to the left and right sides of the body.&lt;br /&gt;
 &lt;br /&gt;
The lungs act more as one, forming a ring around the heart, the main source of blood flow, and are aided by two implanted cybernetic and bioengineered organs, such as the Phoron reservoir, which stores phoron otherwise ingested by an individual Vaurca. This phoron is then pumped into the breathing apparatus, a bioengineered set of thin, delicate tubes that help diffuse the phoron into the lungs, allowing the latter to catalyse the respiration for the Vaurca. The reservoir can also store oxygen if required, in which case the breathing apparatus takes over in place of the lungs when a Vaurca is within a vacuum.&lt;br /&gt;
 &lt;br /&gt;
When on Sedantis, these engineered organs were not required due to the prevalence of phoron and oxygen in the Vaurca homeworld&#039;s atmosphere. However, with phoron not being present in other atmospheres, these organs are now essential for Vaurca to live. A gas the atmosphere of Sedantis did not possess in high quantities compared to others is nitrogen, and while it is present in small amounts in the bodies of Vaurca, the gas itself is toxic to them, blocking many biological functions, hence the use of the filter that is placed at the front of the Vaurca&#039;s trachea, just above the start of the Esophagus.&lt;br /&gt;
&lt;br /&gt;
==Vaurca Limbs== &lt;br /&gt;
&lt;br /&gt;
The exact limbs of Vaurca vary heavily depending on caste. They typically have two large insect-like eyes that are hyper-sensitive to most forms of light and may have two smaller ones underneath. While they can function in light-heavy environments perfectly fine, many complain about frequent migraines and tend to get frustrated after long exposures to light like the sun or even general ship lighting. This hyper-sensitivity, however, leads to greatly increased eyesight in dark areas. Their eyes are completely black in terms of coloration, with no variation between the castes. They also have large, insect-like antennae that protrude from their head. These antennae are used for greater perception of their surroundings and to communicate with each other through subtle movements or by rubbing them together. Losing these antennae, which act as an olfactory sensory and nerve database, can cause confusion, dizziness, nausea, communication problems, and extreme pain.&lt;br /&gt;
 &lt;br /&gt;
Their mouthparts have two large mandibles, which are exceptionally strong in Warriors. &lt;br /&gt;
 &lt;br /&gt;
A Vaurca Worker and Warrior may possess vestigial arms below their main limbs, genetic remnants that serve little purpose except to hold the occasional item. Some Vaurcae may remove them for practicality while others are decorating them for fashion purposes. The latter is quickly becoming a fad for Vaurcae who regularly interact with aliens.&lt;br /&gt;
&lt;br /&gt;
==Vaurca Augmentation== &lt;br /&gt;
&lt;br /&gt;
While many Vaurcae look identical in an augmented state, aside from various shifts in color, virtually all Vaurcae are augmented in some manner, the degree to which depends very much on their caste and purpose.&lt;br /&gt;
The most augmentation is typically seen in Bound Vaurcae. Much of their organic mass will at some point be replaced with machinery, so they can fulfil one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapon and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognisable it is as a standard Vaurca.&lt;br /&gt;
Unbound however, will rarely undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, which is a significant part of the purpose of the Unbound caste. For many their augments are performance-enhancing instead of completely form altering. The majority of Unbound are today equipped with at least basic communication augments, which make them versatile assets to speak with extra-hive entities.&lt;br /&gt;
Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the SCCV Horizon are of the least augmented tier - either Type AA, Type BA, or Type E. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and an oxygen filtration system, and they may utilise full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have only a few augments to ensure that they can fulfil any task assigned to them by the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
==Vaurca Sleep Cycle==&lt;br /&gt;
&lt;br /&gt;
Vaurca Bound follow a predictable sleep pattern. Specialized augmentations control the chemical precursors that induce sleepfulness within Bound and cause them to sleep. While predictable, the times that a Bound sleeps typically depend on its duty within the Hive, with the most physically demanding jobs having the longest periods of sleep.&lt;br /&gt;
Unbound Vaurcae spends 98 hours active on average before experiencing drowsiness. Some Unbound may change this sleep cycle depending on their work or needs, similar in scope to how humans change their habits. To sleep, a Vaurca adopts a leaning position that uses specialized joints and hinges in their exoskeletal plates to sleep standing upright.&lt;br /&gt;
&lt;br /&gt;
==Modern Day==&lt;br /&gt;
&lt;br /&gt;
For the Vaurca, co-habitation with the other species they have encountered has led to fundamental changes to their way of life, many seemingly to their detriment. In the public eye their advanced weaponry has lead to a lot of fear regarding their potency and supposed ease of mass production. Seemingly no one can deny the military domination a war-ready Hive would impose. From tachyon-based weaponry, gauss cannons, condensed thermal energy and the infamous Warforms, most believe it to be a miracle that the Vaurca have yet to attack and seize control of the galaxy, fears which found themselves at the forefront after the [[The_Lii&#039;dra | Lii&#039;dra Invasion]] and which have only slightly quieted since. &lt;br /&gt;
&lt;br /&gt;
To a certain extent within their respective societies this may be true. The Vaurca have integrated themselves into a great deal of the running of the Republic of Biesel, Izweski Hegemony and Nralakk Federation in an effort to make themselves essential, including handsome contributions to each nation&#039;s armed forces. This has provided a degree of political sway and necessity much greater than what they once had shortly after arrival. However the power of the Hives is not as simple as many believe. Weaponry was a lower priority on the list of supplies brought on Hiveships, as though while large, space was required for broods as well and materials. Some Queens such as [[Vaurca_Hives#Zoleth.2C_The_Herald_of_Scars|Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra]] were insistent on bringing a plethora of weaponry, to ensure their survival among the unknown threat of the stars but their pleas, only resulted in minor increases to ship defences. During their long journey, many of the of resources the species bought were used for maintenance of the ship, and by the time they arrived in the Orion Spur, their lack of materials, and subsequently, repairs, have resulted in the damaged states the three known Hiveships were found in. Additionally food supply was limited in terms of places to grow aboard the Hiveships, and as a result, a majority of Warforms and the larger Bound Workers were culled, due to being unable to sustain many of the cryogenic storage pods used to contain them. The phoron crisis has certainly not helped matters on this front and Hive&#039;s are careful to balance the cost of phoron with military readiness. &lt;br /&gt;
&lt;br /&gt;
Politically and militarily, the &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; remain as dominant as ever over the other Hives, though in a much reduced state compared to what that dominance represented on Sedantis. The Zo&#039;ra possess by far the most Warriors and Warforms of the three modern Hives, not to mention the tactical acumen to use them. A significant portion of this is due to the [[Zoleth,_The_Herald_of_Scars | Queen Zoleth, the Herald of Scars]] who, in the absence of her most trusted friend, High Queen Zora, is the oldest Vaurca in the Spur. Zoleth has always viewed herself as the hammer to the nail that was Zo&#039;ra herself, and the two of them were responsible for the wildly successful generational conquests on Sedantis that built the planet spanning empire they once possessed. Her military genius and inclinations towards wartime preparations saw her as the driving force behind the move to invest the Hive&#039;s resources so significantly into the founding of the Tau Ceti Foreign Legion and its new incarnation [[Tau_Ceti_Armed_Forces | the Tau Ceti Armed Forces]] despite pushback from the newly elected [[Vaur,_The_Liminal_Queen | High Queen Vaur.]] This move proved itself savvy as it gave the Hive both sway through the Legion, beginning their ascension into the political web that connects the inhabitants of the Orion Spur despite their debt and the ability to maintain their military without appearing threatening to the Republic. Part of these investments was not just providing Warriors but the hybridization of the [[Tau_Ceti_Armed_Forces | Tau Ceti foreign Legion and recently Tau Ceti Armed Forces]] current weaponry and their own personal designs. These resulting weapons are currently employed by the Armed Forces, and while they are hardly the most technologically advanced, the Republic having for a balance of effectiveness and cost, and many agree that it is certainly an improvement compared to their last. The Queens of the Zo&#039;ra Hive as a whole are benefiting from this increased power, having managed to revive the Court of Queens on Caprice, installing its chambers within their capital New Sedantis, though relative to the other Hive&#039;s many Zo&#039;ra on Biesel live in great squalor. &lt;br /&gt;
&lt;br /&gt;
Despite the success of the Zo&#039;ra regarding military and politics, the &#039;&#039;&#039;K&#039;lax&#039;&#039;&#039; are the only Hive that has truly managed to adapt the species more advanced technologies to the Spur&#039;s new realities. To the Klax, this is hardly surprising; they were after all the minds behind much of these inventions, regardless of how much undue credit Zo&#039;ra may claim. In recent years, batches of new-generation thermal drills, a tool that was by necessity ubiquitous in the caverns of Sedantis, were developed and manufactured by the K&#039;lax, shipped, and sold across the Orion Spur. While expensive, those mining facilities that adapted saw huge increases in yields as a result. Furthermore, the Hive agreed to collaborate with the Unathi on Moghes with respect to terraforming the wasteland planet, re-creating their machines of old with the alien materials of the Spur. These factors contributed towards the K&#039;lax Hive&#039;s eventual transformation of their barren colony of [[Tret]] given to them by the Izweski into the gigantic factory planet and industrial heart of the Izweski Hegemony it is today, though certain unfavourable deals with outside parties limit the funds the K&#039;lax can bring to bear from this. &lt;br /&gt;
&lt;br /&gt;
Economically, it is only the &#039;&#039;&#039;C&#039;thur&#039;&#039;&#039; who have truly profited. While the other Hives are reliant on collective money pools brought in by employed Bound and Unbound or the leftovers of their own factory exports, being harboured by the generous Nralakk Federation has opened up a large amount of opportunities, to say nothing of the C&#039;thur Hive&#039;s historical inclinations. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being the most economically advanced of all Hives. Money that is received by Hives is typically distributed between the Queens, each given the discretion to use their share however they wish within certain limits imposed by her sisters. &lt;br /&gt;
&lt;br /&gt;
====Individuals====&lt;br /&gt;
&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most hive-cells are capable of sharing a single bedroom apartment due to their preference for confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, Unbound are welcome to spend what little money they typically receive on hobbies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialised knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike, often showing their ignorance of how Vaurcae operate and live. More obvious examples of dislike include incidents such as Tajara gangs reacting violently to the Lii&#039;dra invasion and going as far as to murder Vaurca near their territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition. While there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while others found trivial work doing menial or laborious tasks. K&#039;lax Warriors mostly serve in the Hegemony and many others, especially from the Zo&#039;ra Hive, have found a place doing what they do best in the [[Tau_Ceti_Armed_Forces | Tau Ceti Armed Forces.]] Much of this situation was recently alleviated by the founding of the Pan-Vaurcesian military the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx]] which draws in a large percentage of what would be the otherwise unemployed Vaurca Warriors, giving them a place in service to the Court of Queens.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
&lt;br /&gt;
Before the invention of the Hivenet in the [[Vaurca History#The Eera of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae don’t possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message, which are encoded pheromones coded and transmitted as signals, ‘sounds’ in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell and Unathi space.&lt;br /&gt;
&lt;br /&gt;
These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages such as small onomatopoeic sounds, reactions like eye-rolls and basic &amp;quot;images&amp;quot; may also be sent. &amp;quot;Videos&amp;quot; are too heavy to be encapsulated by pheromones in the way other species would understand it, instead coming across as a collection of feelings and basic information.&lt;br /&gt;
&lt;br /&gt;
Since the species arrival in the Spur, they have been forced to developed augmentations known as voice synthesizers which allow for speech and the translation of language. The majority of these voice modulators are cheap, which is responsible for much of the species possessing a peculiar buzzing accent. Without this augmentation no Vaurca is able to audibly receive or reproduce a xenolanguage. Additionally despite the species not having used a written language commonly since the invention of Virtual Reality, Vaurcae are able to learn to read and write in Basic, and for an employee on board the SCCV Horizon, part of their education would have consisted in such. &lt;br /&gt;
&lt;br /&gt;
====Speaking like a Vaurca====&lt;br /&gt;
&lt;br /&gt;
Vaurcae working in alien space have augments that allow them to have an easier time speaking the Languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who aren&#039;t used to alien culture.&lt;br /&gt;
&lt;br /&gt;
Many Vaurcae, and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. (&amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot;). Some Vaurcae may have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a more guttural &amp;quot;vh&amp;quot;. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot;. Some unfortunate specimen may even be plagued with both impediments at once. (&amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot;), or even further, more exotic impediments.&lt;br /&gt;
&lt;br /&gt;
===Naming System===&lt;br /&gt;
&lt;br /&gt;
The traditional Vaurca naming system is complex, with first names being made of three parts. The first part is either Ka for Workers, Za for soldiers, Ra for Bulwarks or Ta for breeders. The second syllable is Viax for Bound, or Akaix for Unbound.&lt;br /&gt;
&lt;br /&gt;
Finally, the last syllable of the name is unique, decided by the player. In Vaurcese, this segment would translate to a number —like a serial code, it is a unique identifier. The only restriction is that it should not be longer than a single syllable, at the very most two syllables. For a Worker Unbound it might be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being created by the player. The surname is the Hive that the Vaurca is a part of, in the example&#039;s case &amp;quot;Zo&#039;ra&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In summary, you create a &#039;&#039;&#039;single unique name&#039;&#039;&#039;, which is slotted after your caste and whether you are Bound or Unbound, and your surname is the Hive you are from.&lt;br /&gt;
&lt;br /&gt;
===Inter-caste Relationships===&lt;br /&gt;
&lt;br /&gt;
Relationships between each type and each caste tend to be a universal constant among Vaurcesian Hives. The Bound are thoroughly exploited by the Unbound whenever an opportunity for such arises. It is typical for an Unbound to delegate any menial labour to the nearest Bound whenever possible. While especially &amp;quot;lazy&amp;quot; Unbound are not prevalent on human stations, all Unbound tend to display this mindset towards the Bound to a degree. When encountering a dangerous situation, the response is similar —the Bound are expected to attempt to make the situation safer for the Unbound in any way possible. Bound are perfectly subservient to the whims of the Unbound, and do not begrudge this exploitation.&lt;br /&gt;
&lt;br /&gt;
Worker vaurcae tend to be esteemed more highly than Warrior Vaurcae, especially in Unbound circles, and especially in these difficult times when the value of labour to the Vaurca is more important than the value of defense. Unbound Breeder Vaurcae are esteemed very highly, especially those at the top of the hierarchy. Bound Breeder Vaurcae tend to rarely interact with other Vaurcae, except for Bound caretakers.&lt;br /&gt;
&lt;br /&gt;
As for different types of the same caste, Unbound Ka or Za of the same &#039;duty&#039; tend to organize themselves into hive-cells. For example, a Worker who works in construction may live, sleep and work with the same people within their hive-cell. A hive-cells size can vary drastically, but ultimately, they tend to organize the labor of Ka and Za into the most efficient means, with each hive-cell reporting to a particular Ta, usually their birth mother. Vaurcae tend to be closest to those that they work with, and so many Vaurcae consider their hive-cell their closest relatives.&lt;br /&gt;
&lt;br /&gt;
===Inter-hive Relationships===&lt;br /&gt;
The Zo&#039;ra and K&#039;lax Hives maintain warm relations, while officially the diplomatic tension between the C&#039;thur and K&#039;lax Hives is tenuous at best. The Lii&#039;dra Hive is universally hated. The Zo&#039;ra percieve themselves the rightful rulers of the K&#039;lax and C&#039;thur, and the K&#039;lax have thus far made no official statement against this. Meanwhile, the C&#039;thur changes their announcements constantly. The Bound of each Hive serve other Vaurcae of their Hive firstly and are completely subservient to the will of their Hive&#039;s rulership. The K&#039;lax Bound however will also serve Zo&#039;ra Vaurcae should there be no conflict with the desires of K&#039;lax hierarchy. The same can be said to a lesser degree with the C&#039;thur. Zo&#039;ra Bound will rarely ever service K&#039;lax Vaurcae, and only when instructed to do so by Zo&#039;ra Unbound. Zo&#039;ra, C&#039;thur and K&#039;lax Unbound typically do not intermingle except on an individual basis and remain subservient to the desires of their respective hierarchy.&lt;br /&gt;
&lt;br /&gt;
===Inter-species Relationships===&lt;br /&gt;
&lt;br /&gt;
The Zo&#039;ra tend to be cooperative with humanity out of necessity, but on an individual level opinions vary between each Unbound. This approach is largely shared in reference to all other aliens, viewing them as potential benefits to their Hives. Perhaps in response to, or as a result of this, the Zo&#039;ra Hives have begun to re-imagine themselves as something aliens can identify with. Supporting cross-species initiatives that further increase cooperation between each species feeds into this idea of ultimately benefiting all species involved. Besides this, the servitude that Bound abides by is a topic of concern for humanity in particular, because Bound are hard-wired to satisfy the needs of other Unbound of their Hive firstly, it creates the possibility for conflicts of interest between the humans that use cheap Bound labor, and any Unbound Vaurcae of the same Hive. However, such situations are unreported if they do occur, and the cheapness and effectiveness of Bound labor tend to surpass potential dangers. For more about Zo&#039;ra and their connection to the Republic of Biesel, read [[Zo%27ra_in_the_Republic_of_Biesel | Zo&#039;ra in the Republic of Biesel.]] &lt;br /&gt;
&lt;br /&gt;
The Skrell of the Nralakk Federation have taken to using a work drafting system to assign duties to Vaurcae of the C&#039;thur Hive. The Federation or an empowered representative would requisition an amount of C&#039;thur for a particular job, which would then be supplied by the Hive. These C&#039;thur would complete this assignment and then return to their Hive. This entire process is overseen by a legal counsel comprised of both species, providing fair and equitable exchanges for all parties. The largest orders of labor come from the Federation itself and the Nanotrasen corporation. For more about C&#039;thur and their connection to the Skrell of the Nralakk Federation, read [[C%27thur_in_the_Federation | C&#039;thur in the Federation.]] &lt;br /&gt;
&lt;br /&gt;
K&#039;lax tend to maintain terse but warm relations with the Izweski Hegemony, providing military support as expected from a vassal, as well as sharing cultural and sometimes technological advances for the betterment of both species. Beyond this, they maintain little contact with the galaxy at large, save for their begrudging but needed trade relations with the Stellar Corporate Conglomerate, especially [[Hephaestus_Industries | Hephaestus Industries.]] Due to their unfavourable deal with Hephaestus Industries, many K&#039;lax view humans in a negative light. For more about the K&#039;lax and their relations with the Unathi, read [[K%27lax_in_the_Izweski_Nation | K&#039;lax in the Izweski Nation.]] &lt;br /&gt;
&lt;br /&gt;
Overall, the approach all Hives have taken when sending their populations to work with aliens is to treat their &#039;workplaces&#039; as an adopted Hive cell. All Hives encourage the development of social bonds that normally come with working closely between Vaurcae in the same Hive cell. This has led to some Vaurcae considering their co-workers a second family.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Vaurca (Vaur&#039;uyit&#039;zir)&lt;br /&gt;
 |Scientific = V. esseli / V. sapiens&lt;br /&gt;
 |Image = Vaurcaduo.png&lt;br /&gt;
 |System = Sedantis (Sc&#039;theth&#039;stak, &amp;quot;Blinding Light.&amp;quot;)&lt;br /&gt;
 |World = Sedantis I (Vaur&#039;avek&#039;uyit, &amp;quot;Home.&amp;quot;)&lt;br /&gt;
 |Language = Vaurcese, Hivenet.&lt;br /&gt;
 |Politic = Zo&#039;ra Hive, K&#039;lax Hive, C&#039;thur Hive.&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview== &lt;br /&gt;
Vaurcae (/ˈvaʊrkə/ &#039;&#039;VAUR-kah,&#039;&#039; &#039;&#039;Vaurca&#039;&#039; in singular term and &#039;&#039;Vaurcae&#039;&#039; in multiple) are an arthropodous species that naturally organize themselves into eusocial groups. They are largely humanoid in shape, with most having a pair of arms, hands with four digits divided equally between thumbs and fingers, and legs ending in feet perfect for climbing the tunnels and caverns they used to dwell in on their homeworld, Sedantis. The Vaurcae are one of the oldest surviving civilizations in the known galaxy, with a &#039;&#039;&#039;[[Vaurca History|history]]&#039;&#039;&#039; that can be traced back to 730,000 years ago. Forced by circumstances to flee their homeworld, the once mighty Vaurca have only recently concluded a brutal era-spanning exodus and arrived in the Orion Spur as colonists, the unusual aliens reluctantly taken in by other civilisations. Now the species under the watchful guidance of its ancient and enigmatic rulers, schemes, manoeuvres, builds, and claws its way to regaining the great splendour and power they once possessed, from within a Spur more interested in using them for its own gain. &lt;br /&gt;
&lt;br /&gt;
The Vaurca form complex eusocial groups called Hives, each led by a High Queen, whom the Hive is usually named after, and a council of Lesser Queens, each holding jurisdiction over specific Hive functions. Beneath the Queens in leadership are the Ta, who within a byzantine social structure act as Diplomats, Surrogates, and mothers to the multitudes of less individually important Vaurca. These Ta occupy all positions of governmental import not directly overseen by the Queens and share in the same biological immortality enjoyed by them, many being born in generations long gone. Queens, lesser and high, are the only types of Vaurcae capable of producing eggs, and it falls to the Ta to fertilise, genetically shape, and nurture these eggs to maturation. Being born under a specific Queen places a Vaurca in her brood, with each brood pushing the Vaurca towards distinctive traits reflective of her will and a variant carapace colour. More information on these structures and broods can be found on the &#039;&#039;&#039;[[Vaurca Hives]]&#039;&#039;&#039; page. &lt;br /&gt;
&lt;br /&gt;
Vaurca civilisation is separated into several castes, with members of each caste having their biology, psychological inclinations, and education determined before they are even hatched. These castes range from diligent Workers and bulky Bulwarks carrying the rebuilding of the species upon their backs to the often thrill-seeking and war-inclined Warriors and the perplexing biological computers the Cephalons, to say nothing of the multitude of subtypes and theoretical designs. Consequently, each Vaurca is born for a specific function pertaining to their caste. Vaurcae are then separated further between being Akaix (Unbound) and Viax (Bound). Akaix are no less of a person than any human, whereas Viax are incredibly simple minded, running on no more than a desire to do what they are told, designed for their function rather than versatility. More about the castes can be read on the &#039;&#039;&#039;[[Vaurca_Biology|Vaurca Biology]]&#039;&#039;&#039; page.&lt;br /&gt;
&lt;br /&gt;
Doubtless the most notable of the technologies still possessed by the Vaurca is that of the advanced &#039;&#039;&#039;[[Virtual_Reality | Virtual Reality]]&#039;&#039;&#039; which permeates every element of their culture, treated by most of the species not as a simulation but rather as an entirely separate and quite real afterlife, the holy domain of the venerated Queens. Owing to the installation of an augment known as a Neural Socket into the brain of almost every Unbound, nearly the entire species can access this Virtual Reality in one form or another at will, given they are within range of a Hivenet transmitter. Perhaps even more importantly, they can, through a mechanism some suspect is intentionally obfuscated by the Hives from the rest of the Spur, even have their minds saved and uploaded after death. It would be difficult to overstate just how vital this technology is to the Hives, and without its influence over the ages, modern Vaurca society would doubtless be very different indeed. &lt;br /&gt;
&lt;br /&gt;
Vaurcae have many mechanical extras such as extensive xenowear loadout, flags, K’ois as a product in-game and a rather grand set of unobtainable event-spawn objects and mobs. The massive Vaurcae Ta (also known as Breeders) are playable as consular officers representing their Hive&#039;s, and their lore can further be explored through artifacts and merchant items.&lt;br /&gt;
&lt;br /&gt;
To apply to be one of the insect-like Vaurcae, apply [http://aurorastation.org/forums/viewforum.php?f=28 here]. Vaurca playable on the Horizon may be Workers, Warriors, Bulwarks or Ta. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important notes:&#039;&#039;&#039; Vaurcae can&#039;t be any Heads of Staff, including being elevated to an Interim command position. They used to require an Avowal of Responsibility to work any position higher than an intern level, but as of 4/24/2463, Avowals were abolished in SCC facilities.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
*Global Hivenet, accessible via ,9 and heard only by other Vaurcae and station-bound synthetics.&lt;br /&gt;
*Pressure and cold resistant, allowing them to survive in space with internals.&lt;br /&gt;
*Unaffected by phoron gas but require it to breathe.&lt;br /&gt;
*Have natural insulation.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Can only healthily consume food consisting of k&#039;ois paste and byproducts.&lt;br /&gt;
*Do not self-heal.&lt;br /&gt;
*Can see very well in the dark. &lt;br /&gt;
*Take additional toxin damage.&lt;br /&gt;
*Suffer from additional blood loss.&lt;br /&gt;
*Can be permanently rendered blind by flashing them several times in a row.&lt;br /&gt;
*Vaurca Warriors can bite and are more resistant to burns.&lt;br /&gt;
*Vaurca Workers cannot bite but are more resistant to radiation and brute damage.&lt;br /&gt;
*Vaurca Bulwarks are slow but immune to radiation and can fireman carry two people at once. &lt;br /&gt;
&lt;br /&gt;
Non-mechanic traits:&lt;br /&gt;
*Dislike light.&lt;br /&gt;
*Be raised in virtual reality.&lt;br /&gt;
*Generally very specialized. Born to serve a specific role.&lt;br /&gt;
*Face severe discrimination in human space.&lt;br /&gt;
*Be incredibly sensitive to smells.&lt;br /&gt;
&lt;br /&gt;
==Relationships with Megacorporations==&lt;br /&gt;
The following is an updated table listing which megacorporations employ Vaurcae. All playable characters must adhere to these specifications; failure to do so may result in administrative action.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ Vaurca Hives&#039; Relationships&lt;br /&gt;
|-&lt;br /&gt;
! Corporations&lt;br /&gt;
! Zo&#039;ra&lt;br /&gt;
! K&#039;lax&lt;br /&gt;
! C&#039;thur&lt;br /&gt;
|-&lt;br /&gt;
! [[Nanotrasen Corporation|NT]]&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Hephaestus Industries|Heph]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Zavodskoi Interstellar|Zavod]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|-&lt;br /&gt;
! [[Zeng-Hu Pharmaceuticals|ZH]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Preferential&lt;br /&gt;
|-&lt;br /&gt;
! [[Idris Incorporated|Idris]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|- &lt;br /&gt;
! [[Private Military Contracting Group|PMCG]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/NT/DPF&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | VP/Eridani&lt;br /&gt;
|- &lt;br /&gt;
! [[Orion Express|Orion]]&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|style=&amp;quot;background-color:#39ff14;&amp;quot; | Yes&lt;br /&gt;
|- &lt;br /&gt;
! [[Einstein Engines|Einstein]]&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:red;&amp;quot; | No&lt;br /&gt;
|style=&amp;quot;background-color:#86dada;&amp;quot; | Exclusive&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
The Vaurcae of today bear little resemblance to their original forms. The most common types appear as humanoid insects, with two pairs of eyes —a larger pair and a smaller— four arms, with two being vestigial, ending in hands that hold two thumbs and two middle fingers each. They rest on two digitigrade legs which can end in a variety of feet structures, and antennae sprout from their heads. These antenna are used for greater perception of their surroundings, with the predominant sense being smell. Some Vaurcae are capable of smelling two different types of rock apart. This potent olfactory sense allows the species to employ pheromones, the primary method of communication for the species alongside the Hivenet. Pheromones are like words encased in very fine smells. What one could infer from an inflection or tone of a word, a Vaurca could from the intricacies of a pheromone. &lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a Gyne in a process called imagotis. Essentially, the Gyne can imagine what they want a specific Vaurca to look like and think like, and subconsciously alter certain factors regarding the larva&#039;s development to facilitate their growth into the Ta&#039;s image.&lt;br /&gt;
&lt;br /&gt;
More information on the intricate workings of Vaurca-kind can be found on the [[Vaurca_Biology|Vaurca Biology]] page.&lt;br /&gt;
&lt;br /&gt;
===Ka, The Workers (Type A)===&lt;br /&gt;
Type A are the most common and can be seen as the &#039;backbone&#039; of Vaurcesian societies. Their most prevalent feature is their hardened exoskeleton, varying in colors in accordance to their Hive. It is approximately half an inch thick among all Type A Vaurcae. This exoskeleton provides protection against harsh radiation, solar and otherwise, and acts as a robust pressure-suit to seal their soft inner core from the outside world. This allows most Type A Vaurcae to have extended, several day-long EVA expeditions, assuming they have phoron. They can be bipedal or quadrupedal, with bird-like talon toes. Their hands consist of two middle fingers with small talons at the end, and two opposable thumbs, a left and a right, on either side of their hand. Type A ranges from 5ft to 7ft tall on average, though outliers of both spectra are not unheard of for the more specialized tasks.&lt;br /&gt;
&lt;br /&gt;
It is important to note that Workers explicitly avoid violent situations wherever possible. This is not their function, and they are always more use to the Hive in peak condition. Nearly all Ka are designed to find violence almost abhorrent —the sight and smell of blood instills fear and worry for most.&lt;br /&gt;
&lt;br /&gt;
===Za, The Warriors (Type B)===&lt;br /&gt;
Type B are the second most prominent of Vaurcesian society, taking the form of heavily augmented warriors. Type B can range in size from 5ft tall to 8ft tall, with Za Bound rising to as much as 20ft tall. They can be bipedal, quadrupeds, or hexapods, which are called types BA, BB, and BC respectively. They usually have weapons physically attached to their bodies, making them unwieldy or impractical for any situation other than combat.&lt;br /&gt;
&lt;br /&gt;
Warriors, unlike other types of Vaurcae, are not typically passive. This means that they tend to be more suitable for combat orientated positions, while Worker and Breeder types tend to be poorly suited for the disposition these types of occupations demand. Unlike workers, their exoskeleton is not as well equipped for such extended EVA expeditions, however it can withstand a few hours long excursions.&lt;br /&gt;
&lt;br /&gt;
The majority of Warrior-caste Vaurcae employed by the SCC are drone tier type BA, meaning that they are deprived of most advanced augments and mostly differ from other types simply in that they are more mentally suited for combat or are involved in the function of something that could be considered a weapon.&lt;br /&gt;
&lt;br /&gt;
===Ta, The Gyne(Type C)===&lt;br /&gt;
Type C are rare among Vaurcae, in that they make up around 2-3% of their entire species. They are the only individuals in Vaurcesian Hives that are fertile except for the Queens and Lesser Queens themselves. The males are raised as Bound while the females are raised as Unbound, and both of them historically served little practical purpose beyond ensuring that their respective hive-cells possess the resources they need to function and to fertilize eggs or to replace a dying Lesser Queen and to even become an additional Lesser Queen if the Hive needs more growth. The males are considered CA and the females CB. Lately, Breeders have been used as representatives for their respective queens, a departure from their traditional duties of overseeing eggs and maintaining the numbers of the hive-cells they oversee.&lt;br /&gt;
&lt;br /&gt;
This extension of their duties comes about from their keen social intelligence, making them ideal candidates for negotiating with aliens on economic and political matters. They easily grasp the nuances of social context, contracts, and systems that other castes have difficulty navigating.&lt;br /&gt;
&lt;br /&gt;
It is possible to play as a Ta as the Liaison/Representative role.&lt;br /&gt;
&lt;br /&gt;
====Playing a Hive Representative====&lt;br /&gt;
&lt;br /&gt;
As a Ta aboard the Horizon you are one of the venerable leader&#039;s of the Vaurca species and more valuable than any individual Worker or Warrior, a fact you are deeply cognizant of. Vaurca of your Hive are biologically compelled to follow your orders except where they directly contradict a Ta of their own Brood and many Vaurca of other Hive&#039;s will do so in ordinary circumstances out of respect, though they are not strictly required to. Your position places you as the head of a hive-cell aboard the Horizon with diplomatic duties consisting primarily of representing your brood in a positive light, advancing the political goals of your Hive and providing emotional support and advice.&lt;br /&gt;
&lt;br /&gt;
Below are rules for playing a Ta. Any bends of these rules must be clarified with the species maintainer prior to playing the character. Failure to adhere to the guidelines may result in punishment.&lt;br /&gt;
&lt;br /&gt;
*No height taller than 11 feet tall.&lt;br /&gt;
&lt;br /&gt;
*As a Breeder, you are allowed to have a three-syllable name instead of the usual monosyllabic. &lt;br /&gt;
&lt;br /&gt;
*Auto-hiss basic (s becomes z or more frequently not at all). You&#039;ve been assigned to work on a station full of aliens, so you’d have a vocal implant aiding this significantly due to your status.&lt;br /&gt;
&lt;br /&gt;
*Avoid combat and avoid doing any labor or specialized work except where absolutely necessary. Ta may and almost always do have hobbies, often talents in line with the skills of their brood, and they are expected to be extremely good at them owing to their incredible age. Despite this, they are leaders and politicians, not Warriors or Workers, and they should have no intention of changing this. On matters of strenuous labor, Ta ultimately prefer delegation and inspiring others to do something.&lt;br /&gt;
&lt;br /&gt;
*Avoid social ignorance. Ta possess a high social intelligence thanks to generations of evolution, being literally made for it, so they&#039;d be knowledgeable on whether trying to clean a Unathi’s horn would upset them or not.&lt;br /&gt;
&lt;br /&gt;
*Ta are biologically immortal, many having lived through what would to other species be recognised as entire era&#039;s of history. Each brood has different customs regarding the age at which a Ta is ready for duties though few broods trust Ta under 100 years old with any serious positions, Athvur being the most prominent exception, and the absolute upper limit on playable Ta age is 35 thousand years, for a Ta born (to them) not long before the Great Hive War. Ta older than this are very rare and typically either Queen&#039;s or Queen consorts, not finding work aboard the Horizon. Despite this extraordinary range the average Hive Representative will fall between 500 and 3000 years. &lt;br /&gt;
&lt;br /&gt;
===Ra, The Bulwarks (Type E)===&lt;br /&gt;
The newest caste of the Vaurca, Type E are heavyset industrialists that specialize in jobs involving hard labour, engineering, and maintenance. Average specimens stand at 8-10 feet tall, and require special clothing due to their unique shape. Type E Vaurca are the least prominent population wise in the species, due to the fact they were only recently conceived as a joint operation between the C&#039;thur and the Nralakk Federation. They were unveiled at the first session of the reformed Court of Queens in 2463, before specimens belonging to the other Hives began appearing.&lt;br /&gt;
&lt;br /&gt;
Bulwarks tend to be strictly defensive in their temperament, meaning they will fight to defend themselves and those in their immediate surroundings, before escaping when presented the chance. They will not chase down threats or run into situations they are not already involved in.&lt;br /&gt;
&lt;br /&gt;
Bulwarks are only employed in select locations as of now, due to their relatively recent appearance. Notable locations include the NTCC Odin, the NSS Upsilon, the NSS Aurora and the SCCV Horizon. Outside of these locations they are heavily monitored in where they go, and are typically kept in more secure locations. There are no Queenless Bulwarks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Unbound===&lt;br /&gt;
The Unbound make up the upper castes of Vaurcae society and form the only sentient and self-aware parts of its greater population. Their eggs and larvae are given more graceful care by Ta and Bound Workers. They are born with fully developed organs, though Unbound not meant to become Ta or Lesser Queens are still sterilized. The Unbound are perfectly capable of making rational, thinking decisions, and are naturally intuitive, curious and capable of understanding abstraction, much like a human. However, Unbound are not raised in a traditional manner. While in its early years Vaurca Virtual Reality was meant as an escape from reality, for modern Vaurcae in known space it&#039;s become every aspect of their lives and supposed afterlife.&lt;br /&gt;
&lt;br /&gt;
Although Unbound are sentient and self-aware, they still typically maintain unwavering subserviency to the respective hierarchy of their Hive, due to a combination of pheromone excretion and indoctrination methods imposed during the growing process of an Unbound. However, when they are not under the direct instruction of a Lesser Queen, they will typically pursue their own or their own hive-cell&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
Unbound disconnected from VR can still connect themselves to the &#039;internet&#039; of the Hive, called the Hivenet or Hive Network, where the Unbound all connect their consciousness. Unbound Vaurcae can share their knowledge, memories, and even feelings through the Hivenet. The Bound are barred from most non-utilitarian aspects of the Hivenet, due to biological constraints.&lt;br /&gt;
&lt;br /&gt;
The Unbound typically take up jobs that require more critical thinking skills, ability to learn or adapt and greater abstract thought than simple Bound. In this respect, Unbound Vaurcae can simply be considered on the same level as any human. Integration in the Orion Spur and other alien communities has some of them living alone or in small groups in their own apartments like any other citizen or family, working to support themselves, rarely having monetary aid from their Hive.&lt;br /&gt;
&lt;br /&gt;
The Unbound can be any of the basic types mentioned above except for Warforms and Type D.&lt;br /&gt;
&lt;br /&gt;
=====Playing Unbound=====&lt;br /&gt;
&lt;br /&gt;
Unbound are the human-like part of the Vaurcae species and are capable of playing any non-command role in terms of ability. They can either be unique individuals having lived out of their Virtual Reality for some time, or can be fresh from the Hive birthing chambers and or from their Lesser Queen&#039;s virtual heaven, barely knowing anything. They almost universally hate being outside of VR, as the extended stay within an environment free of strife, hunger and death have sensitized them to the presence of such things in the real world. Likely because of their biology, many Vaurcae are generally passive and hold more value in a group&#039;s opinion rather than their own, disliking isolation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound are restricted in the jobs they can pick. &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Security: Security Officer, Warden, Investigator, Security Cadet&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Surgeon, Physician, Psychiatrist, Pharmacist, First Responder, Medical Intern&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician, Engineer Apprentice&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist (all titles), Xenobiologist, Xenobotanist, Lab Assistant&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Chaplain, Librarian, Bartender, Gardener/Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Hanger Technician, Shaft Miner, Machinist&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant, Off-Duty Crew Member&lt;br /&gt;
&lt;br /&gt;
As of 4/24/2463, Avowals of Responsibility are no longer required for Vaurcae above intern level positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Bound===&lt;br /&gt;
[[File:Bound working.png|thumb||While all Bound are specialized for a specific job or instruction, all are still capable of simple labor.]]&lt;br /&gt;
&lt;br /&gt;
Bound Vaurcae are chosen even before their egg is laid. Eggs designated to be Bound are provided with certain hormonal mixes designed to neutralise brain function critical for higher thought and are then put in a warm, moisture-rich environment while Bound Ta and Workers oversee their care. The larvae that hatch from the eggs are then taken to another specialised, moist environment to be raised and augmented. Bound are highly capable in their positions but are incredibly simple-minded due to effectively being lobotomized. The result is a very effective worker but one that struggles to adapt to unusual circumstances and has minimal ability to learn or think in abstractions.  &lt;br /&gt;
&lt;br /&gt;
=====Playing Bound=====&lt;br /&gt;
&lt;br /&gt;
Bound, or as humans sometimes call them, Drones, have a lot in common with station synthetics in personality and playstyle. They are members of a lobotomised slave caste trained to obey orders without question. They have no concept of the self and can only act independently in matters of personal survival, maintenance, or self-defense. The Vaurcesian Drones typically speak slowly and have trouble speaking Basic.&lt;br /&gt;
&lt;br /&gt;
Bound typically focus on performing their duty. If asked to do something outside of the scope of their duty a Bound will always use their duty as a reference to the task at hand. Because they are working under the decree of the Hive&#039;s Queen, only with good reason would an Unbound Vaurca ask a Bound from its respective Hive to deviate from their duty. Otherwise, Bound are taught and expected to follow station protocols to the best of their ability as it is their duty to do so. Only their Hives&#039; Unbound, and heads of staff can order a Bound to deviate from its duties.&lt;br /&gt;
&lt;br /&gt;
Bound can be easily dismissed - or culled - if their performance is unsatisfactory.&lt;br /&gt;
&lt;br /&gt;
They can &#039;&#039;&#039;only&#039;&#039;&#039; take the jobs listed here. If a job title is not on this list, you cannot play them as a bound.&lt;br /&gt;
&lt;br /&gt;
Security: None&amp;lt;br&amp;gt;&lt;br /&gt;
Medical: Physician, Pharmacist, First Responder&amp;lt;br&amp;gt;&lt;br /&gt;
Engineering: Engineer, Atmospheric Technician&amp;lt;br&amp;gt;&lt;br /&gt;
Science: Scientist&amp;lt;br&amp;gt;&lt;br /&gt;
Service: Chef, Bartender, Gardener, Librarian, Hydroponicist, Janitor&amp;lt;br&amp;gt;&lt;br /&gt;
Operations: Machinist, Hanger Technician, Shaft Miner&amp;lt;br&amp;gt;&lt;br /&gt;
Civilian: Assistant&lt;br /&gt;
&lt;br /&gt;
==Life Cycle== &lt;br /&gt;
&lt;br /&gt;
The lifecycle of a Vaurca is fairly complicated when compared to other species. Each stage of a Vaurca&#039;s development is clearly regimented by biological developments or the introduction of augmentations.&lt;br /&gt;
&lt;br /&gt;
Vaurca eggs are laid by a Hives high or lower Queen, and naturally enter a state of suspended animation when they are outside of the ovipositor, locking the egg in its initial stage until it is received by its surrogate Ta. This is compounded with cryogenics to effectively transport a vast amount of eggs between the Queen and their surrogate Ta. Every Ta within a Hive specializes in the creation of many different types of Vaurcae. Ta themselves are living biological factories, capable of controlling nearly every aspect of their progeny via genetic manipulation, a process that has great cultural importance attached to it.&lt;br /&gt;
&lt;br /&gt;
Before a larva is hatched, its purpose is determined by a female Ta, in a process called &#039;&#039;&#039;Imagotis.&#039;&#039;&#039; In this imaginal stage, the Ta can hold in its mind the image of its completed offspring, regulating gene expression to mold the larva into its desired form. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bound&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Larva destined to become Bound are born without parts of their brain, and their organs are undeveloped, preparing them to receive implants as soon as they are hatched. These implants grow with the Bound, and it will have them throughout its entire life unless replaced. Bound Vaurca reach maturity within six months. Upon fully maturing, they are implanted with a neural socket and begin working immediately. A Bound&#039;s lifespan is theoretically infinite, provided that the Hive keeps its augments well maintained. In reality, however, Bound are rarely maintained and thus can expect an operational lifespan of around ten years on average, provided they experience no work-related injuries. Upon the death of a Bound, the augmentations they possess are removed and repurposed, and the body is typically incinerated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unbound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a larva is destined to become an Unbound, it is given six months of organic development, which allows for its brain to mature fully. After this six-month period, it is implanted with a neural socket and experiences Virtual Reality for the development of its personality and training. These six months are the closest thing to childhood that a Vaurca has. At the conclusion of this one-year period, the Unbound is fully mature and prepared for whatever purpose it may have been given by the Hive. It will receive several augmentations depending on circumstance throughout its life, unlike Bound, who receive all of their augments at birth. Furthermore, unlike Bound, Unbound are always more flesh than augmentation, so they cannot be &amp;quot;maintained,&amp;quot; an Unbound experiencing a lifespan of twenty years on average, at the conclusion of which their neural socket containing their mind is uploaded into VR and their augmentations are reclaimed by the Hive. Their body is generally incinerated. Years spent in VR tend to not subtract from this lifespan, meaning that an Unbound could be extremely old if it spent most of its time in VR.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biology of the Ta&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ta are rarely born, only when a leadership position is required or when a previous Ta has died for whatever reason. The Mother Ta will then cease all other egg production and produce one single egg with the required hormone, with the individual being an almost complete genetic clone of the mother. This egg is 7 to 10 inches in diameter, rather than the standard 5 inches, and will grow to nearly 15 inches in diameter. These eggs are treated like a precious metal or gem and are heavily protected by all parties involved. Defending these eggs is one of the only times a Ta will get aggressive. This is the same for both Bound and Unbound Ta.&lt;br /&gt;
&lt;br /&gt;
The egg hatches after 10 days, and the larvae grow for a year, their carapace hardening in several places and becoming thicker overall as they grow ceremonial crests and wings that sprout along the entire length of their back; however, the Ta is usually too heavy for them to generate lift except in low-gravity. At the conclusion of this growth, they will enter the pupal stage, where they will pupate for another 5 or so months. The Birth and Second Hatching of an Unbound Ta is seen as a celebration, and depending on how important the new Unbound Ta will be, the bigger the celebration, being one of the few celebrations the Vaurca partake in. &lt;br /&gt;
 &lt;br /&gt;
The average Ta who was not given a regular supply of Royal hormones used to live from 200 to 300 years; now, however, since their own medical developments, they are theoretically biologically immortal, with most of the Ta aboard Titan Prime being at least over a thousand years old. When a Ta dies, their personalized and required augments are removed, with the neural socket being stored and the required augments being used by their possible replacement. Personalized augments are destroyed.&lt;br /&gt;
 &lt;br /&gt;
If the Unbound Ta is destined to be a lesser Queen, it is given Royal hormones which will change its form over the course of the next few years as it takes on more Royal features. A larger crown forms on the exoskeleton of their head, and they have more prominent shoulders, wings, and thorax. &lt;br /&gt;
&lt;br /&gt;
Bound Ta are typically a normal Ta, but given the organ inhibitor hormones during their larval development as all Bound are. They are recognisable as having less vibrant carapace colouring, subdued royal crests, and no wings. These are the males of the Hive, with a few Unbound Ta tending to always have a bound Ta on hand to help with the odd menial task, though this was more popular in the past. Bound Ta do not live very long, with the average Bound Ta living only a couple of years. Because of this, they are always made to a certain point to ensure the Hive continues.&lt;br /&gt;
&lt;br /&gt;
==Vaurca Organs== &lt;br /&gt;
&lt;br /&gt;
Vaurca organs, whilst having some universal similarities with those of other sapient species, are very different in how they work and process the required elements for a Vaurca to live. &lt;br /&gt;
The Vaurca brain itself is not unlike that of any other species with sapience in that it possesses a developed central lobe, but it also has features more similar to those of earth arthropods, such as set outer lobes for ocular, auditory, and other senses. The overwhelming majority of Vaurca have a neural socket installed towards the back of the brain, just before the centre spinal nerve, allowing access to the Hivenet and Virtual Reality Systems.&lt;br /&gt;
 &lt;br /&gt;
The exoskeleton itself is very tough. Depending on the Bioform, it can be more tightly packed, with Ra having a more dense and thicker exoskeleton, Za having a more flexible and mobile exoskeleton, and Ka in between these variations. While this exoskeleton provides the Vaurca with numerous benefits, such as high radiation resistance and strong structural support against a vacuum, it also has drawbacks: &lt;br /&gt;
 &lt;br /&gt;
One such drawback is that Vaurca have an open circulatory system; their bodies being essentially tanks of sulfur-based blood. As a result, Vaurca have a heart that is comparable to that of a larger animal. The heart has two individual chambers, which simply take in blood before expelling it. The two chambers essentially cause blood to flow to the left and right sides of the body.&lt;br /&gt;
 &lt;br /&gt;
The lungs act more as one, forming a ring around the heart, the main source of blood flow, and are aided by two implanted cybernetic and bioengineered organs, such as the Phoron reservoir, which stores phoron otherwise ingested by an individual Vaurca. This phoron is then pumped into the breathing apparatus, a bioengineered set of thin, delicate tubes that help diffuse the phoron into the lungs, allowing the latter to catalyse the respiration for the Vaurca. The reservoir can also store oxygen if required, in which case the breathing apparatus takes over in place of the lungs when a Vaurca is within a vacuum.&lt;br /&gt;
 &lt;br /&gt;
When on Sedantis, these engineered organs were not required due to the prevalence of phoron and oxygen in the Vaurca homeworld&#039;s atmosphere. However, with phoron not being present in other atmospheres, these organs are now essential for Vaurca to live. A gas the atmosphere of Sedantis did not possess in high quantities compared to others is nitrogen, and while it is present in small amounts in the bodies of Vaurca, the gas itself is toxic to them, blocking many biological functions, hence the use of the filter that is placed at the front of the Vaurca&#039;s trachea, just above the start of the Esophagus.&lt;br /&gt;
&lt;br /&gt;
==Vaurca Limbs== &lt;br /&gt;
&lt;br /&gt;
The exact limbs of Vaurca vary heavily depending on caste. They typically have two large insect-like eyes that are hyper-sensitive to most forms of light and may have two smaller ones underneath. While they can function in light-heavy environments perfectly fine, many complain about frequent migraines and tend to get frustrated after long exposures to light like the sun or even general ship lighting. This hyper-sensitivity, however, leads to greatly increased eyesight in dark areas. Their eyes are completely black in terms of coloration, with no variation between the castes. They also have large, insect-like antennae that protrude from their head. These antennae are used for greater perception of their surroundings and to communicate with each other through subtle movements or by rubbing them together. Losing these antennae, which act as an olfactory sensory and nerve database, can cause confusion, dizziness, nausea, communication problems, and extreme pain.&lt;br /&gt;
 &lt;br /&gt;
Their mouthparts have two large mandibles, which are exceptionally strong in Warriors. &lt;br /&gt;
 &lt;br /&gt;
A Vaurca Worker and Warrior may possess vestigial arms below their main limbs, genetic remnants that serve little purpose except to hold the occasional item. Some Vaurcae may remove them for practicality while others are decorating them for fashion purposes. The latter is quickly becoming a fad for Vaurcae who regularly interact with aliens.&lt;br /&gt;
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==Vaurca Augmentation== &lt;br /&gt;
&lt;br /&gt;
While many Vaurcae look identical in an augmented state, aside from various shifts in color, virtually all Vaurcae are augmented in some manner, the degree to which depends very much on their caste and purpose.&lt;br /&gt;
The most augmentation is typically seen in Bound Vaurcae. Much of their organic mass will at some point be replaced with machinery, so they can fulfil one specific task to the best of their ability. Worker Bound will at the completion of their development look more like construction machines than Vaurca, with variable amounts of limbs and a plethora of tools at their disposal. Warrior Bound will assume a variety of forms, varying from simple infantry with weapon and targeting augments to assault vehicles. The more complex the caste name of a Bound, the less recognisable it is as a standard Vaurca.&lt;br /&gt;
Unbound however, will rarely undergo such severe augmentation. The great limitation of such heavy modification is that it eliminates versatility, which is a significant part of the purpose of the Unbound caste. For many their augments are performance-enhancing instead of completely form altering. The majority of Unbound are today equipped with at least basic communication augments, which make them versatile assets to speak with extra-hive entities.&lt;br /&gt;
Ultimately, all Vaurcae currently employed by the Stellar Corporate Conglomerate aboard the SCCV Horizon are of the least augmented tier - either Type AA, Type BA, or Type E. Their carapace is almost totally unmodified. Bound and Unbound alike will have a neural socket and an oxygen filtration system, and they may utilise full-limb prosthetics. Bound may have several augments designed to increase work efficiency or general survival, while Unbound will typically have only a few augments to ensure that they can fulfil any task assigned to them by the Stellar Corporate Conglomerate.&lt;br /&gt;
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==Vaurca Sleep Cycle==&lt;br /&gt;
&lt;br /&gt;
Vaurca Bound follow a predictable sleep pattern. Specialized augmentations control the chemical precursors that induce sleepfulness within Bound and cause them to sleep. While predictable, the times that a Bound sleeps typically depend on its duty within the Hive, with the most physically demanding jobs having the longest periods of sleep.&lt;br /&gt;
Unbound Vaurcae spends 98 hours active on average before experiencing drowsiness. Some Unbound may change this sleep cycle depending on their work or needs, similar in scope to how humans change their habits. To sleep, a Vaurca adopts a leaning position that uses specialized joints and hinges in their exoskeletal plates to sleep standing upright.&lt;br /&gt;
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==Modern Day==&lt;br /&gt;
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For the Vaurca, co-habitation with the other species they have encountered has led to fundamental changes to their way of life, many seemingly to their detriment. In the public eye their advanced weaponry has lead to a lot of fear regarding their potency and supposed ease of mass production. Seemingly no one can deny the military domination a war-ready Hive would impose. From tachyon-based weaponry, gauss cannons, condensed thermal energy and the infamous Warforms, most believe it to be a miracle that the Vaurca have yet to attack and seize control of the galaxy, fears which found themselves at the forefront after the [[The_Lii&#039;dra | Lii&#039;dra Invasion]] and which have only slightly quieted since. &lt;br /&gt;
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To a certain extent within their respective societies this may be true. The Vaurca have integrated themselves into a great deal of the running of the Republic of Biesel, Izweski Hegemony and Nralakk Federation in an effort to make themselves essential, including handsome contributions to each nation&#039;s armed forces. This has provided a degree of political sway and necessity much greater than what they once had shortly after arrival. However the power of the Hives is not as simple as many believe. Weaponry was a lower priority on the list of supplies brought on Hiveships, as though while large, space was required for broods as well and materials. Some Queens such as [[Vaurca_Hives#Zoleth.2C_The_Herald_of_Scars|Ta&#039;Akaix&#039;Zoleth&#039;akeh Zo&#039;ra]] were insistent on bringing a plethora of weaponry, to ensure their survival among the unknown threat of the stars but their pleas, only resulted in minor increases to ship defences. During their long journey, many of the of resources the species bought were used for maintenance of the ship, and by the time they arrived in the Orion Spur, their lack of materials, and subsequently, repairs, have resulted in the damaged states the three known Hiveships were found in. Additionally food supply was limited in terms of places to grow aboard the Hiveships, and as a result, a majority of Warforms and the larger Bound Workers were culled, due to being unable to sustain many of the cryogenic storage pods used to contain them. The phoron crisis has certainly not helped matters on this front and Hive&#039;s are careful to balance the cost of phoron with military readiness. &lt;br /&gt;
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Politically and militarily, the &#039;&#039;&#039;Zo&#039;ra&#039;&#039;&#039; remain as dominant as ever over the other Hives, though in a much reduced state compared to what that dominance represented on Sedantis. The Zo&#039;ra possess by far the most Warriors and Warforms of the three modern Hives, not to mention the tactical acumen to use them. A significant portion of this is due to the [[Zoleth,_The_Herald_of_Scars | Queen Zoleth, the Herald of Scars]] who, in the absence of her most trusted friend, High Queen Zora, is the oldest Vaurca in the Spur. Zoleth has always viewed herself as the hammer to the nail that was Zo&#039;ra herself, and the two of them were responsible for the wildly successful generational conquests on Sedantis that built the planet spanning empire they once possessed. Her military genius and inclinations towards wartime preparations saw her as the driving force behind the move to invest the Hive&#039;s resources so significantly into the founding of the Tau Ceti Foreign Legion and its new incarnation [[Tau_Ceti_Armed_Forces | the Tau Ceti Armed Forces]] despite pushback from the newly elected [[Vaur,_The_Liminal_Queen | High Queen Vaur.]] This move proved itself savvy as it gave the Hive both sway through the Legion, beginning their ascension into the political web that connects the inhabitants of the Orion Spur despite their debt and the ability to maintain their military without appearing threatening to the Republic. Part of these investments was not just providing Warriors but the hybridization of the [[Tau_Ceti_Armed_Forces | Tau Ceti foreign Legion and recently Tau Ceti Armed Forces]] current weaponry and their own personal designs. These resulting weapons are currently employed by the Armed Forces, and while they are hardly the most technologically advanced, the Republic having for a balance of effectiveness and cost, and many agree that it is certainly an improvement compared to their last. The Queens of the Zo&#039;ra Hive as a whole are benefiting from this increased power, having managed to revive the Court of Queens on Caprice, installing its chambers within their capital New Sedantis, though relative to the other Hive&#039;s many Zo&#039;ra on Biesel live in great squalor. &lt;br /&gt;
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Despite the success of the Zo&#039;ra regarding military and politics, the &#039;&#039;&#039;K&#039;lax&#039;&#039;&#039; are the only Hive that has truly managed to adapt the species more advanced technologies to the Spur&#039;s new realities. To the Klax, this is hardly surprising; they were after all the minds behind much of these inventions, regardless of how much undue credit Zo&#039;ra may claim. In recent years, batches of new-generation thermal drills, a tool that was by necessity ubiquitous in the caverns of Sedantis, were developed and manufactured by the K&#039;lax, shipped, and sold across the Orion Spur. While expensive, those mining facilities that adapted saw huge increases in yields as a result. Furthermore, the Hive agreed to collaborate with the Unathi on Moghes with respect to terraforming the wasteland planet, re-creating their machines of old with the alien materials of the Spur. These factors contributed towards the K&#039;lax Hive&#039;s eventual transformation of their barren colony of [[Tret]] given to them by the Izweski into the gigantic factory planet and industrial heart of the Izweski Hegemony it is today, though certain unfavourable deals with outside parties limit the funds the K&#039;lax can bring to bear from this. &lt;br /&gt;
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Economically, it is only the &#039;&#039;&#039;C&#039;thur&#039;&#039;&#039; who have truly profited. While the other Hives are reliant on collective money pools brought in by employed Bound and Unbound or the leftovers of their own factory exports, being harboured by the generous Nralakk Federation has opened up a large amount of opportunities, to say nothing of the C&#039;thur Hive&#039;s historical inclinations. The C&#039;thur have bought a significant portion of [[Einstein Engines]], opening a connection to the [[Eridani Federation|Eridani Corporate Federation]], and many job opportunities. These factors have resulted in the C&#039;thur being the most economically advanced of all Hives. Money that is received by Hives is typically distributed between the Queens, each given the discretion to use their share however they wish within certain limits imposed by her sisters. &lt;br /&gt;
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====Individuals====&lt;br /&gt;
&lt;br /&gt;
For many Unbound, adapting to their new lives has been a tough ordeal, but one that is short suffered. Once settled, most hive-cells are capable of sharing a single bedroom apartment due to their preference for confined spaces and their tendency for practicality over personality. Personal possessions are not uncommon, Unbound are welcome to spend what little money they typically receive on hobbies.&lt;br /&gt;
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&#039;&#039;&#039;Workers&#039;&#039;&#039; mostly shifted from serving the Hive to employment well, with only a few incredibly specialized Unbound finding difficulty. While confusion was apparent at the complicated process of the simple act of going to work, once clarified, many Vaurcae brought their specialised knowledge and pragmatism into like-minded fields, typically able to share their intricate knowledge with great practical success. On a social level, however, many Unbound are prone to varying levels of discrimination. Such acts can be extremely discreet, such as being made to do a less desirable task. On the other hand, some overtly voice their dislike, often showing their ignorance of how Vaurcae operate and live. More obvious examples of dislike include incidents such as Tajara gangs reacting violently to the Lii&#039;dra invasion and going as far as to murder Vaurca near their territory.&lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039;, however, did not have such an easy transition. While there were some who could transition as well as most Workers, many of the Unbound purely bred for combat struggled to find applicable work. Some of these soldiers slowly managed to trickle into work as private security, bodyguards, and alike, while others found trivial work doing menial or laborious tasks. K&#039;lax Warriors mostly serve in the Hegemony and many others, especially from the Zo&#039;ra Hive, have found a place doing what they do best in the [[Tau_Ceti_Armed_Forces | Tau Ceti Armed Forces.]] Much of this situation was recently alleviated by the founding of the Pan-Vaurcesian military the [[Private_Military_Contracting_Group#Ve&#039;katak_Phalanx]] which draws in a large percentage of what would be the otherwise unemployed Vaurca Warriors, giving them a place in service to the Court of Queens.&lt;br /&gt;
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==Social==&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
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Before the invention of the Hivenet in the [[Vaurca History#The Eera of Augments|Era of Augments]], Vaurcae would communicate by distributing pheromones from mouth to mouth for complex messages, and vibrations with their antennae for simpler messages, sent via larger distances. Since Vaurcae don’t possess a vocal tract, spoken language was unknown to them until their arrival to the Spur. The invention of the Hivenet allowed for a better and more long-range method to communicate with each other, making cooperation more efficient. While to a stranger Hivenet might just sound like rhythmic vibrations, for a Vaurca the received message, which are encoded pheromones coded and transmitted as signals, ‘sounds’ in their head, which is how the Vaurcese vocabulary has been incorporated in Human, Skrell and Unathi space.&lt;br /&gt;
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These encoded pheromones can also transmit emotions and other kinds of warnings. Because of the lack of facial expressions available for Vaurcae, it is common for individuals to express themselves by sending a message such as this on the net. Other simple encoded messages such as small onomatopoeic sounds, reactions like eye-rolls and basic &amp;quot;images&amp;quot; may also be sent. &amp;quot;Videos&amp;quot; are too heavy to be encapsulated by pheromones in the way other species would understand it, instead coming across as a collection of feelings and basic information.&lt;br /&gt;
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Since the species arrival in the Spur, they have been forced to developed augmentations known as voice synthesizers which allow for speech and the translation of language. The majority of these voice modulators are cheap, which is responsible for much of the species possessing a peculiar buzzing accent. Without this augmentation no Vaurca is able to audibly receive or reproduce a xenolanguage. Additionally despite the species not having used a written language commonly since the invention of Virtual Reality, Vaurcae are able to learn to read and write in Basic, and for an employee on board the SCCV Horizon, part of their education would have consisted in such. &lt;br /&gt;
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====Speaking like a Vaurca====&lt;br /&gt;
&lt;br /&gt;
Vaurcae working in alien space have augments that allow them to have an easier time speaking the Languages of the Orion Spur. However, due to the desperate times the species is in, speech augments tend to be of variable quality. Vaurcae typically expresses an unfamiliarity with most alien languages, preferring to use basic words and sentence structures over more complex ones, and often may be unaware of the exact meaning of words, or the names of objects, instead describing them. This tends to happen most to those who aren&#039;t used to alien culture.&lt;br /&gt;
&lt;br /&gt;
Many Vaurcae, and their vocal augments have difficulty producing sounds related to the letter &amp;quot;s&amp;quot;, and instead substitute with a harsh buzzing in the throat. (&amp;quot;May I please have some k&#039;ois?&amp;quot; becomes &amp;quot;May I pleaze have zome k&#039;oiz?&amp;quot;). Some Vaurcae may have difficulty producing soft consonant sounds such as those produced by &amp;quot;f&amp;quot; or &amp;quot;ph&amp;quot;, and instead substitute them with a more guttural &amp;quot;vh&amp;quot;. (&amp;quot;Phoron gas is fine!&amp;quot; becomes &amp;quot;Vhoron gas is vhine!&amp;quot;. Some unfortunate specimen may even be plagued with both impediments at once. (&amp;quot;The phoron in these k&#039;ois lets me breathe.&amp;quot; becomes &amp;quot;The vhoron in theze k&#039;oiz letz me breathe.&amp;quot;), or even further, more exotic impediments.&lt;br /&gt;
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===Naming System===&lt;br /&gt;
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The traditional Vaurca naming system is complex, with first names being made of three parts. The first part is either Ka for Workers, Za for soldiers, Ra for Bulwarks or Ta for breeders. The second syllable is Viax for Bound, or Akaix for Unbound.&lt;br /&gt;
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Finally, the last syllable of the name is unique, decided by the player. In Vaurcese, this segment would translate to a number —like a serial code, it is a unique identifier. The only restriction is that it should not be longer than a single syllable, at the very most two syllables. For a Worker Unbound it might be: &amp;quot;Ka&#039;Akaix&#039;Siith Zo&#039;ra.&amp;quot; With &#039;Siith&#039; being created by the player. The surname is the Hive that the Vaurca is a part of, in the example&#039;s case &amp;quot;Zo&#039;ra&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In summary, you create a &#039;&#039;&#039;single unique name&#039;&#039;&#039;, which is slotted after your caste and whether you are Bound or Unbound, and your surname is the Hive you are from.&lt;br /&gt;
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===Inter-caste Relationships===&lt;br /&gt;
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Relationships between each type and each caste tend to be a universal constant among Vaurcesian Hives. The Bound are thoroughly exploited by the Unbound whenever an opportunity for such arises. It is typical for an Unbound to delegate any menial labour to the nearest Bound whenever possible. While especially &amp;quot;lazy&amp;quot; Unbound are not prevalent on human stations, all Unbound tend to display this mindset towards the Bound to a degree. When encountering a dangerous situation, the response is similar —the Bound are expected to attempt to make the situation safer for the Unbound in any way possible. Bound are perfectly subservient to the whims of the Unbound, and do not begrudge this exploitation.&lt;br /&gt;
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Worker vaurcae tend to be esteemed more highly than Warrior Vaurcae, especially in Unbound circles, and especially in these difficult times when the value of labour to the Vaurca is more important than the value of defense. Unbound Breeder Vaurcae are esteemed very highly, especially those at the top of the hierarchy. Bound Breeder Vaurcae tend to rarely interact with other Vaurcae, except for Bound caretakers.&lt;br /&gt;
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As for different types of the same caste, Unbound Ka or Za of the same &#039;duty&#039; tend to organize themselves into hive-cells. For example, a Worker who works in construction may live, sleep and work with the same people within their hive-cell. A hive-cells size can vary drastically, but ultimately, they tend to organize the labor of Ka and Za into the most efficient means, with each hive-cell reporting to a particular Ta, usually their birth mother. Vaurcae tend to be closest to those that they work with, and so many Vaurcae consider their hive-cell their closest relatives.&lt;br /&gt;
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===Inter-hive Relationships===&lt;br /&gt;
The Zo&#039;ra and K&#039;lax Hives maintain warm relations, while officially the diplomatic tension between the C&#039;thur and K&#039;lax Hives is tenuous at best. The Lii&#039;dra Hive is universally hated. The Zo&#039;ra percieve themselves the rightful rulers of the K&#039;lax and C&#039;thur, and the K&#039;lax have thus far made no official statement against this. Meanwhile, the C&#039;thur changes their announcements constantly. The Bound of each Hive serve other Vaurcae of their Hive firstly and are completely subservient to the will of their Hive&#039;s rulership. The K&#039;lax Bound however will also serve Zo&#039;ra Vaurcae should there be no conflict with the desires of K&#039;lax hierarchy. The same can be said to a lesser degree with the C&#039;thur. Zo&#039;ra Bound will rarely ever service K&#039;lax Vaurcae, and only when instructed to do so by Zo&#039;ra Unbound. Zo&#039;ra, C&#039;thur and K&#039;lax Unbound typically do not intermingle except on an individual basis and remain subservient to the desires of their respective hierarchy.&lt;br /&gt;
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===Inter-species Relationships===&lt;br /&gt;
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The Zo&#039;ra tend to be cooperative with humanity out of necessity, but on an individual level opinions vary between each Unbound. This approach is largely shared in reference to all other aliens, viewing them as potential benefits to their Hives. Perhaps in response to, or as a result of this, the Zo&#039;ra Hives have begun to re-imagine themselves as something aliens can identify with. Supporting cross-species initiatives that further increase cooperation between each species feeds into this idea of ultimately benefiting all species involved. Besides this, the servitude that Bound abides by is a topic of concern for humanity in particular, because Bound are hard-wired to satisfy the needs of other Unbound of their Hive firstly, it creates the possibility for conflicts of interest between the humans that use cheap Bound labor, and any Unbound Vaurcae of the same Hive. However, such situations are unreported if they do occur, and the cheapness and effectiveness of Bound labor tend to surpass potential dangers. For more about Zo&#039;ra and their connection to the Republic of Biesel, read [[Zo%27ra_in_the_Republic_of_Biesel | Zo&#039;ra in the Republic of Biesel.]] &lt;br /&gt;
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The Skrell of the Nralakk Federation have taken to using a work drafting system to assign duties to Vaurcae of the C&#039;thur Hive. The Federation or an empowered representative would requisition an amount of C&#039;thur for a particular job, which would then be supplied by the Hive. These C&#039;thur would complete this assignment and then return to their Hive. This entire process is overseen by a legal counsel comprised of both species, providing fair and equitable exchanges for all parties. The largest orders of labor come from the Federation itself and the Nanotrasen corporation. For more about C&#039;thur and their connection to the Skrell of the Nralakk Federation, read [[C%27thur_in_the_Federation | C&#039;thur in the Federation.]] &lt;br /&gt;
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K&#039;lax tend to maintain terse but warm relations with the Izweski Hegemony, providing military support as expected from a vassal, as well as sharing cultural and sometimes technological advances for the betterment of both species. Beyond this, they maintain little contact with the galaxy at large, save for their begrudging but needed trade relations with the Stellar Corporate Conglomerate, especially [[Hephaestus_Industries | Hephaestus Industries.]] Due to their unfavourable deal with Hephaestus Industries, many K&#039;lax view humans in a negative light. For more about the K&#039;lax and their relations with the Unathi, read [[K%27lax_in_the_Izweski_Nation | K&#039;lax in the Izweski Nation.]] &lt;br /&gt;
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Overall, the approach all Hives have taken when sending their populations to work with aliens is to treat their &#039;workplaces&#039; as an adopted Hive cell. All Hives encourage the development of social bonds that normally come with working closely between Vaurcae in the same Hive cell. This has led to some Vaurcae considering their co-workers a second family.&lt;br /&gt;
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{{Navbox Vaurca Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Vaurca]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Connorjg1</name></author>
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